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Jump Spell

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Jump Spell

"Having trouble with walls? Try jumping over them!
Cast this spell to create a ring of levitation that allows your troops to jump over any walls blocking their path."

  • Summary
    • To help illustrate how this spell operates, Supercell posted a teaser video on their Clash of Clans Facebook page: Jump Spell Video
    • The level 1 Jump Spell allows all Troops and Heroes to jump Walls.
    • Upgrading the spell to level 2 will double its duration on the battlefield.

  • Offensive Strategy
    • Make sure to always use the Jump Spell near Walls! If you accidentally use the Jump Spell elsewhere, it will have no effect, wasting the spell, your Elixir and your time.
    • This spell is more effective on doubled or tripled Walls; otherwise the spell is not utilized to its maximum capability, making it much less valuable to use.
    • The effects of the Jump Spell do not change if you drop more than one spell in the same area, so be careful not to use to in the same place!
    • Especially with the new Wall Breaker AI, Jump Spells can be quite useful for getting Troops deep into the interior of a base. Once Wall Breakers have initially breached the exterior Walls, any new ones tend to be attracted to adjacent cells rather than those behind the breach. A Jump Spell, however, can be placed behind the initial breach to quickly allow Ground Troops access to the second layer of the base where the storages and heavy defenses (Mortars, X-Bows, etc.) are typically positioned.

  • Trivia
    • The level of the Wall does not matter to the Jump Spell; Troops will be able to jump over Walls of any level.
    • Jump Spells have no effect whatsoever on air units, as they already ignore Walls since they are flying. This also does not change the behaviour of Hog Riders or Wall Breakers in any way.
    • The rings that circulate around the illustration of the Jump Spell is to resemble the action when troops jump over Walls.
    • It has the same area of effect as the Rage Spell.
    • The spell acts like a better (albeit temporary and more expensive) Wall Breaker.
    • The update on 17 June 2013 changed the behavior of Jump Spell. Prior to the update, the level 1 Jump Spell only affected Troops that required 4 or less housing spaces (Barbarians, Archers, Goblins, Wizards), with the remainder requiring level 2 to jump Walls. As of 17 June 2013, all Troops are able to use a level 1 Jump Spell, with level 2 doubling the spell's duration.
Radius Boost Time Time to Create Spell Factory Level Required
5 tiles 1s 45 minutes 4
Level Cost Elixir Number of Pulses Time Between Pulses Upgrade Cost Elixir Upgrade Time Laboratory Level Required
1 23,000 30 0.3s N/A N/A N/A
2 29,000 60 0.3s 4,000,000 5 days 6
Upgrade Progression
Jump Spell Video(00:33)
Tier 1 BarbarianArcherGoblin
Tier 2 GiantWall BreakerBalloonWizard
Tier 3 HealerDragonP.E.K.K.A
Dark Elixir Troops MinionHog RiderValkyrieGolemWitch
Heroes Barbarian KingArcher Queen
Spells Lightning SpellHealing SpellRage SpellJump SpellFreeze SpellSanta's Surprise

Start a Discussion Discussions about Jump Spell

  • Jump Attack!

    3 messages
    • I know this may be a problem with units that have long attack lengths like giants and pekkas, but maybe they could just crash into them?
    • That would cause AI problems and maybe lag. but nice idead tho
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