Clash of Clans Wiki
Clash of Clans Wiki
Jump Spell info.png

"Walls slowing you down? Try making a shortcut!
Cast this spell near enemy walls to create a route straight over them. Your troops will jump over affected walls pieces as if they weren't even there!"




  • 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 - 11, using Jump Spells are often a better option than using four Earthquake Spells (since they take up a lot of housing space). 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.


  • In order to defend Jump Spells, make distracting compartments that are longer than a Jump Spell one way (Preferably to something important) and shorter than a Jump Spell another way to make troops go around whatever the compartment is protecting.
  • At Town Hall 9, use Traps to delay or defend possible places where a Jump Spell might be used long enough that it runs out before most troops make it through. However, at level 3 and 4, this becomes near impossible because of the extreme duration.
  • You could separate Wall segments so that the Jump Spell's radius will not cover both of them, which could reduce drastically its effectiveness.
  • Making a Jump Spell access too many compartments can split the army and will easily destroy their attack.


Patch Type Description
October 27, 2012 Update Added the Jump Spell, with 2 levels.Jump Spell info.png
January 17, 2013 Maintenance Break
  • Decreased brewing cost at all levels.
    • Level 1: 50,000 -> 30,000 Gold
    • Level 2: 60,000 -> 38,000 Gold
February 5, 2013 Update Decreased brewing time from 5h to 1h 30m Time.
April 17, 2013 Update Decreased brewing time from 1h 30m to 45m Time.
June 17, 2013 Update The Jump Spell now affects all troop types even at level 1 and doubled duration of level 2 Jump Spell. Prior to this 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.
August 27, 2013 Update
  • Decreased brewing cost at all levels.
    • Level 1: 30,000 -> 23,000 Gold
    • Level 2: 38,000 -> 29,000 Gold
November 6, 2013 Update The Jump Spell, along with other spells, now cost Elixir instead of Gold to brew.
July 3, 2014 Update
  • Added the level 3 Jump Spell.
  • Improved the Jump Spell. The Jump Spell used to only affect troops it landed on, often leading to disappointing results. Now, the Jump Spell influences all troops in the battle.
  • Decreased brewing cost at level 2 from 29,000 to 27,000 Elixir.
July 1, 2015 Update Decreased brewing time from 45m to 30m Time.
March 21, 2016 Update Decreased brewing time from 30m to 20m Time.
May 4, 2016 Balance Changes Decreased brewing time from 20m to 10m Time.
October 12, 2016 Update Decreased brewing time from 10m to 6m Time.
April 2, 2019 Update Decreased upgrade time at level 2 from 5d to 4d Time.
December 9, 2019 Update Added the level 4 Jump Spell.
October 12, 2020 Update
  • Changed the Jump Spell so that Wall Breakers and Super Wall Breakers now utilize it.
  • Prevented troops from retargeting after exiting a Jump Spell, thus preventing troops from getting stuck in a never ending Jump Spell loop.


  • The rings that circulate around the illustration of the Jump Spell represent the action when troops jump over Walls.
  • There seems to be tiny bouncing yellow particles from the Jump Spell's radius.
  • Although the Jump Spell can be upgraded to level 2 in the level 5 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.
  • The Jump Spell, along with the Invisibility Spell and Healing Spell after April 2020, are the only Elixir Spells that are not (currently) in Clash Royale.


Boost Time


Housing Space


Brewing Time


Spell Factory Level Required

Spell Factory

3.5 tiles 1s 2 6m 4
Spell Duration
Research Cost
Research Time
Laboratory Level Required
1 20 seconds 23,000 N/A N/A N/A
2 40 seconds 27,000 3,000,000 4d 5
3 60 seconds 31,000 6,000,000 7d 8
4 80 seconds 32,000 13,000,000 15d 11
Home Village Army
Elixir Troops BarbarianArcherGiantGoblinWall BreakerBalloonWizardHealerDragonP.E.K.K.ABaby DragonMinerElectro DragonYeti (Yetimite) • Dragon Rider
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Super Troops Super BarbarianSuper ArcherSuper GiantSneaky GoblinSuper Wall BreakerRocket BalloonSuper WizardInferno DragonSuper MinionSuper ValkyrieSuper Witch (Big Boy) • Ice Hound (Ice Pup)
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