Grand Warden Fireball Guide 2026: The Levels That Matter
The Fireball's splash grows at level 9 and level 24. Its damage at every key level, the ore it costs, the cap at your Town Hall, and how it picks targets.

The Short Version
Quick answer: The Fireball is the Grand Warden's first epic equipment. It throws a fireball at the closest defense, and the splash hits ground and air at once. Its radius grows at level 9, from 4 to 5 tiles, and at level 24, from 5 to 6 tiles. Plan your ore around those two levels.
Everything else about it scales smoothly. Damage creeps up a little almost every level. The radius doesn't, and the radius decides how many buildings one throw can reach.
All numbers here are as of October 2026.
What the Fireball Does
When you trigger the Warden's ability, he throws a giant fireball. It lands on the closest defense and explodes in a circle.
I pulled the Fireball page from the community wiki to get the details right. Three points matter.
First, it targets the closest defense, no matter how far away that defense is. Second, if no defense is available, it hits the closest target of any kind. Third, its splash damages ground and air units in the same blast.
It also gives the Warden a passive boost to his damage per second, even before you use the ability.
The wiki notes one more thing. At levels 24 to 27, the Fireball has the largest splash radius of any damage source in the game.
The Two Levels That Change the Radius
Here's the radius at every level:
| Fireball level | Splash radius |
|---|---|
| 1 to 8 | 4 tiles |
| 9 to 23 | 5 tiles |
| 24 to 27 | 6 tiles |
That table is the whole strategy in miniature.
Going from level 8 to level 9 adds a tile of radius. Going from level 23 to 24 adds another. Every level between those two adds only damage.
Why does a tile matter so much? A circle's area grows with the square of its radius. A 6 tile blast covers about 44 percent more ground than a 5 tile blast. That's often one more defense caught in the same throw.
So don't stop at level 8 or level 23. Those are the worst places to leave it.
Damage at the Key Levels
Here's what each throw does at the levels most players reach:
| Level | Fireball damage | Warden DPS boost |
|---|---|---|
| 1 | 1,500 | 21 |
| 9 | 2,200 | 47 |
| 12 | 2,650 | 60 |
| 15 | 3,100 | 71 |
| 18 | 3,400 | 80 |
| 21 | 3,650 | 87 |
| 24 | 3,900 | 94 |
| 27 | 4,100 | 101 |
The damage climbs steadily, but the steps shrink. From level 1 to 15, a throw gains 1,600 damage. From level 15 to 27, it gains only 1,000.
That's normal for equipment. Early levels are cheap and big. Late levels are expensive and small, unless they bring a new radius.
How High You Can Take It at Your Town Hall
The Blacksmith caps every epic piece. Its level depends on your Town Hall.
I checked the wiki's Blacksmith table to match them up:
| Town Hall | Fireball max level | Radius at max |
|---|---|---|
| 8 and 9 | 12 | 5 tiles |
| 10 and 11 | 15 | 5 tiles |
| 12 and 13 | 18 | 5 tiles |
| 14 | 21 | 5 tiles |
| 15 | 24 | 6 tiles |
| 16 to 18 | 27 | 6 tiles |
Two things stand out. Every Town Hall from 8 up can reach the level 9 radius jump. And Town Hall 15 is the first that can reach the 6 tile blast.
So at Town Hall 15 or above, level 24 is the target. Below that, push it to your cap and stop.
What It Costs in Ore
I counted the ore for every level in the wiki's upgrade table. Here are the totals from level 1:
| Target level | Shiny Ore | Glowy Ore | Starry Ore |
|---|---|---|---|
| 9 | 6,560 | 320 | 10 |
| 18 | 27,260 | 1,920 | 110 |
| 21 | 35,960 | 2,520 | 210 |
| 24 | 45,560 | 3,120 | 330 |
| 27 | 56,060 | 3,720 | 480 |
Level 9 is cheap. It costs just 10 Starry Ore, and it gives you the first radius jump.
The jump from 21 to 24 costs 9,600 Shiny, 600 Glowy and 120 Starry. That's the price of the 6 tile radius.
The last three levels, 24 to 27, cost 10,500 Shiny, 600 Glowy and 150 Starry for 200 extra damage. That's the weakest deal on the whole table. If you're short on ore, our guide to getting more ore covers every source.
Why Level 24 Got Harder in 2025
The 6 tile radius didn't always wait until level 24.
