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For the Clan Capital counterpart, see Lightning Spell/Clan Capital.
Lightning Spell info

"Electrocute your enemies with a bolt of lightning!
Cast this spell at the enemy village to damage and stun buildings and units inside a small area."

Summary

  • The Lightning Spell is the first Elixir spell unlocked in the Spell Factory, and is automatically unlocked once the Spell Factory has finished being built, requiring the Town Hall to be at level 5. The Lightning Spell does damage to Buildings and enemy Troops in a small radius, with the exception of resource storages, the Town Hall, and the Clan Castle. If a Defensive Building or troop is struck by the bolt, it is stunned briefly and retargets.

Strategy

Offensive

  • Lightning Spells are often used to take out an enemy's strong defenses, such as Mortars, Wizard Towers, X-Bows, Eagle Artillery and Air Defenses, which paves the way for troops to attack. Three or four Lightning Spells will usually suffice against them, unless the building has very high health or the spell is low leveled. 10 level 9 Lightning Spells can take out a level 4 Eagle Artillery.
    • In combination with the Earthquake Spell, Lightning Spells can be used in large numbers to destroy high hitpoint buildings such as the Eagle Artillery or Scattershot directly; however, this is often not worth it unless you can destroy at least two such buildings, or otherwise get value (such as by defeating the enemy Archer Queen at the same time).
  • A common use is to use lure Clan Castle troops near defenses and then drop a Lightning Spell to eliminate the troops if their health is low enough and simultaneously damage the defenses in its radius. Lightning Spells can be used to kill/damage Heroes directly too.
    • However, if one simply wants to take out enemy troops, Poison Spell does better since it does more damage and slows them. However, Poison doesn't affect structures.
  • If you need to destroy just one more building to reach 50% destruction, Lightning Spells can be used to destroy a Builder's Hut or Hero Altars. This is even more useful when it is sufficiently upgraded (as you would only need one when upgraded to level 5 or higher).
    • While the Barbarian King, Archer Queen, and Royal Champion altars can be destroyed with no problem, the Grand Warden Altar can only be readily destroyed if the defending Grand Warden is inactive. Otherwise, the Grand Warden Altar will assume the Grand Warden's hitpoints on defense, which is too much for a single Lightning Spell to destroy.
    • Only unweaponized (level 1) Builder's Huts can be destroyed by a single Lightning Spell; if the Builder's Hut is weaponized (upgraded to level 2 or higher), at least two or three Lightning Spells will be needed to destroy it.
    • It is also possible to have the Lightning Spell as a Clan Castle spell to prevent always having to rebrew it each attack and using it in this specific occasion.
  • Some farming strategies such as Barch or Super Barbarians often do not need spell support. Lightning Spells are useful to fill up the spell space, so that resource collectors that are out of reach of these strategies can be damaged and looted, or to achieve 50% as described above. Note that using the Lightning Spell on the Town Hall, Clan Castle or resource storages does no damage to them.
  • Lightning Spells can also be used as pseudo-Wall Breakers if necessary. Often your troops will have partially damaged a Wall during a raid before being wiped out by the defenses. As a result, other troops may be targeting buildings other than the ones you intended, because a path wasn't opened for them. If the Wall is lower level or sufficiently damaged, you may be able to use one or more Lightning Spells to finish off the Wall and open the path.
    • However, beyond low-level gameplay, Walls often have too much hitpoints for this to be practical. Earthquake Spells and Jump Spells can be used instead.
  • Lightning Spells can damage multiple buildings at once if they are sufficiently close together. Keep an eye out for grouped defenses (especially groups of defenses that complement each other), as they can often be severely damaged or destroyed with a few Lightning Spells.
    • When trying to damage multiple buildings at once with a Lightning Spell, there are several ways to visualize its area of effect. One easy visualization is as follows: if dropped at the center of a tile, it will affect exactly 21 tiles - a 5x5 area (centered on the tile where the Lightning Spell is dropped) with the four corners removed.
  • At Town Hall 8, a level 6 Air Defense can be destroyed with 4 level 5 Lightning Spells if done properly, thus making room for an extra Rage Spell that will dramatically improve mass Dragon attacks.
    • If you have 4 level 4 Lightning Spells and can get an Earthquake Spell (from donation or yourself), that will also destroy a level 6 Air Defense.
  • At Town Hall 10, new TH10's have a great disadvantage against other TH10s in mass Dragon attacks as they have no Inferno Towers and a level 7 (maxed TH9) Air Defense can be destroyed easily by 3 level 7 Lightning Spells. 11+1 Lightning Spells can take out all of the enemy's Air Defenses and depending on layout both X-Bows, rendering the enemy nearly defenceless (with only the Archer Queen, Archer Towers, Wizard Towers, Air Sweepers and possibly Clan Castle troops able to defend).
  • Both the Lightning and Freeze Spells can disrupt the damage of a single-target Inferno Tower since it stuns. Lightning Spells are better used when Inferno Tower has low health, as the Inferno Tower is only left inactive for a short amount of time.

