Earthquake Spell



"Weaken walls and buildings with crippling earthquakes! Earthquake Spells damage structures based on their maximum hitpoints. Repeated Earthquakes deal decreasing damage to the same buildings, but increasing damage to the same Walls. No wall can withstand the might of four Earthquake Spells!"


 * Summary
 * The Earthquake Spell is a spell added in the July 1, 2015 update.
 * It deals a percentage of damage to all buildings within its area of effect, except for Gold Storages, Elixir Storages, and the Dark Elixir Storage.
 * A level 10 Town Hall can't be destroyed with this spell, but its health can be pulled down to 1,275 hitpoints using 1 Earthquake Spell and 5 Lightning Spells. However, you can destroy a level 7 Town Hall with 1 level 3 Earthquake Spell and 4 level 6 Lightning Spells.
 * 4 Earthquake Spells, regardless of their level, can take down any level of Walls.


 * Offensive Strategy
 * It is best used on buildings with high hitpoints, as the amount of HP it takes away will be higher due to the percentage being constant. It will not be as effective on buildings with lower HP, such as the Builder's Hut.
 * They are great pseudo-Wall Breakers. A single maxed Earthquake Spell can damage up to 48% of any Wall, meaning that 2 maxed Earthquake Spells will severely weaken it.
 * Any buildings or Walls that are beyond 75% damaged with no Earthquake Spells used on the building or wall can be destroyed instantly by this spell; try to get as many of them as you can with one Spell!
 * 4 Earthquake Spells are suited against bases with close enclosures which will take it to its maximum potential as it has a wider radius and its damage is permanent unlike the Jump Spell, which has a smaller radius and a duration. Thus, they are a good alternative for Town Hall 8 players wishing that they had Jump Spells but can use Earthquake Spells as replacement.


 * Trivia
 * Earthquake Spells cannot damage Storages, but can damage collectors, mines, and drills.
 * It takes 1 maxed Earthquake Spell to do 25% damage. The next 7 do about 25.5% damage, and it takes 420 to fully destroy a building. Thus, it is a good idea to bring one Earthquake Spell to severly damage a critical structure.
 * Earthquake spell generate cracks in the ground within the area affected by them.These cracks remain there for the entire raid and slowly fade only when the player logs in or another raid is conducted.



Spell Game play