The Fireball is a Minion from the Arcane Box. This unit vanishes after attacking.
Quick Stat: Fireball Edit
|Tier 1||Tier 2||Tier 3||Tier 4|
Tier 2: Fireball+ Edit
To Upgrade from Fireball to Fireball+, you need 5 Fireball and 25 Dragon Coins.
Changes from Fireball: Adds 2 range attack only diagonally forward
Tier 3: Fireball++ Edit
To Upgrade from Fireball+ to Fireball++, you need 5 Fireball+ and 100 Dragon Coins.
Changes from Fireball+: Adds 2 range horizontal attack only, as well as 1 additional forward range
Tier 4: Fireball+++ Edit
To Upgrade from Fireball++ to Fireball+++, you need 5 Fireball++ and 500 Dragon Coins.
Changes from Fireball++: Adds teleport only from starting position in a knight-like pattern, but only forward
Strategy: Fireball Edit
The Fireball cannot move until it is upgraded to +++ but it can be moved by other units such as Wizard.
A "firewall" is a setup of 8 fireballs, which effectively does not allow any high costing champions to enter your half of the board, which is a great defensive strategy. However, this is ineffective against FrostMage, GravityMage, and low cost minions.
Strength: Fireball Edit
Fireball is a cheap long-ranged Minion that outranges most Champions. This means that it can be used as a deterrent in the front lines. Despite seeming like a single use unit, Fireball has enough threatened squares that it is more similar to a wall. Fireball is best used to control the board against Champions, and offensively with swapping units like Wizard to enter areas that are normally unaccesible to them.
Weakness: Fireball Edit
Fireball, unless upgraded to +++, cannot move. This means it cannot be used to make a territorial advance, and are exceptionally weak to thunder. In addition, Fireballs are completely incapable of defending squares either in a an L-Shape away or behind them. If you do manage to create a wall, Fireballs disappear after attacking, so walls fall apart later. Because Fireballs cannot move, they also have the side effect of trapping allies own pieces behind them unless an attack is possible(except at +++). A front line consisting only of Fireballs may even render all movement impossible for a player without teleports or unblockable moves. (This will cause the player to time out of the game).
As Fireballs can only attack once, a single one cost Minion will deal with a single Fireball, for a mostly favorable trade. An aggressive Minion push can destroy a Fireball defense. If you're using Fireballs to take out Champions, using your own Champions as bait can wind up putting you at a numerical disadvantage, even if you're trading 2 pieces for 1 more expensive one. Minion generators and revival abilities are also a huge threat to Fireballs, since using one off puts you permanently down a piece in exchange for a piece they can replace.