Defensive

  • Separate important defenses. Having only one important defense (the defending Archer Queen, Eagle Artillery, Scattershot, etc.) in one area will prevent attackers from getting value from their massive amounts of Lightning Spells.
    • A good way to do this is to have multiple cores in your base, with maybe two or three sections. Separating these sections can also be a good idea, although not really doing anything against Lightning Spells themselves.
  • Separate your Air Defenses from your Air Sweepers. Letting attackers destroy both your Air Defenses and at least one Air Sweeper is a death sentence from Dragon or Lavaloon attacks, as the Air Sweeper is also key in defending against them.

Statistics

Damage Radius

Radius

Stun Time

Time

Housing Space

Spell

Spell Factory Level Required

Spell Factory

2 tiles 0.1s* 1 1
Brewing Time of Lightning Spell
Spell Factory available Spell Factory upgrading
3m 6m
Level
Level
Damage
Damage
Research Cost
Elixir
Research Time
Time
Laboratory Level Required
Laboratory
1 150 N/A N/A N/A
2 180 50,000 4h 1
3 210 100,000 8h 2
4 240 200,000 12h 3
5 270 600,000 1d 6
6 320 1,500,000 3d 7
7 400 2,500,000 4d 8
8 480 4,200,000 6d 9
9 560 6,300,000 7d 10
10 600 16,000,000 12d 12h 13
11 640 18,500,000 14d 14

*This is an approximation; it is currently unknown how long the spell actually stuns for.

History

Patch Type Description
September 18, 2012 Sneak Peek Supercell published a teaser of Lightning Spell on Facebook.
September 19, 2012 Update Added the Lightning Spell, with 5 levels.Lightning Spell info (old)
October 27, 2012 Update Reduced brewing time from 14h to 2h.
February 5, 2013 Update Reduced brewing time from 2h to 1h.
April 17, 2013 Update Reduced brewing time from 1h to 30m.
June 17, 2013 Update
  • Added the level 6 Lightning Spell.
  • The battle won't end automatically if player has unused Lightning Spells.
November 6, 2013 Update The Lightning Spell, along with other spells, now cost Elixir instead of Gold to brew.
December 11, 2014 Update Changed the level display from pink asterisk(s) to a number.
July 1, 2015 Update
  • Lightning Spells no longer damage storages.
  • Reduced brewing time from 30m to 20m.
September 9, 2015 Update
  • Added the level 7 Lightning Spell.
  • Increased damage at levels 5 and 6.
    • Level 5: 420 -> 450 Damage
    • Level 6: 450 -> 510 Damage
  • Lightning Spell bolts now strike closer together to miss less often.
May 4, 2016 Balance Changes Reduced brewing time from 20m to 10m.
October 12, 2016 Update Reduced brewing time from 10m to 6m.
June 11, 2018 Update
  • Increased total damage at levels 2-7.
    • Level 2: 330 -> 360 Damage
    • Level 3: 360 -> 420 Damage
    • Level 4: 390 -> 480 Damage
    • Level 5: 450 -> 540 Damage
    • Level 6: 510 -> 600 Damage
    • Level 7: 570 -> 660 Damage
  • Increased damage per strike at levels 2-7.
    • Level 2: 55 -> 60 Damage
    • Level 3: 60 -> 70 Damage
    • Level 4: 65 -> 80 Damage
    • Level 5: 75 -> 90 Damage
    • Level 6: 85 -> 100 Damage
    • Level 7: 95 -> 110 Damage
June 26, 2018 Balance Changes Reduced upgrade time at level 6 from 10d to 6d 12h.
April 2, 2019 Update
  • Reduced upgrade time at levels 6 and 7.
    • Level 6: 6d 12h -> 6d Time
    • Level 7: 14d -> 10d Time
June 22, 2020 Update
  • Added the levels 8 and 9 Lightning Spell.
  • Reworked the Lightning Spell.Lightning Spell info
    • Instead of striking randomly in a large radius, produces a single lightning bolt which strikes in a small radius and can stun briefly. Its housing space has also been reduced to 1 which affected the icon (damage, brewing cost and time were also adjusted accordingly). Prior to the update, Lightning took two housing spaces, struck randomly six times with less powerful bolts each within the AOE, did not have a stun effect, and did not produce particles after striking the ground.
    • Lightning Spells no longer damage Town Halls.
December 7, 2020 Update Lightning Spells no longer damage Clan Castles.
December 9, 2021 Update Reduced upgrade costs and times at levels 2-8.
October 10, 2022 Update Added the level 10 Lightning Spell.

