"Enrage your units to make them bigger, faster and stronger!
Cast this to create a Ring of Rage! Your units will gain speed and attack power while they are inside this ring."
Summary
- The Rage Spell is the 3rd spell unlocked when the Spell Factory is level 3 or above, requiring the Town Hall to be at least level 7. It creates a translucent purple ring on the battlefield that boosts the movement speed and damage of any friendly Troops and Heroes inside the ring. In the case of Healers, the Rage Spell increases their healing by a similar amount.
- The Rage Spell's effect lasts for 18 seconds.
- The Rage Spell has a reduced effect on Heroes, only granting 50% of its damage and speed boosts to them. Siege Machines cannot be affected by the Rage Spell.
- Once a troop leaves the Rage Spell's area of effect, the rage effect will wear off, until they enter the area again.
- There has been a great deal of confusion regarding whether the 'damage increase' listed is additive (+130% damage) or multiplicative (damage * 1.3). After multiple independent tests, it has been confirmed that the increase is indeed additive, meaning that troops under the influence of a level 1 Rage Spell do 130% more damage than those that are not; i.e. their damage (D) is calculated as follows:
Strategy
Offensive
- The Rage Spell increases each individual unit's damage by a fixed percentage (which increases as the spell upgrades). If any of your Troops or Heroes need more damage, drop a Rage Spell on them. Rage Spells make the troops and heroes stronger, so any buildings will be destroyed quicker than normal.
- In addition to increasing damage, the Rage Spell also carries a speed increase, which is very useful for slower troops such as P.E.K.K.As and Balloons. as they normally move quite slowly. Unlike the damage increase, the speed increase is a fixed value, so troops with lower movement speed will gain a substantial benefit. Faster troops like Hog Riders benefit less from this speed boost than slower troops like P.E.K.K.As.
- As a result of the above, good candidates for Rage Spells include, among others, Wizards, P.E.K.K.As and Balloons, alongside Dragons and Electro Dragons.
- One thing to note is that the Rage Spell does not increase the attack speed of troops. This means using a Rage Spell on slow-attacking troops such as a P.E.K.K.A, when trying to destroy massed amounts of defending troops, will be futile.
- Although Healers deal no damage, they can take advantage of the spell as well, as it will cause their healing to increase (and reduce the need for Healing Spells while the Rage Spell is active). This makes Rage Spells suitable for Queen Walks where it can be used to quickly heal the Queen when she encounters a group of high-damage defenses. The Rage Spell can also increase the Queen's damage at the same time, so try to cover both the healers and the Queen.
- A Rage Spell can be useful to quickly take out high-hitpoint buildings like resource storages and Town Halls (and destroy Town Hall weapons) before the defenses overwhelm your army. The spell is vital to maximising damage output if time is limited, such as if your troops are under Invisibility Spells (as is the case with Blizzard attacks) or being protected by the Grand Warden's Eternal Tome ability.
- The speed boost of the Rage Spell can be further useful in some cases to move your troops away from the explosion of the Town Hall quickly. This can be particularly useful with the Town Hall 13 and 14 Giga Inferno explosions, which can leave behind detrimental slowing effects when detonated.
- The most effective placement of the Rage Spell is to position it approximately 3-4 tiles toward where your troops' next target will be, this will give your Troops the maximum amount of time inside the Rage Spell's area of effect as they destroy their current target and move to the next one. If you drop it directly under their feet, they will quickly move out of its range once they have finished with their current target.
- The Rage Spell goes well with the Healing Spell, due to the fact that the Rage Spell makes troops faster and stronger while healing them makes them much more durable as well. However, the Rage Spell's speed boost may make troops leave the healing circle faster, so should be used sparingly (such as when tackling the core of a base, and/or when breaking a ground attack out of a compartment).
- The Rage Spell's effects do not stack, even if multiple Rage Spells are used on the same location; using two or more Rage Spells do not increase damage of the troops and heroes to a greater degree compared to using just one. However, if Rage Spells of different levels are used (which is possible through Clan Castle reinforcments), the highest-level Rage Spell will take effect.
- When stacking the Rage Spell's damage with other damage-enhancing abilities, such as the Barbarian King or Archer Queen's abilities, the damage increase caused by both the Rage Spell and the ability are compared, and the boost that causes the better damage increase is selected and applied.
- For example, the level 9 Barbarian King (with 140 DPS) gains 56 DPS from his ability, but gains 90% extra DPS (or 126 DPS) from a level 6 Rage Spell. If the level 6 Rage Spell is dropped on the level 9 King while the ability is active, the extra 126 DPS from the Rage Spell will be selected over the 56 extra DPS from the ability. However, at higher hero levels, the ability's damage increase will override the Rage Spell's damage increase.
- A similar principle applies when stacking the Rage Spell's speed increase with the Haste Spell or other speed-enhancing abilities.
- Use a rage spell to power through the core of a base.
