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Lightning Spell info

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


  • Summary
    • The Lightning Spell is the first spell unlocked in the Spell Factory and is automatically unlocked once the Spell Factory has finished construction.
    • When this spell is used, a single lightning bolt drops from the sky, damaging all Buildings and enemy Troops in a small radius, with the exception of resource storages and the Town Hall. If a defense (or defensive troop) is struck by the lightning, it is stunned briefly and retargets.

  • Offensive Strategy
    • Lightning Spells are often used to take out an enemy's strong defenses, such as Mortars, Wizard Towers, and Air Defenses. Two Lightning Spells are usually enough to destroy a Mortar or Wizard Tower unless the target is much higher level than the Lightning Spell. Air Defenses always require at least three Lightning Spells. See the "Hits to Kill" (HTK) tab on the Unit Calculators page for more details. (Choose Columns: Lightning Spell.)
      • A good application to this is to take out an Air Defense and then deploy Dragons. Jorge Yao stated in his interview that he used this tactic to help him reach number one on the top players' list.
    • 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/injure Heroes directly too.
      • Another strategy is to use 7 Lightning Spells and 1 Earthquake to destroy the clan castle and other buildings of value, paving the way for a good attack.
    • 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.
    • 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 a lot of hitpoints, and may require several Lightning Spells (or have too much health entirely), rendering the strategy highly impractical.
    • Dropping a pair of Lightning Spells directly between two Defensive Buildings (e.g. a Wizard Tower and a Mortar) that have been placed adjacent to one another can actually destroy both structures if the Lightning Spells are of sufficient level.
    • Mistakes usually made by people with a level 1 Spell Factory is that they use the spell on the Town Hall, Since Lightning Spells are ineffective on Town Hall .
    • As of the July 1, 2015 Update, Lightning Spells will no longer damage Gold StoragesElixir Storages or Dark Elixir Storages. However, they can still damage Gold Mines, Elixir Collectors, Dark Elixir Drills, Clan Castles and Town Halls.
    • As of the June 23, 2020 Update, Lightning Spells will no longer damage Town Halls.
    • 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.
  • Defensive strategy
    • Separate important defenses. Having only one important defense (Archer Queen, Clan Castle, Eagle Artillery, Scattershot, etc.) in one area will prevent zap 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, like two or three sections. Separating these sections can also be a good idea, although not really doing anything against lightning spells themselves.
    • Isolating the clan castle or putting buildings of lesser value will prevent attackers from getting the clan castle(As just that is a waste for most of your space), forcing them to add a poison spell and remove even more spell potential.

  • Trivia
    • Lightning Spell's brewing time has been reduced multiple times, from 2 hours all the way to 3 minutes.
    • 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.
    • The Lightning Spell's reworked ability to cast a single strike along with momentarily stunning the target made it similar to the Zap Spell from Clash Royale. This rework was added in the 2020 summer update.
    • The Lightning Spell’s rework produces a couple of particles after striking the ground.
Damage Radius Stun Time Housing Space Brewing Time Spell Factory Level Required
2 tiles 0.1s? 1 3 minutes 1
Level Damage Cost Elixir Research Cost Elixir Research Time Laboratory Level Required
1 150 7,000 N/A N/A N/A
2 180 8,000 200,000 1d 1
3 210 9,000 500,000 2d 2
4 240 10,000 1,000,000 3d 3
5 270 11,000 2,000,000 4d 6
6 320 12,000 4,000,000 6d 7
7 400 13,000 6,000,000 9d 8
8 480 14,000 8,000,000 11d 9
9 560 15,000 10,000,000 13d 10

For additional statistics and information, see the Unit Calculators page.

Home Village Army
Elixir Troops BarbarianArcherGiantGoblinWall BreakerBalloonWizardHealerDragonP.E.K.K.ABaby DragonMinerElectro DragonYeti (Yetimite)
Dark Elixir Troops MinionHog RiderValkyrieGolem (Golemite) • Witch (Skeleton) • Lava Hound (Lava Pup) • BowlerIce GolemHeadhunter
Super Troops Super BarbarianSuper GiantSneaky GoblinSuper Wall BreakerInferno DragonSuper Witch (Big Boy)
Heroes Barbarian KingArcher QueenGrand WardenRoyal Champion
Elixir Spells Lightning SpellHealing SpellRage SpellJump SpellFreeze SpellClone Spell
Dark Spells Poison SpellEarthquake SpellHaste SpellSkeleton SpellBat Spell
Siege Machines Wall WreckerBattle BlimpStone SlammerSiege Barracks
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