Trivia

  • Although the Lightning Spell can be upgraded to level 2 in the level 1 Laboratory, only Troops, and Spells that are already unlocked will appear in the Laboratory upgrade interface. The Lightning Spell will not appear in the Laboratory until the Spell Factory is built (which requires Town Hall level 5). Most players already have a level 3 Laboratory by that time; if so, the first three upgrades will be available as soon as construction of the Spell Factory finishes.
  • Similar to the Bomb and Giant Bomb, the Lightning Spell leaves black scorch marks where the lightning hit, which remains for a few seconds.
  • During the 2013, 2014, and 2015 Halloween event, the spark effect which the Lightning Spell normally produced was temporarily replaced with a swarm of bats.
  • Out of all the spells, the Lightning Spell has the highest level, being 9.
  • For a 2015 April fools prank Supercell said that Gem Boxes would be affected by Lightning Spells as well as other pranks.
  • The Lightning Spell, Healing Spell, and Rage Spell were the first spells to be added to the game.
  • Prior to the June 2020 update that changed the Lightning Spell, the old description was Electrocute your enemies with bolts of lightning!
    Cast this spell at the enemy village to damage Buildings and units inside a small area.
  • The reworked Lightning bears resemblance to the Zap spell in Clash Royale instead, but it wasn't renamed. This, however, did not affect the Lightning spell in Clash Royale which keeps its appearance, and abilities, such as being able to stun buildings for a short amount of time.
Home Village Army
Elixir Troops Barbarian ā€¢ Archer ā€¢ Giant ā€¢ Goblin ā€¢ Wall Breaker ā€¢ Balloon ā€¢ Wizard ā€¢ Healer ā€¢ Dragon ā€¢ P.E.K.K.A ā€¢ Baby Dragon ā€¢ Miner ā€¢ Electro Dragon ā€¢ Yeti (Yetimite) ā€¢ Dragon Rider ā€¢ Electro Titan ā€¢ Root Rider
Dark Elixir Troops Minion ā€¢ Hog Rider ā€¢ Valkyrie ā€¢ Golem (Golemite) ā€¢ Witch (Skeleton) ā€¢ Lava Hound (Lava Pup) ā€¢ Bowler ā€¢ Ice Golem ā€¢ Headhunter ā€¢ Apprentice Warden
Super Troops Super Barbarian ā€¢ Super Archer ā€¢ Super Giant ā€¢ Sneaky Goblin ā€¢ Super Wall Breaker ā€¢ Rocket Balloon ā€¢ Super Wizard ā€¢ Super Dragon ā€¢ Inferno Dragon ā€¢ Super Miner ā€¢ Super Minion ā€¢ Super Hog Rider (Super Hog ā€¢ Super Rider) ā€¢ Super Valkyrie ā€¢ Super Witch (Big Boy) ā€¢ Ice Hound (Ice Pup) ā€¢ Super Bowler
Heroes & Hero Equipment Barbarian King: Barbarian Puppet ā€¢ Rage Vial ā€¢ Earthquake Boots ā€¢ Vampstache ā€¢ Giant Gauntlet
Archer Queen: Archer Puppet ā€¢ Invisibility Vial ā€¢ Giant Arrow ā€¢ Healer Puppet ā€¢ Frozen Arrow
Grand Warden: Eternal Tome ā€¢ Life Gem ā€¢ Rage Gem ā€¢ Healing Tome ā€¢ Fireball
Royal Champion: Royal Gem ā€¢ Seeking Shield ā€¢ Hog Rider Puppet ā€¢ Haste Vial
Elixir Spells Lightning Spell ā€¢ Healing Spell ā€¢ Rage Spell ā€¢ Jump Spell ā€¢ Freeze Spell ā€¢ Clone Spell ā€¢ Invisibility Spell ā€¢ Recall Spell
Dark Spells Poison Spell ā€¢ Earthquake Spell ā€¢ Haste Spell ā€¢ Skeleton Spell (Skeleton) ā€¢ Bat Spell (Bat) ā€¢ Overgrowth Spell
Siege Machines Wall Wrecker ā€¢ Battle Blimp ā€¢ Stone Slammer ā€¢ Siege Barracks ā€¢ Log Launcher ā€¢ Flame Flinger ā€¢ Battle Drill
Pets L.A.S.S.I ā€¢ Electro Owl ā€¢ Mighty Yak ā€¢ Unicorn ā€¢ Frosty (Frostmite) ā€¢ Diggy ā€¢ Poison Lizard ā€¢ Phoenix ā€¢ Spirit Fox


Lightning SpellC info

"Electrocute your enemies with a bolt of lightning!
Cast this spell at the enemy village to damage and stun buildings and units inside a small area."

