Jump Spell - Army Troop Units in Clash of Clans


Clan Badge

" 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!"


Duration 2 attacks
Housing Space 1
Required Spell Factory Jump Spell Factory
Level Spell radius
1 3.2 tiles
2 3.4 tiles
3 3.6 tiles
4 3.8 tiles
5 4 tiles
  • 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 Capital Walls ; however, in the Clan Capital, the Jump Spell also allows them to jump over small gaps of water (such as rivers), and can also temporarily expand the deployment zone in attacks. Jump Spells have no effect whatsoever on units that can bypass Walls, such as air units, Hog Raiders , Capital Super Miners , and the Mountain Golem , which destroys walls when it walks over them.
  • Jump Spells have no effect whatsoever on units that can bypass Walls, such as air units, Hog Raiders , Capital Super Miners , and the Mountain Golem , which destroys walls when it walks over them.
  • 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.
  • 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.
  • 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.
  • 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 spell radius, therefore giving you access to more compartments.
  • Combined with Battle Rams, Capital Jump Spells are quite useful for getting Troops deep into the interior of a base. Once Battle Rams have initially breached the exterior Walls, any new ones tend to be attracted to adjacent compartments rather than those behind the breach.
  • 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 .
  • 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.
  • 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.
  • 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.
  • 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 spell radius, therefore giving you access to more compartments.
  • Combined with Battle Rams, Capital Jump Spells are quite useful for getting Troops deep into the interior of a base. Once Battle Rams have initially breached the exterior Walls, any new ones tend to be attracted to adjacent compartments rather than those behind the breach.
  • 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 .
  • 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.
  • For Jump Spell counters, put good defenses further from walls and rivers to prevent troops from reaching easily. Putting troops on the other side of walls to damage them is another good idea.
  • 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. Cliffs and open water can also help to an extent, as the troops will forced to move across the base and take longer to reach the desired building.
  • Cliffs and open water can also help to an extent, as the troops will forced to move across the base and take longer to reach the desired building.
  • Making a Jump Spell access too many compartments can split the army and will easily destroy their attack.
  • So far, the Capital Jump Spell is the only Capital Spell to change its look, from a bottle into a vial.
  • 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.
  • So far, the Capital Jump Spell is the only Capital Spell to change its look, from a bottle into a vial.
  • 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.
  • So far, the Capital Jump Spell is the only Capital Spell to change its look, from a bottle into a vial.
  • 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.
Available on