I checked Supercell's January 2025 equipment balance post. It says, in one line, that they moved the Fireball's last radius upgrade to a higher equipment level.
The wiki's history fills in the detail. Since February 10, 2025, levels 18 to 23 use a 5 tile radius instead of 6.
That's why older guides and videos say the big radius arrives at 18. It doesn't anymore.
If you leveled it to 18 or 21 before that change, you lost the 6 tile blast. The only way back is level 24.
It Always Hits the Closest Defense
This is where most Fireballs get wasted.
The Warden is a ranged hero, so it's easy to misjudge which defense is closest. Fire too early and the ball lands on a lone outer cannon instead of the core.
There's a clean fix. Invisibility Spells hide defenses from targeting, so you can cover the outer ones and leave only the cluster you want to hit. The wiki lists this as a common Fireball setup. Our Invisibility Spell guide covers the placements.
Without spells, wait. Let the Warden walk until the cluster you want is the nearest defense, then fire.
One odd case is worth knowing. If every target is hidden, the ball flies straight up and explodes where the Warden stands. It still does splash damage there.
Pair It With the Rage Gem
The Warden carries two pieces of equipment. The Fireball's partner matters.
The wiki names the Rage Gem as a strong pairing. Rage Gem raises the Warden's damage per second, and the Fireball adds its own passive damage boost on top. Together they make a Warden walk clear buildings faster.
Rage Gem also helps the troops near him. That's why it suits armies that follow the Warden, like Healer supported walks.
If your army needs protection more than damage, the Eternal Tome or Life Gem may serve you better. The Grand Warden equipment guide compares every piece he can carry.
Where It Fits in an Attack
The Fireball is a cluster killer. It shines when three or four defenses sit close together.
That makes it a good opener for a core push. One throw softens the middle of the base before your main army arrives.
It also hits air and ground together. Air Sweepers, Air Defenses and Scattershots in one tight group can all take damage from the same blast.
At Town Hall 16, it's the centerpiece of one army we've covered. The TH16 attack strategy guide shows it alongside Yetis and Root Riders.
Before you attack, look at the base. If its defenses are spread thin, the Fireball loses most of its value. If they're stacked, it's the best throw you'll make all game.
Should You Buy It From the Trader?
Maybe. It depends on how many gems you're sitting on.
The Fireball first appeared in the Super Dragon Spotlight event in March 2024. Since May 14, 2024, it can show up in the Trader for 1,500 gems, according to the wiki.
That's a lot of gems. But epic equipment is hard to get outside events, and you can't level a piece you don't own.
Buy it if you already run Warden walks and have gems with no better use. Skip it if you're still short on builders, because a Builder's Hut speeds up every upgrade you make.
And check the event calendar first. Epic equipment often shows up in medal events, like this month's Portal Pendant for the Minion Prince.
A Simple Leveling Plan
Here's the order that gets the most from your ore.
Step one. Push it to level 9 as soon as you can. It's cheap, and it's the first radius jump.
Step two. Level it toward your Town Hall cap, but only when it's the piece you bring into most attacks.
Step three. At Town Hall 15 or above, save for level 24. Don't stall at 21 or 23. You'd be paying for the levels without the payoff.
Step four. Treat 25 to 27 as optional. Spend that ore on a second piece first.
Want to see how top players lay out defenses against it? Find any base from a screenshot and look at how far apart they space their clusters.
Frequently Asked Questions
What level does the Fireball radius increase?
It grows at level 9, from 4 to 5 tiles, and at level 24, from 5 to 6 tiles. Every other level only adds damage. That makes 9 and 24 the levels to aim for.
Is level 18 Fireball still good?
It hits for 3,400 damage with a 5 tile radius. It used to get the 6 tile radius at 18, but Supercell moved that to level 24 in early 2025. It's still strong, just not the full blast.
How much ore does it take to max the Fireball?
From level 1 to 27, it takes 56,060 Shiny Ore, 3,720 Glowy Ore and 480 Starry Ore. Level 24 alone takes 45,560 Shiny, 3,120 Glowy and 330 Starry, which gets you the 6 tile radius.
Does the Fireball hit air units?
Yes. Its splash damages ground and air units in the same blast. It targets the closest defense, and if no defense is available, the closest target of any kind.
What Town Hall do you need for a max Fireball?
Town Hall 16 and above can take it to level 27. Town Hall 15 caps at 24, which already has the 6 tile radius. Our TH15 upgrade priority guide covers where the Blacksmith fits at that level.