Introduction to Clash of Clans Spells
In Clash of Clans, spells are indispensable tools that add an extra layer of strategy and power to your attacks. Each spell is designed with a specific purpose in mind, whether it’s boosting the damage output of your troops, keeping them alive longer under heavy fire, or neutralizing key enemy structures that could otherwise derail your attack. The key to success lies in understanding the unique functions of each spell and knowing how to use them at the right time to maximize their impact.
List of Spells
Healing Spell
Effect: Heals friendly troops within its radius over time.
Best Used For: Keeping ground troops like Giants, Hog Riders, or Valkyries alive longer when they’re engaged with enemy defenses. It’s also useful for troops in the middle of the base, under heavy fire from splash damage.
Tip: Timing is crucial when using the Heal Spell, as it can make the difference between your troops surviving or being wiped out. Drop the Heal Spell just as your troops are about to engage with splash-damaging defenses such as Wizard Towers or Bomb Towers, which can deal significant damage to large groups of troops. By deploying the Heal Spell at the right moment, you ensure that your troops receive the healing they need while they’re under heavy fire. This allows them to continue pushing forward, clearing more buildings and defenses while staying alive longer to contribute to the success of your attack.
Rage Spell
Effect: Increases the damage output and movement speed of troops within its radius.
Best Used For: Fast-paced attacks where you need your troops to hit hard and move quickly. It works well with Dragons, Electro Dragons, Valkyries, and P.E.K.K.A., allowing them to clear defenses more rapidly.
Tip: Use the Rage Spell at key moments in your attack to maximize its effectiveness. One of the best times to deploy it is when your troops are about to engage with the heart of the base, such as when they are targeting Eagle Artillery, Inferno Towers, or other high-value defensive structures. The Rage Spell will increase your troops’ damage output and movement speed, allowing them to quickly take down these critical defenses before they can inflict significant damage. Timing the Rage Spell correctly ensures your troops move faster and hit harder, helping them break through the toughest parts of the base more efficiently.
Revive Spell
Effect: Revives a portion of recently defeated troops within its radius, bringing them back into battle with partial health.
Best Used For: Bringing back high-value troops like P.E.K.K.A., Electro Dragons, or Healers that were eliminated early in an attack. It’s especially useful when a strong troop gets wiped out prematurely by high-damage defenses like Inferno Towers or Eagle Artillery.
Tip: Timing is critical when deploying the Revive Spell. Use it near the point where your key troops were eliminated to maximize the number of units revived. Pair it with spells like Rage or Freeze to give the revived troops a better chance of dealing damage or surviving longer. The Revive Spell can turn the tide of battle when used strategically, ensuring your attack doesn’t lose momentum after key troop losses.
Recall Spell
Effect: Removes selected troops from the battlefield and allows you to redeploy them elsewhere with their remaining health intact.
Best Used For: Saving troops that are in danger of being wiped out or repositioning them to target another area of the base. It’s especially useful for Archer Queen Walks, where Healers and the Queen might get stuck on low-value targets.
Tip: Use the Recall Spell to adapt your strategy mid-attack. For example, if troops are not funneling correctly, recall them and redeploy in a more advantageous position to maintain control of your attack plan. Be mindful of troop health, as the Recall Spell does not heal them, so ensure their redeployment location is safer or better suited to their role. Combining the Recall Spell with spells like Jump or Heal can create new opportunities to break through tough defenses.
Freeze Spell
Effect: Temporarily freezes enemy defenses and traps within its radius.
Best Used For: Stopping high-damage defenses like Inferno Towers, Scattershots, or Eagle Artillery from firing while your troops deal damage. It’s also excellent for disabling Bomb Towers or Wizard Towers when they’re threatening fragile units.
Tip: Use the Freeze Spell strategically to neutralize multiple defenses at once, significantly increasing its value. Focus on freezing high-damage structures like Inferno Towers, X-Bows, and Eagle Artillery, especially when they are targeting your key troops. The key to maximizing the Freeze Spell is timing; deploy it just as your troops are about to enter the range of these powerful defenses, or when they are already under heavy fire. In tight situations, freezing multiple defenses at once can give your troops a crucial moment to survive and deal more damage, allowing them to push through the base with less resistance.
Jump Spell
Effect: Allows your troops to pass through walls and access areas they wouldn’t otherwise be able to reach.
Best Used For: Breaking through strong wall defenses and allowing ground-based troops like Giants, Valkyries, and P.E.K.K.A. to enter deeper into the base and target key defenses.
Tip: Place the Jump Spell strategically where it will allow your troops to move directly toward critical defenses like X-Bows, Inferno Towers, or the Clan Castle. This spell is particularly useful for bypassing walls and creating a clear path for your troops to reach high-value targets. Deploy the Jump Spell just before your troops are about to approach these defenses, ensuring they have easy access to them. By doing so, you allow your troops to focus on taking out these key structures without being slowed down by obstacles, giving you a better chance of success in breaking through the core of the base.
