The Jump Spell is the fourth elixir spell in Clash of Clans. Players unlock this valuable spell upon reaching Town Hall 9 and upgrading their Spell Factory to level 4.
Similar to other spells, the Jump Spell can be used across the entire map. Once cast, it generates a pathway above walls, enabling ground troops to leap over them.
Troops typically favor the route created by the Jump Spell when advancing through an enemy’s base.
The Jump Spell has immense popularity primarily at lower Town Hall levels like TH9, TH10, and TH11 due to its ability to redirect troop movement towards specific targets.
However, it’s important to note that the Jump Spell does not affect air troops, Siege Machines, or troops already capable of leaping over walls. Its primary function remains to create a path for ground troops, guiding them towards desired locations within the enemy’s base.
Jump Spell Upgrade Cost & Upgrade Time
Level | Upgrade Cost (Elixirs) | Upgrade Time | Town Hall |
2 | 2,000,000 | 4 days | 9 |
3 | 3,400,000 | 6 days | 10 |
4 | 7,200,000 | 9 days | 12 |
5 | 16,500,000 | 16 days, 12 hours | 15 |
Jump Spell’s Max Levels
The Jump Spell consists of a total of 5 levels. With each level upgrade, the spell’s performance improves as its duration increases.
Each upgrade improves its effectiveness by increasing the duration of the spell. With every level, the Jump Spell gains the ability to create a path for a more extended period of time.
The final upgrade for the Jump Spell becomes available once players reach Town Hall 15, maximizing its potential.
Here is the list of max levels of Jump Spell:
- Max level of Jump Spell at Town Hall 9 is level 2.
- Max level of Jump Spell at Town Hall 10 is level 3.
- Max level of Jump Spell at Town Hall 12 is level 4.
- Max level of Jump Spell at Town Hall 15 is level 5.
The Jump Spell receives no upgrade at Town Hall 11, 13, and 14.
Jump Spell’s Statistics
The Jump Spell has a radius that extends to 3.5 tiles, allowing its effect to cover a considerable area. Within the Spell Factory, it occupies two spell slots. When brewing the Jump Spell, players must wait for a duration of 6 minutes before it is ready to be used.
At its initial level, the Jump Spell can create a pathway over walls that lasts for 20 seconds. As the spell is upgraded to its maximum level, which is level 5, its effectiveness significantly improves, providing a path over walls for a longer period of 100 seconds.
The Jump Spell made its debut in Clash of Clans on October 27, 2012. During those early days, spells had significantly longer brewing times, sometimes spanning nearly 2 hours.
This meant that players had to exercise patience and plan their strategies accordingly, considering the massive waiting period before being able to use the Jump Spell in their attacks.
Effectively Using the Jump Spell
By casting the Jump Spell strategically, players can overcome defensive buildings and pave the way for a successful attack. Let’s explore key tips and tactics for maximizing the effectiveness of the Jump Spell in battles.
Study and Plan
Before deploying the Jump Spell, it is important to study the enemy base thoroughly.
Identify key defensive buildings and pinpoint the optimal path for your troops to reach high-value targets. Take note of any gaps in walls or areas where the Jump Spell can be most advantageous.
Timing is Key
Timing plays a major role in effectively using the Jump Spell. Activate the spell at the right moment when your troops are positioned near a wall, ensuring they take full advantage of the created pathway.
Coordinate the Jump Spell with other spells, such as Rage or Freeze, to maximize the impact of your attack and support the advancement of your troops.
Target Priority
Carefully consider your target priorities when casting the Jump Spell. Identify the important defensive buildings, such as Inferno Towers or the Town Hall, and position the spell to lead your troops towards them.
By focusing your forces on high-value targets, you increase the chances of a successful attack and faster destruction of the enemy base.