Summary

  • The Lightning Spell is a Spell unlocked in the Clan Capital, available when the Lightning Spell Factory is constructed (this requires a level 2 District Hall in the Balloon Lagoon district).
  • Just like the Lightning Spell from the Home Village, the Lightning Spell damages enemy buildings and troops in a small radius. If a defensive building or troop is struck by the bolt, it is stunned briefly and retargets.
  • Unlike most spells in the Clan Capital which persist for two attacks, the effect of the Lightning Spell occurs at a single instant of time.

Strategy

Offensive

  • This spell could be considered a filler spell to use up any remaining spell space that cannot fit other spells, as its damage is insignificant compared to the health of most buildings. Nonetheless, the damage can be useful to finish off severely damaged defenses at the start of an attack which could otherwise cause casualties among the army.
  • If using the Flying Fortress or Mountain Golem, and you're going up against a Inferno Tower, a Lightning Spell is essential to stun the Inferno and reset the ramp-up damage.
    • As an alternative to stunning it with Hog Gliders, the Lightning Spell can be considered more reliable as there is no risk of intervention, but stuns for a much shorter duration (meaning the Inferno Tower will return to max damage sooner).
  • Starting from Capital Hall 6, the spell's best utility is en masse, where a full spell complement of Lightning Spells are used to destroy grouped defenses and/or severely damage stronger ones. This is especially true of newly rebuilt defenses, which is commonly seen enclosed in groups of up to four within a box of walls where Clans have not built layouts accommodating these new defenses. Such a strategy is primarily used together with an army of Rocket Balloons, where the Lightning Spells are used to single out and destroy anti-air defenses such as the Rapid Rockets or low-level Air Bombs, before deploying Rocket Balloons to clear out the remainder.
    • Do note that Hidden Mega Teslas cannot be damaged before they are revealed, thus in order to preemptively destroy them in such a strategy, they must first be triggered either by placing troops nearby or reaching 51% in damage.
  • A particularly important interaction of the Lightning Spell is its use against Super Dragon Posts; destroying them baits the defending Super Dragon, which allows them to be lured and kited or destroyed. Three Lightning Spells will destroy Super Dragon Posts of equal level or lower, while two is sufficient if the Super Dragon Post is three or more levels lower than the Lightning Spell.
  • It is also good to counter Spear Goblins, since it can one-shot them at relative level and can also help to remove distractions.

Defensive

  • To prevent attackers from getting significant value from Lightning Spells, space out the district's defenses, especially the main anti-air defenses. A three-tile gap between two defenses is sufficient to prevent a single Lightning Spell from damaging both. It may also help to space them out from strong defenses (such as the Rocket Artillery or Blast Bow) as they may be secondary targets of Lightning Spells.
  • Consider upgrading defenses such that they can survive a single attack's worth of Lightning Spells; this can deter attackers from attempting such attacks. Important hitpoint thresholds to remember are 1300 (at CH5), 1625 (at CH6), 1875 (at CH7), 2550 (at CH8-9), and 3325 (at CH10), as this is the maximum Lightning Spell damage that each Capital Hall level can output in a single attack. This will not be relevant to all defenses at a given Capital Hall level, as some lower-health defenses will fail to meet this threshold at high levels, but upgrading them will force attackers to use more spells to destroy them.

Statistics

Radius
Radius
Stun Duration
Time
Housing Space
Spell
Required Spell Factory
Spell Factory
1.5 tiles 0.5 seconds 1 Lightning Spell Factory
Level
Level
Damage
Damage
1 275
2 325
3 375
4 425
5 475

History

  • The Lightning Spell was added with the release of the Clan Capital on 2 May, 2022.
  • On September 14, 2023, a balance change increased the damage of the Lightning Spell by 25 at all levels.
Clan Capital Army
Troops Super Barbarian ā€¢ Sneaky Archers ā€¢ Super Giant ā€¢ Battle Ram (Barbarian) ā€¢ Minion Horde ā€¢ Super Wizard ā€¢ Rocket Balloons ā€¢ Skeleton Barrels (Skeleton) ā€¢ Flying Fortress (Skeleton Glider ā€¢ Skeleton) ā€¢ Raid Cart (Siege Cart ā€¢ Barbarian) ā€¢ Power P.E.K.K.A ā€¢ Hog Raiders ā€¢ Super Dragon ā€¢ Mountain Golem ā€¢ Inferno Dragon ā€¢ Super Miner ā€¢ Mega Sparky
Spells Healing Spell ā€¢ Jump Spell ā€¢ Lightning Spell ā€¢ Frost Spell ā€¢ Rage Spell ā€¢ Graveyard Spell ā€¢ Endless Haste Spell

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