Lightning Spell
Effect: Deals heavy damage to a small area, targeting defenses or buildings.
Best Used For: Taking out high-value targets such as Air Defenses, Wizard Towers, or Clan Castle troops. It can also be used to clear out key defensive structures during an air-based attack, especially when combined with air troops like Lava Hounds or Balloon.
Tip: Be strategic with your Lightning Spell placement to maximize its impact. Use it to target and eliminate key defenses that could pose a significant threat to your air or ground troops, such as Air Defenses, Wizard Towers, or Tesla Towers. By carefully placing the Lightning Spell on these structures, you can weaken or completely disable them, allowing your troops to advance without facing as much resistance. Timing is essential, as using the Lightning Spell at the right moment can give your troops a critical advantage, enabling them to push through the base more effectively.
Earthquake Spell
Effect: Deals damage to buildings in an area and reduces the hitpoints of those buildings by a percentage.
Best Used For: Softening up high-hitpoint structures like Walls, Inferno Towers, or Eagle Artillery, making them easier for your troops to break through. It’s often used in combination with the Lightning Spell or Golem attacks to reduce the durability of defensive buildings.
Tip: Earthquake Spells are highly effective against buildings with high hitpoints, such as Walls, Inferno Towers, and Eagle Artillery. When strategically placed, they can deal massive damage, significantly weakening or even destroying these structures. This makes it easier for your troops to breach tough defenses and push through the core of the base. Combining the Earthquake Spell with a Jump Spell is a powerful tactic. While the Earthquake Spell softens up defenses, the Jump Spell ensures that your troops can easily navigate over the weakened walls and move directly toward key targets, like X-Bows or the Clan Castle, for a more effective and efficient attack.
Clone Spell
Effect: Creates duplicate copies of troops within its radius. These cloned troops have a fraction of the health of the originals.
Best Used For: Swarming with additional troops, especially for troops like Balloons or Electro Dragons that have high damage output. It’s especially powerful in air raids, such as LavaLoon attacks.
Tip: The Clone Spell works best when paired with high-damage troops that can take out high-value targets quickly, such as Balloons, Dragons, or Electro Dragons. These troops can make the most of the Clone Spell by multiplying in number and overwhelming defenses. However, be cautious when using the Clone Spell, as the cloned troops have significantly lower health and are vulnerable to splash damage from Wizard Towers, Bomb Towers, or Mortars. To maximize its effectiveness, ensure you deploy the Clone Spell away from areas with high splash damage or use it in combination with spells like Freeze to protect the cloned units.
Poison Spell
Effect: Deals damage over time to enemy troops and slows them down within its radius.
Best Used For: Clearing out enemy Clan Castle troops or Skeleton Traps. It’s great for neutralizing defensive troops, such as Witches, Balloon, or Hog Riders.
Tip: Use the Poison Spell strategically to control Clan Castle troops, especially when they pose a significant threat to your attacking forces. The Poison Spell slows down and weakens enemy units, making them easier to deal with. It’s particularly effective against Balloon, Witch, or Lava Hound troops, which can wreak havoc on your army. When combined with a Freeze Spell, you can prevent these Clan Castle troops from retaliating, giving your units the time they need to eliminate the threat. Deploy the Poison Spell directly on the Clan Castle troops, and use the Freeze Spell to lock down nearby defenses, allowing your army to proceed without interruption.
Bat Spell
Effect: Summons a group of bats that deal damage to buildings but are weak against splash damage.
Best Used For: Targeting defenses or structures that don’t have splash damage capabilities, such as Elixir Storages, Collectors, or Air Defenses. It’s particularly useful for quickly cleaning up buildings towards the end of an attack.
Tip: Protect the Bats from splash damage by timing their deployment carefully and positioning them away from high-risk areas. Since Bats are highly vulnerable to splash damage from Wizard Towers, Bomb Towers, and Mortars, it’s crucial to either freeze these defenses with the Freeze Spell before deploying the Bat Spell or wait until these splash-damaging units have already been dealt with. By freezing or eliminating these threats, you ensure that your Bats can target defenses like Air Defenses or X-Bows without being wiped out too quickly. With the right timing and support, Bats can cause significant damage and help you clear the base more efficiently.
Invisibility Spell
Effect: Makes friendly troops or buildings within its radius invisible for a short duration.
Best Used For: Keeping high-value units, like your Hero or Royal Champion, safe while they target key defenses. It’s also useful for making your Balloon or Electro Dragon targets harder to hit by defenses.
Tip: Use the Heal Spell for precise timing, especially when your heroes, such as the Archer Queen or Barbarian King, are about to take significant damage from high-damage defenses like X-Bows, Inferno Towers, or Wizard Towers. Dropping the Heal Spell just before they engage with these defenses ensures they receive the maximum amount of healing, allowing them to survive longer and continue dealing damage. This tactic helps keep your heroes alive, ensuring they can clear more buildings and potentially reach critical parts of the base, improving the overall effectiveness of your attack.
