Upgrading the spell will increase its duration on the battlefield (the level 3 Jump Spell lasts three times as long as the level 1 Jump Spell).
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.
Combined with Wall Breakers, Jump Spells are 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 compartments 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.
At Town Hall 9 and above, using Jump Spells are often a better option than using four Earthquake Spells. Although they do not destroy walls, Jump Spells almost always last much longer than needed. Additionally, the Jump Spell requires half the housing space of four Earthquake Spells, and the Earthquake Spell radius is insignificantly larger than that of a Jump Spell.
The rings that circulate around the illustration of the Jump Spell resembles the action when troops jump over Walls.
There seems to be tiny bouncing yellow balls when the Jump Spell is dropped.
The June 17, 2013 update 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. Now all Troops are able to use a level 1 Jump Spell, with level 2 only doubling the spell's duration.
As of the July 3, 2014 update, the Jump Spell adds a better "battle flow." If troops sense a better route, they will now walk over to the Jump Spell. So if they are close by, they can still walk over to the Jump Spell, even if they were not there when first placed. In other words, the old Jump Spell determines the area of troops that can jump over Walls, while the new Jump Spell determines the area of Walls that can be jumped over.
Although the Jump Spell can be upgraded to level 2 in the level 6 Laboratory, only Troops and Spells that are already unlocked will appear in the Laboratory upgrade interface. The Jump Spell will not appear in the Laboratory until the Spell Factory has been upgraded to level 4 (which requires Town Hall level 9). Most players already have a level 7 Laboratory by that time; if so, the first upgrade will be available as soon as the Spell Factory level 4 upgrade finishes.
Jump Spell's brewing time has been reduced multiple times, from 5 hours all the way to 6 minutes.
A Jump Spell event started on UTC 8:00 17/1/17 and will end on UTC 8:00 20/1/17. Jump Spells cost only 10% of the normal cost during these 3 days. Players will also get a chance to gain some Elixir (up to 306,900 if they have level 3 Jump Spells) by queuing just before the end of the event and unqueuing after the event ends.
The Jump Spell is the only Elixir Spell to not appear in Clash Royale.