"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 wall pieces as if they weren't even there!"
This spell was introduced with on the October 2012 Update (Halloween Update) with the Town Hall level 9.
- 1. Jump Spell Explained
- 2. Jump Spell Range
- 3. Upgrade Differences
- 4. How to Use the Jump Spell
- 5. Stats
- 6. Upgrade Chart
The Jump Spell creates a 3.5 tiles radius green ring on the battlefield where all troops inside will be able to jump over walls.
All other troops, including Heroes, will be able to jump over walls while inside the radius of this spell.
With a 7 tile diameter, however, a well-placed Jump Spell can make troops jump over walls with two 3x3 buildings of distance. 6 tiles of defenses + 2 wall sections are 8 tiles, but the troops will be able to jump the walls anyway, as long as the jump touches the walls on both sides.
There is no limit on how many walls the troops can jump with this spell, even if there are 2, 3, or even 4 rows of walls together. The troops will "walk" over the walls and exit on the other side without issues.
Upgrading this spell increases its duration, up to 80 seconds on level 4.
With such a long duration sometimes you can calmly place the Jump Spell before the attack, during the countdown, and the troops will have plenty of time to use it.
Jump Spell can only be used to make troops jump over walls, creating a path to the core of the village.
On the first layer of walls outside the village, it's recommended to use Wall Breakers, as they have a low housing space and can save you a spell.
However, once the troops are inside the village it's nearly impossible to use Wall Breakers, so the Jump Spell is highly recommended to create a path to where you want them to go.
|Radius||Boost Time||Housing Space||Brewing Time||Spell Factory Level Required|
|Level||Spell Duration||Cost||Research Cost||Research Time||Laboratory Level Required|