Haste Spell
Effect: Greatly increases the movement speed of troops within its radius, without providing a damage boost.
Best Used For: Speeding up slow-moving troops like Balloons, P.E.K.K.A., or Yetis to reach defenses faster, particularly during air attacks like LavaLoon.
Tip: Drop the Haste Spell near key defensive structures, such as Air Defenses or Inferno Towers, to help your troops close the gap quickly before taking significant damage. It’s especially effective in complementing Balloons, as their slow movement can hinder an attack’s pace. Using multiple Haste Spells in succession can maintain troop momentum, ensuring they reach deeper parts of the base quickly and eliminate threats before your attack loses steam.
Skeleton Spell
Effect: Summons a group of skeletons to distract enemy defenses and troops.
Best Used For: Distracting single-target defenses like Inferno Towers or heroes, as well as overwhelming weaker defenses when paired with other troops.
Tip: Place the Skeleton Spell near high-value defenses or enemy heroes to distract them while your main troops deal damage. For example, dropping it on an Archer Queen can keep her occupied, allowing your main army to push deeper into the base. The Skeleton Spell can also be used in cleanup, deploying it on unprotected structures at the end of an attack to secure extra percentage points quickly.
Overgrowth Spell
Effect: Creates a temporary area of dense vines that slows down enemy defenses, reducing their attack speed.
Best Used For: Mitigating the damage output of high-DPS defenses such as Scattershots, X-Bows, or Inferno Towers while your troops push through a dangerous section of the base.
Tip: Drop the Overgrowth Spell in areas where multiple high-damage defenses are clustered together. Combine it with tanking troops like Golems or Electro Titans to reduce the incoming damage and allow support troops to safely clear the area. Timing is key—deploy it just before your troops reach the affected defenses to maximize its impact. The Overgrowth Spell can turn deadly kill zones into manageable sections of a base, increasing your army’s survivability.
Best Spell Combinations:
LavaLoon (Lava Hound + Balloons):
Use the Rage Spell to boost the movement speed and damage output of your Balloons, allowing them to target and destroy key defenses quickly. Freeze is crucial for disabling high-damage air defenses like Inferno Towers and Eagle Artillery, preventing them from targeting your Balloons. Finally, use the Heal Spell to keep your Balloons alive longer by restoring their health, especially when they are under fire from defenses like Wizard Towers or Air Defenses. This combination ensures your air attack is both swift and resilient.
Queen Walk:
Use the Heal Spell to keep the Archer Queen alive as she takes damage from defenses like X-Bows, Archer Towers, and Wizard Towers. This will allow her to continue clearing buildings without being overwhelmed. The Rage Spell will amplify her damage output and increase her attack speed, allowing her to eliminate defensive structures more quickly. This combination maximizes her effectiveness, especially when paired with support troops like Healers, ensuring she can clear large portions of the base without significant risk of being taken down.
GoWiPe (Golem + Wizards + P.E.K.K.A.):
Use the Heal Spell to sustain your Golem as it absorbs damage from high-damage defenses like Inferno Towers and Bomb Towers, allowing it to continue tanking for your supporting troops. At the same time, deploy the Rage Spell to enhance the damage output and attack speed of your Wizards and P.E.K.K.A., enabling them to quickly clear out defenses and buildings. This combination ensures your Golem remains the focus of enemy defenses while your Wizards and P.E.K.K.A. deal significant damage, leading to a more effective and efficient push through the base.

Frequently Asked Questions (FAQs)
❓When should I use the Heal Spell?
A: The Heal Spell should be used when your troops are about to face significant damage from splash-damaging defenses like Wizard Towers or Bomb Towers. Timing it right ensures your troops stay alive and continue clearing buildings efficiently.
❓How do I protect my troops from splash damage with the Bat Spell?
A: To protect Bats from splash damage, wait for defenses like Wizard Towers to be distracted or use the Freeze Spell to disable them. This gives your Bats a clear path to target high-priority defenses without being wiped out by splash damage.
❓How do I make the most of the Lightning Spell?
A: Use the Lightning Spell on high-value defenses, especially Air Defenses, Wizard Towers, or Tesla Towers, to weaken or destroy them before your troops engage. Targeting these structures early in the attack ensures your air or ground units can advance more effectively.
❓When is the Clone Spell most effective?
A: The Clone Spell works best when paired with high-damage troops, such as Balloons or Dragons, to overwhelm defenses. Be cautious, as the cloned units have low health and can be easily wiped out by splash damage, so use it in areas where splash defenses are already neutralized.
❓How can I use the Poison Spell to deal with Clan Castle troops?
A: The Poison Spell is effective against Clan Castle troops like Balloon or Witch, as it slows them down and deals damage. Deploy the Poison Spell directly on the Clan Castle and consider using a Freeze Spell to prevent defenses from interfering, allowing your troops to clear the area safely.
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