Flame Flinger

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"This little charmer flings bundle of Fire Spirits that both hit hard and leave behind a burning mess. Its long range helps it stay out of trouble, but beware of longer range defenses and traps! Immune to spell effects."
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Level 1
Level 2
Level 3
Level 4
Level 5
==Summary==
*The Flame Flinger is the sixth Siege Machine to be unlocked when the Workshop is upgraded to level 6 (which requires Town Hall 14).
*The Flame Flinger is a catapult artillery that lobs trios of Fire Spirits from a distance. On impact, it deals considerable damage to its target, and sets a circular area on fire for 22 seconds; enemy ground units and structures within this area-of-effect will take damage over time similar to the Poison Spell.
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*The Flame Flinger also decays over time similar to the Siege Barracks and Log Launcher, though this decay effect is much slower (occurring at a rate of about 17 HP per second) than on the other two Siege Machines.
*The Flame Flinger's flame damage is capable of doing additional damage to , which enables it to break Walls faster than buildings with the same amount of hitpoints.
*The Flame Flinger requires a level 8 Clan Castle in order to be received as a Clan Castle reinforcement. This means that the usage of the Flame Flinger is only limited to players at Town Hall 12 and above.
==Strategies==
===Offensive Strategy===
*Tank or take down any Mortars, X-Bows, and Monoliths on the outside if you can - these defenses have more or equal range as compared to the Flame Flinger, resulting in their ability to damage it. Combine the Flame Flinger with the Queen Charge (Healers with Archer Queen). Deploy it early on as it takes longer to get through the defenses. It may be prudent to have some troops on stand by just in case the siege gets targeted by any other defense, or if a Hidden Tesla pops up unexpectedly.
*You should drop a troop (like Giants or Balloons) in front of the flame flinger to bait out any s. A Hidden Tesla won't appear until the Flame Flinger gets into its range (unless the Hidden Tesla has already been activated), so if the Flame Flinger gets into the Tesla's range without being able to outrange it, the Siege Machine could suffer heavy damage. Placing a troop (like the Hog Rider) in front of the Flame Flinger could also trigger any potential damaging traps like Bombs and Skeleton Traps which can damage the Flame Flinger (in case of the latter, a troop which targets anything is needed, such as a Valkyrie to deal with the Skeletons).
*Due to its long range, it can be used to attack and destroy a weaponized Town Hall on its own without risk of retaliation from the weapon. It excels at clearing off-center Town Hall compartments that do not have Mortars, X-Bows or Monoliths in them, though this process is generally slow owing to its slow rate of fire.
**Keep in mind that the Town Hall is not classed as a defense until its weapon is activated. To force it to activate, one can damage it either by using an Earthquake Spell, or hitting it indirectly by having the Flame Flinger attack a defense that is at most a one-tile gap away from the Town Hall. However, the latter can cause the Flame Flinger to move into range of the Town Hall should said defense be placed behind the Town Hall. One can also choose to accrue 51% damage on other parts of the base before tackling the Town Hall with the Flame Flinger, though this can be risky in terms of time.
===Defensive Strategy===
*X-Bows are the Flame Flinger's greatest threat, due to its combination of high damage per second and ability to reach it, which will destroy the Flame Flinger quickly. Setting one to ground mode and keeping it out of reach of a deployment zone can prove problematic to them as the Flame Flinger will not be able to engage the X-Bow alone without taking severe damage unless supported by a tanky using such as the Barbarian King.
*Multiple weaponized Builder's Huts can slow down or mitigate the damage-over-time effect if their effect is stacked on a single building, such as the Town Hall. However, the Builder's Huts will eventually be destroyed if they are also hit by the Flame Flinger's attacks, so they should not be placed directly next to a building that one desires to repair in this way.
*Placing defenses close to the edge of the base can prevent the Flame Flinger from making the most of its range, and may allow shorter-range defenses an opportunity to attack if the Flinger is placed improperly.
*Mortars, specifically the geared-up Burst Mortar, will match the range of the Flame Flinger. Although a single Mortar does not have enough hitpoints to outlast the Flame Flinger in a 1v1 situation, it is able to return fire against the Siege Machine and reduce its combat lifespan.
*'Tesla farms' - a compact group of s - placed at the rim of bases can also prove to be a great defense against the Flame Flinger. However, for this to be effective, the base builder must be able to anticipate which side of the base the attacker is most likely to attack from.
*Monoliths will be able to rip the Flame Flinger to shreds. Not only are they able to match the Flame Flinger's range but they also deal percentage-based damage based on the target's maximum HP, thus it will only take 4 shots before the Siege Machine goes down.
*Defending Heroes and Clan Castle troops (other than the Grand Warden) are an excellent means of defense against Flame Flingers, since they will not be targeted directly by the Flame Flinger and can engage the Flame Flinger once it enters their territory. However, it is possible for the area-of-effect to greatly damage (or even defeat) them if they are placed near targeted defenses and remain in the area.
*Traps also work against the Flame Flinger, which can reduce its lifetime, which also decreases its damage done to the base. Examples are Giant Bombs which greatly damage the Siege Machine, and Skeleton Traps, which can eventually destroy it.