Defensive
- Include buildings of lesser value near more important ones to distract raged troops. Retargeting speed does not increase with the Rage Spell.
- Use a Tornado Trap where you expect a Rage Spell to delay troops. However, you only have one for the whole base, so make it count.
- Even if Rage Spells are used to counter them, surround important defenses with trash and high HP buildings, in order to delay them. Even if they are all trash buildings, troops still take quite a while to retarget and start up their attack.
Statistics
Statistic Modifiers
Input values into these modifiers below to modify the statistics in the tables below accordingly
Gold Pass modifiers
Super Dragon Spotlight modifiers
ApplyReset |
Radius
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Number of Pulses
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Time Between Pulses
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Boost Time
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Housing Space | Spell Factory Level Required |
---|---|---|---|---|---|
5 tiles | 60 | 0.3s | 1s | 2 | 3 |
Brewing Time of Rage Spell | |
---|---|
Spell Factory available | Spell Factory upgrading |
6m | 12m |
Level |
Damage Increase |
Speed Increase |
Research Cost |
Research Time |
Laboratory Level Required |
---|---|---|---|---|---|
1 | 130% | 20 | N/A | N/A | N/A |
2 | 140% | 22 | 400,000 | 12h | 3 |
3 | 150% | 24 | 800,000 | 1d | 4 |
4 | 160% | 26 | 1,600,000 | 2d | 5 |
5 | 170% | 28 | 2,400,000 | 4d | 6 |
6 | 180% | 30 | 7,000,000 | 6d | 10 |
History
Patch | Type | Description |
---|---|---|
September 18, 2012 | Sneak Peek | Announced the Rage Spell. |
September 19, 2012 | Update | Added the Rage Spell, with 5 levels. |
October 27, 2012 | Update | Reduced brewing time from 18h to 4h . |
February 5, 2013 | Update | Reduced brewing time from 4h to 2h. |
April 17, 2013 | Update | Reduced brewing time from 2h to 45m . |
August 27, 2013 | Update | |
November 6, 2013 | Update | The Rage Spell, along with other spells, now cost Elixir instead of Gold to brew. |
January 29, 2014 | Update |
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December 11, 2014 | Update | Redesigned Rage Spell's level display to a number instead of pink asterisks. This affected all troops, spells, and heroes. |
July 1, 2015 | Update | Reduced brewing time from 45m to 30m . |
March 21, 2016 | Update | Reduced brewing time from 30m to 20m . |
May 4, 2016 | Balance Changes | Reduced brewing time from 20m to 10m . |
October 12, 2016 | Update | Reduced brewing time from 10m to 6m . |
April 2, 2019 | Update | |
The June 18, 2019 | Update | Added the level 6 Rage Spell. |
March 30, 2020 | Update | Fixed Rage Spell inconsistencies with situations where multiple boosts which affect movement speed, attack speed and damage are active at the same time. |
December 9, 2021 | Update | Reduced upgrade costs and times at levels 2-5. |
Trivia
- When used on Heroes, they grow to about twice their original size.
- If a Hero's health is depleted whilst under the effects of the Rage Spell, they will still appear at twice their size through until the end of the battle.
- The Rage Spell's ring of rage is the same size as the Healing Spell.
- Rage Spells appear to have a gridlock-like pattern on the edges of the spell when you deploy it and it will fade away once the spell expires.
- When a Rage Spell is dropped, it makes a "roar" sound, which lasts for about 3 seconds.
- The Rage Spell, Lightning Spell and Healing Spell were the first spells to be added to the game.
- Although the Rage Spell doesn't appear in Clash Quest as a spell, it appears in a shop where the Trader is holding a Rage Spell.
- In the game files, the Rage Spell is named "haste", referring to its speed boost ability, just like the Haste Spell.
- The Haste Spell, in comparison, is named "speedup", also referring to its ability to exclusively provide a speed boost.
- The Rage Spell is the only spell that is carried and then dropped from a troop, namely the Super Valkyrie.
- The Rage Spell that the Super Valkyrie drops upon death has a very similar texture to that of a regular Rage Spell, though slightly smaller.
- Though the Rage Spell is the only spell that is explicitly carried by a troop, other troops drop spell-like effects upon death, such as the Ice Golem who drops a Freeze Spell-like effect, and the Electro Dragon who drops a Lightning Spell-like effect.
- In Clash Royale, the Rage Spell (known simply as Rage) boosts attack speed instead of damage and is able to affect buildings.
- The Rage Spell has the largest gap between Laboratory upgrades of any spell or troop in the game, reaching level 5 at Laboratory level 6 (Town Hall 8), and level 6 at Laboratory level 10 (Town Hall 12).
- The Rage Spell, Poison Spell and Invisibility Spell are the spells currently used in the Spell Tower.
- The Rage Spell in the Spell Tower can boost defenses but it can only increase damage by 100%, unlike the normal Rage Spell which increase damage by 180% at max level.
