Clash Royale Codexery

Cannon

Three elixir, one target, zero drama — the Kingdom's most trusted wall of iron.

The Cannon is one of the most foundational defensive buildings in Clash Royale, a sturdy, single-target emplacement that players deploy to protect their towers and punish aggressive pushes. With its modest elixir cost and reliable single-target focus, it serves as a go-to counter to ground swarms, tanky units like the Giant, and any single threat that creeps toward your base.

As a Common-rarity building available from the very start of a player's journey, the Cannon represents the bread-and-butter of Kingdom defense. It lacks the splash of a Tesla or the long reach of a Mortar, but its simplicity, low cost, and consistent single-target damage make it a cornerstone of countless strategies across every arena tier.

Type
Building (Defensive)
Rarity
Common
Elixir Cost
3
Targeting
Single (closest enemy unit)
Range
Medium (shorter than Mortar or X-Bow)
Hitpoints
300
Role
Defensive support / tank counter

Lore & Background

In the garrison manuals of the Royal Court, the Cannon occupies a place of quiet reverence. Where the legendary X-Bow commands the high ground and the Mortar rains fire from the clouds, the humble Cannon simply sits on the dirt and fires. It was, by all accounts, the first ranged emplacement standardized for the Kingdom's border fortifications after the early skirmishes with the Barbarian hordes proved that a simple, reliable shot was worth more than a fancy one that jammed.

Artificers in the Royal Armory describe the Cannon as a masterclass in subtractive design: a barrel, a base, a fuse. No arcane enchantments, no volatile elixir conduits. Just a solid ring of iron and a charge that hits exactly where you aim it. This simplicity is why it appears in every recruit's first defensive drill and why veteran commanders still slot it into their loadouts decades into their service.

There is a folk tale among the Kingdom's sappers that the very first Cannon was forged not by the Royal Armory but by a disgruntled blacksmith in a border village, who welded a barrel onto a cart wheel after his home was raided. The design was so effective that the Court adopted it within the season. Whether or not that story is true, the Cannon's identity remains unchanged: unglamorous, dependable, and always, always there when you need a single solid answer to a single solid threat.

In Their Own Story

The dust hadn't settled on the bridge when the Giant lumbered into range, its fists still caked with the rubble of the last tower it had crumbled. Elara watched from behind the parapet, her fingers already counting elixir in the back of her mind. Three. She slid the card into the slot and felt the familiar thud as the Cannon materialized in the mud just behind her tower's shadow.

The first shot cracked the air like a whip. The Giant's stride faltered, just a half-step, and the second round punched a dent into its shoulder. Around it, a swarm of Skeletons and a Baby Dragon circled, looking for the soft target. Elara's thumb hovered over Tesla, over Fireball, over a dozen options. But the Cannon just kept firing, steady as a heartbeat, each bolt finding the same broad, slow target. The Baby Dragon banked away. The Skeletons scattered. And the Giant, that ridiculous, unstoppable mountain of muscle, finally staggered, groaned, and toppled into the moat with a splash that sent water over the parapet.

Elara exhaled. Three elixir. That was all it had taken. She smiled, wiped the spray from her cheek, and waited for the next push.

Reader's Guide

The Cannon is a 3-elixir defensive building that locks onto the single closest enemy unit and deals 38 damage per shot at a medium range. It has 300 hitpoints, making it fragile against area damage but adequate against single-target threats. Its primary role is as a cheap, reliable answer to tanky ground units — Giants, Golems, Hog Riders, or a lone P.E.K.K.A — while your heavier defenses handle the swarms around them.

Placement is critical. Because the Cannon targets the closest unit, positioning it slightly behind your tower or near a bridge forces the enemy to walk into its range before reaching your structure. Avoid placing it in the open where splash spells or area attacks can take it down before it fires even two shots. Pairing it with a spell (Fireball, Zap) or a tanky supporter (Minion, Knight) extends its lifespan dramatically.

The Cannon does not generate elixir, does not have splash, and does not attack flying units. It is a pure single-target, ground-and-air defender. In elixir-heavy strategies, it serves as a cheap cycle card that keeps your hand active while you save for your win condition. In aggressive compositions, it acts as a reactive wall that buys you the two or three seconds needed to deploy your counter-push. Simple, cheap, and always in your corner.

Did You Know?

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