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Jump Spell info

"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!"

Summary

Strategy

Offensive

  • 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.
  • Also use this in a place where it could potentially access multiple compartments, which could make it effective, but you have to level this spell up to increase the chance of the troops attacking all of your desired compartments.
  • 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. However, Earthquake Spells have the advantage of being able to damage most buildings, severely weakening high-hitpoint buildings such as the Town Hall or Eagle Artillery.

Defensive

  • 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.

Statistics

Radius

Radius

Boost Time

Time

Housing Space

Spell

Spell Factory Level Required

Spell Factory

3.5 tiles 1s 2 4
Brewing Time of Jump Spell
Spell Factory available Spell Factory upgrading
6m 12m
Level
Level
Spell Duration
Time
Research Cost
Elixir
Research Time
Time
Laboratory Level Required
Laboratory
1 20 seconds N/A N/A N/A
2 40 seconds 2,000,000 3d 5
3 60 seconds 3,400,000 4d 8
4 80 seconds 7,200,000 6d 11
5 100 seconds 14,000,000 8d 12h 13

History

Patch Type Description
October 27, 2012 Update Added the Jump Spell, with 2 levels.Jump Spell info
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.
  • 5h -> 1h 30m Time
April 17, 2013 Update Decreased brewing time.
  • 1h 30m -> 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.
  • 45m -> 30m Time
March 21, 2016 Update Decreased brewing time.
  • 30m -> 20m Time
May 4, 2016 Balance Changes Decreased brewing time.
  • 20m -> 10m Time
October 12, 2016 Update Decreased brewing time.
  • 10m -> 6m Time
April 2, 2019 Update Decreased upgrade time at level 2.
  • 5d -> 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.
December 9, 2021 Update Reduced upgrade costs at all levels.
October 10, 2022 Update Added the level 5 Jump Spell.

Trivia

  • 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.
Home Village Army
Elixir Troops BarbarianArcherGiantGoblinWall BreakerBalloonWizardHealerDragonP.E.K.K.ABaby DragonMinerElectro DragonYeti (Yetimite) • Dragon RiderElectro TitanRoot Rider
Dark Elixir Troops MinionHog RiderValkyrieGolem (Golemite) • Witch (Skeleton) • Lava Hound (Lava Pup) • BowlerIce GolemHeadhunterApprentice WardenDruid (Bear)
Super Troops Super BarbarianSuper ArcherSuper GiantSneaky GoblinSuper Wall BreakerRocket BalloonSuper WizardSuper DragonInferno DragonSuper MinerSuper MinionSuper Hog Rider (Super HogSuper Rider) • Super ValkyrieSuper Witch (Big Boy) • Ice Hound (Ice Pup) • Super Bowler
Heroes & Hero Equipment Barbarian King: Barbarian PuppetRage VialEarthquake BootsVampstacheGiant GauntletSpiky Ball
Archer Queen: Archer PuppetInvisibility VialGiant ArrowHealer PuppetFrozen Arrow
Grand Warden: Eternal TomeLife GemRage GemHealing TomeFireball
Royal Champion: Royal GemSeeking ShieldHog Rider PuppetHaste VialRocket Spear
Elixir Spells Lightning SpellHealing SpellRage SpellJump SpellFreeze SpellClone SpellInvisibility SpellRecall Spell
Dark Spells Poison SpellEarthquake SpellHaste SpellSkeleton Spell (Skeleton) • Bat Spell (Bat) • Overgrowth Spell
Siege Machines Wall WreckerBattle BlimpStone SlammerSiege BarracksLog LauncherFlame FlingerBattle Drill
Pets L.A.S.S.IElectro OwlMighty YakUnicornFrosty (Frostmite) • DiggyPoison LizardPhoenixSpirit FoxAngry Jelly

StubTemplate


Jump SpellC info

"Walls and Water in your way? Cast this spell over them to create a route straight over. Your troops will jump over like there was nothing in their way!"

Summary

  • The Jump Spell is a Spell unlocked in the Clan Capital, available when the Jump Spell Factory is constructed (this requires a level 2 District Hall in the Wizard Valley district).
  • Just like the Jump Spell from the Home Village, the Jump Spell enables ground troops to jump over Walls; however, in the Clan Capital, the Jump Spell also allows them to jump over small gaps of water (such as rivers); this can also temporarily expand the deployment zone in attacks.
  • 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.
  • Upgrading the Jump Spell increases its radius, rather than increase its duration, which allows one to cover larger compartments.

Strategy

Offensive

  • Jump Spells can be used to open access to several compartments if the Wall layout consists of many small compartments, which negates the need for Super Giants or Battle Rams to break Walls for ground units. They are also useful for breaking intentional Wall funnels which exploit troop AI in a way to force them into paths that benefit the defense.
    • Alternatively, one can use it to funnel troops into a certain compartment, either to destroy key defenses or to avoid taking damage and moving troops to another part of the base.
  • Jump Spells cannot be used to bridge gaps across open water (gaps of three or more tiles across). They also cannot be used to jump across cliff terrain.
    • More specifically, the raiding tutorial says that Jump Spells, when used to jump across water, can only work on rivers and coastal water. A water tile can only be jumped over if it is adjacent to a land tile or a water tile frozen over by a Frost Spell.
  • Battle Rams are able to utilize Jump Spells, just like Wall Breakers in the Home Village.

Defensive

  • For Jump Spell counters, put good defenses further from walls to prevent troops from reaching easily. Putting troops on the other side of walls to damage them is another good idea.

History

Date Change
October 7, 2023 Decreased The Housing space of the jump spell from 2 to 1.

Trivia

Duration
Time
Housing Space
Spell
Required Spell Factory
Spell Factory
2 attacks 1 Jump Spell Factory
Level
Level
Spell Radius
Radius
1 3.2 tiles
2 3.4 tiles
3 3.6 tiles
4 3.8 tiles
5 4.0 tiles
Clan Capital Army
Troops Super BarbarianSneaky ArchersSuper GiantBattle Ram (Barbarian) • Minion HordeSuper WizardRocket BalloonsSkeleton Barrels (Skeleton) • Flying Fortress (Skeleton GliderSkeleton) • Raid Cart (Siege CartBarbarian) • Power P.E.K.K.AHog RaidersSuper DragonMountain GolemInferno DragonSuper MinerMega Sparky
Spells Healing SpellJump SpellLightning SpellFrost SpellRage SpellGraveyard SpellEndless Haste Spell

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