- For the Home Village variant, see Rage Spell/Home Village.
"Enrage your units to make them bigger, faster and stronger!
Cast this to create a Ring of Rage! Your units will gain speed and attack power while they are inside this ring."
Summary
- The Rage Spell is a Spell unlocked in the Clan Capital, available when the Rage Spell Factory is constructed (this occurs immediately after unlocking the Dragon Cliffs district when the Capital Hall is upgraded to level 6).
- Just like the Rage Spell from the Home Village, the Rage Spell boosts the speed and damage output of troops in its area of effect. Like most other spells in the Clan Capital, it lasts for two attacks: the attack in which it is deployed, as well as the next. However, in exchange for its increased duration, it has a weaker effect than a Home Village Rage Spell.
- Similarly to the Rage Spell from the Home Village, damage increase is additive rather than multiplicative (for example, a level 1 Rage Spell which increases damage by 70% multiplies damage by a factor of (1 + 0.7) = 1.7).
Strategy
Offensive
- Rage Spells can be used to help attacking troops power through a difficult part of a district (usually areas containing high DPS defenses), or to destroy a high-hitpoint building such as the Capital Hall more quickly. Using Rage Spells to help destroy buildings quickly is useful if one has limited time to achieve an objective, such as using Sneaky Archers to snipe defenses while invisible.
- As a secondary effect, the Rage Spell can be used to speed up slow troops to get them to reach buildings more quickly. Mountain Golems, Skeleton Barrels and Rocket Balloons (when their ability has expired) are good users of this speedup effect.
- When choosing between a Healing Spell and a Rage Spell, one should consider the troops that they wish to affect with the spell, as well as the area that they intend to cover with the spell.
- A Rage Spell is better for troops with low hitpoints (e.g. Skeletons, Sneaky Archers, Minion Hordes) who may not benefit from a Healing Spell due to their being one-shot by many defenses. Similarly, damage dealers such as the Super Wizard or Siege Cart often prefer a Rage Spell to maximize their damage output over marginally improved survivability.
- However, their low health really means that both heal and rage will not be good to use on them and is a waste of spell space.
- Most air units like the Flying Fortress may benefit more from a Rage Spell, as the Healing Spell's effect can appear limited when compared to the damage of air-only defenses like the Air Defense.
- Tanks also benefit more from rage, as the heal would be nothing compared to the health of the tank.
- On the other hand, ground units with at least a moderate amount of hitpoints like Super Giants or Hog Riders can appreciate a Healing Spell more than a Rage Spell to improve their survivability. Also, the Healing Spell may prove more beneficial than a Rage Spell in areas protected by only low-DPS defenses (e.g. Multi Mortars, Super Wizard Towers or low-level Spear Throwers).
- A Rage Spell is better for troops with low hitpoints (e.g. Skeletons, Sneaky Archers, Minion Hordes) who may not benefit from a Healing Spell due to their being one-shot by many defenses. Similarly, damage dealers such as the Super Wizard or Siege Cart often prefer a Rage Spell to maximize their damage output over marginally improved survivability.
Defensive
- The combination of the Rage Spell with Sneaky Archers thrives best when the Archers can be deployed right up against a large group of powerful defenses, where a single Rage Spell may be used to cover all Archer attacks from their vantage point and consequently buff their damage. Minimise the possibility of such points occurring by spreading out powerful defenses or arranging Wall compartments to limit the defenses accessible from a compartment.
- Use of Zap Traps as a cheap method to stop Battle Rams can assist with preventing access to other emptied compartments, as Zap Traps will not attack Sneaky Archers.
- Try to put distractions to destroy the raged troops, as they will destroy fast if not taken care of in time.
Statistics
Radius |
Duration |
Housing Space |
Required Spell Factory |
---|---|---|---|
4.5 tiles | 2 attacks | 3 | Rage Spell Factory |
Level |
Damage Increase |
Speed Increase |
---|---|---|
1 | 70% | 10 |
2 | 80% | 12 |
3 | 90% | 14 |
4 | 100% | 16 |
5 | 110% | 18 |
History
Date | Description |
---|---|
May 2, 2022 | Added in the Clan Capital update, with 5 levels. |
June 30, 2022 | Reduced damage boost of the Rage Spell by 20% at all levels. |
Clan Capital Army | |
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Troops | Super Barbarian • Sneaky Archers • Super Giant • Battle Ram (Barbarian) • Minion Horde • Super Wizard • Rocket Balloons • Skeleton Barrels (Skeleton) • Flying Fortress (Skeleton Glider • Skeleton) • Raid Cart (Siege Cart • Barbarian) • Power P.E.K.K.A • Hog Raiders • Super Dragon • Mountain Golem • Inferno Dragon • Super Miner • Mega Sparky |
Spells | Healing Spell • Jump Spell • Lightning Spell • Frost Spell • Rage Spell • Graveyard Spell • Endless Haste Spell |