==Upgrade Differences==
The Flame Flinger undergoes significant visual changes at levels 2, 4, and 5.
*Initially, the Flame Flinger is a red wooden box with four wooden wheels and a catapult at the back tied down with rope. The catapult's bucket is kept closed with metal grate on top of it. Inside the catapult are several Fire Spirits. When the Flame Flinger attacks, the grate opens and flings the Fire Spirits which deal massive damage to defenses and walls alike from a long range.
**At level 2, the Flame Flinger gains another rope on its top with the roman numeral 'II', indicating its level.
**At level 3, the Flame Flinger's wheels gain silver, metallic reinforcements, while the wooden piece at the front gets upgraded to metal. The roman numeral on the top is now 'III' and is now made out of metal.
**At level 4, the Flame Flinger's metal grate and its front piece both turn golden in color. The roman numeral on its top is now 'IV'.
**At level 5, the metal lining of the Flame Flinger's metal bucket turns gold, while the grate now has an orange glow. The golden piece at the front now gains spikes, and is shinier. The metal roman numeral turns into gold, and is now 'V'.
==Statistics==
Preferred Target	Attack Type 	Range 	Housing Space	Movement Speed	Time between Bursts	Shots per Burst	HP Decay per Second	Workshop Level Required
Defenses 	Area Splash (Ground Only)	11 tiles	1 	6 	5s 	3 shots 	17 	6
Building Time of Flame Flinger	Building Time of Flame Flinger
Workshop available 	Workshop upgrading
20m 	40m
Level	Damage per Second	Damage per Hit	Flame Maximum DPS	Lifetime	Hitpoints	Research Cost	Research Time	Laboratory Level Required
1 	124 	225 	80 	100.00s 	1,700 	N/A 	N/A 	N/A
2 	137 	250 	95 	105.88s 	1,800 	7,600,000 	5d 	10
3 	151 	275 	105 	111.76s 	1,900 	10,500,000 	7d 12h 	10
4 	165 	300 	120 	117.64s 	2,000 	13,300,000 	10d 	11
5 	179 	325 	130 	123.52s 	2,100 	19,000,000 	13d 12h 	14
==History==
Patch 	Type 	Description
December 9, 2021 	Update	Announced and added the Flame Flinger, with levels 1, 2, 3 and 4.
February 16, 2022	Update	Reworked the Flame Flinger as follows:
*The Flame Flinger's attacks now consist of a burst of three separate lower-damage projectiles instead of a single high-damage projectiles. The total damage done by these projectiles is higher overall for levels 2-4).
**Level 2: 725 -> 750 
**Level 3: 775 -> 825 
**Level 4: 825 -> 900 
*Splash damage from indirect hits is decreased.
*Reduced maximum flame DPS for levels 1-4), but the damage over time effect ramps up more quickly.
**Level 1: 180-> 120 
**Level 2: 200-> 140 
**Level 3: 220 -> 160 
**Level 4: 240 -> 180 
*Slightly reduced lifetime at all levels.
*AI reworked to be more reliable.
June 27, 2022 	Update	
*Reduced direct hit damage radius.
*Increased duration of fire damage from 20 to 30 seconds.
*Reduced maximum flame DPS for levels 1-4).
**Level 1: 120 -> 80 
**Level 2: 140 -> 95 
**Level 3: 160 -> 105 
**Level 4: 180 -> 120
September 9, 2024	Update	
*The Flame Flinger can no longer be donated or reinforced at Th11 and below.
*Reduced levels of the Flame Flinger at Th12-14 when received and/or reinforced.
**Th12: Level 4 -> 2
**Th13-14: Level 4 -> 3
==Trivia==
*Ropes and metal joinery are used on the sprite of the Flame Flinger to symbolize the level of the unit as a Roman numeral. 
**The level 4 Flame Flinger appears with a "VI" numeral (rather than the intended "IV") when facing left, likely due to the sprite of the Flame Flinger being flipped horizontally. The same happens on the Battle Drill.
*It has the lowest amount of HP among the seven Siege Machines.
**However, out of the Siege Machines that have a decay mechanic, this Siege Machine has the least decay per second, at 17HP per second.
**It is also partially compensated by its long range and decent damage.
*It is the only Siege Machine to deal extra damage in a surrounding area.
**The Battle Drill also deals damage in a surrounding area when it pops from the ground, but does no damage and stuns defenses nearby.
*When boosted by a max level Apprentice Warden's aura, it can last for up to 160.2 seconds and can fire up to 32 shots before expiring naturally.
==Comparisons==
*It is the second Siege Machine to implement a card that originated from Clash Royale (in this case Fire Spirits), with the first being the Log Launcher (which implements the use of The Log).
*The Flame Flinger is the unit with the longest range in the game at 11 tiles, surpassing the Cannon Cart's 9 tiles.
**However, the Royal Champion's Rocket Spear, when activated, will give her the ability to match the Flame Flinger's range, but she will only have a limited amount of projectiles to fire.
de:Flammenschleuder
es:Lanzallamas
Category:Troops
Category:Siege Machines
Category:Ground Troops
Category:Home Village