Overgrowth Spell - Army Troop Units in Clash of Clans


Clan Badge

"Ever wish you could ignore a whole chunk of that enemy base ? The Overgrowth Spell traps nearby Buildings in tough roots, stopping Defenses attacking. Troops ignore trapped Buildings."


Radius 6 tiles
Effect Type Area Splash
Targets Ground & Air
Housing Space 2
Dark Spell Factory Level Required 6
Level Duration Research cost Research time Laboratory level required
1 22s N/A N/A N/A
2 23s 62,500 5d 12h 10
3 24s 125,000 8d 12h 12
4 25s 175,000 10d 14
  • The Overgrowth Spell is the 6th Dark Spell unlocked at level 6 Dark Spell Factory , which requires Town Hall level 12. It temporarily disables defenses and turns all the buildings invisible and invulnerable within a 13-tile diameter, or a 6-tile radius centered where the spell is placed. If the spell hits a building that the Troops were originally targeting, they will leave their previous target and engage to another one that is close to them. Unlike the Invisibility Spell , it does not make attacking units invisible, thus making them vulnerable to fire.
  • If the spell hits a building that the Troops were originally targeting, they will leave their previous target and engage to another one that is close to them.
  • Unlike the Invisibility Spell , it does not make attacking units invisible, thus making them vulnerable to fire.
  • The spell has no effect on Walls and Traps , which retain their original functionality for the duration of the spell. Defending Troops , Heroes and Builders are also unaffected and can continue to defend normally. If the Clan Castle is affected by the spell, it can still be triggered and summon defensive reinforcements that it houses.
  • Buildings that are affected by the spell cannot be harmed by any form of damage, including spell damage and indirect damage from units with area-of-effect attacks. Although they cannot be targeted directly, they can still absorb lightning chains from Electro Dragons , Super Wizards and the Electro Owl if a nearby building is struck (they do not take any damage from this). The Wall Wrecker and Log Launcher both continue to attack overgrown buildings if they are in their path, again dealing no damage (in the case of Log Launcher, overgrown buildings also consume the log's pierce). As a result, they will get stuck if they encounter an overgrown building in their path.
  • The Wall Wrecker and Log Launcher both continue to attack overgrown buildings if they are in their path, again dealing no damage (in the case of Log Launcher, overgrown buildings also consume the log's pierce). As a result, they will get stuck if they encounter an overgrown building in their path.
  • Upon use, the spell leaves behind greenery and debris that, in the aftermath of a Multiplayer Battle , can be cleared by the defender similarly to Tombstones . This debris gives 1 per tile when cleared.
  • Consider this spell to be a combination of the Freeze Spell and the Invisibility Spell , but lasts longer and having a much greater range at the cost of 2 spell housing space, while buildings under this effect cannot be damaged in any way, and Siege Machines can indeed get stuck.
  • Upgrading it only increases the spell duration, and it is not the most significant, so you can save up your Dark Elixir to upgrade other troops and spells instead. This might even be a double-edged sword, as more time also means that if all buildings outside the radius is destroyed, it will likely take a while for the troops to attack said buildings inside, which could make you run out of time.
  • This might even be a double-edged sword, as more time also means that if all buildings outside the radius is destroyed, it will likely take a while for the troops to attack said buildings inside, which could make you run out of time.
  • This spell can be used in Queen Charges to funnel your Queen into the base, while enabling her to take less damage. However, the Queen will also not able to do damage to such defenses being under the effect.
  • However, the Queen will also not able to do damage to such defenses being under the effect.
  • This spell may present some challenges and act as a double-edged sword; the duration of the invisibility could be too much for attacking units. However, with careful planning and early deployment, it can prove to be highly effective. This might even be good to cover major defenses, considering its massive radius, leaving the troops to tackle the most powerful part of the village later, meaning that the troops might have more health and Heroes might still have abilities (and also if the player has spells left to use), increasing the odds of the attack succeeding. Utilizing this strategy could effectively address significant defenses due to its extensive range, allowing troops to focus on the most powerful section of the village at a later stage. This approach may result in troops retaining more health and Heroes preserving their abilities, provided the player has any remaining spells to use, thereby increasing the likelihood of a successful attack.
  • This might even be good to cover major defenses, considering its massive radius, leaving the troops to tackle the most powerful part of the village later, meaning that the troops might have more health and Heroes might still have abilities (and also if the player has spells left to use), increasing the odds of the attack succeeding.
  • Utilizing this strategy could effectively address significant defenses due to its extensive range, allowing troops to focus on the most powerful section of the village at a later stage. This approach may result in troops retaining more health and Heroes preserving their abilities, provided the player has any remaining spells to use, thereby increasing the likelihood of a successful attack.
  • It can also be used to put defenses which can be destroyed later or you can use it to prevent troops from attacking the Town Hall early, thus making it not just a versatile spell but one that also is very impactful due to its long range. However, do note that troops will not attack defenses under the effect of the Overgrowth Spell, nor will they retaliate against them. Take note that sometimes that the Town Hall and other defenses are left strangled by the Overgrowth Spell, and when your army is low on health when the spell duration expires, they may not be able to destroy the Town Hall before they do so.
  • However, do note that troops will not attack defenses under the effect of the Overgrowth Spell, nor will they retaliate against them.
  • Take note that sometimes that the Town Hall and other defenses are left strangled by the Overgrowth Spell, and when your army is low on health when the spell duration expires, they may not be able to destroy the Town Hall before they do so.
  • Timing is also vital, since you might have, say an Archer Queen , in the middle of the Overgrowth Spell's radius and the spell wears off, this can allow the Queen to take a lot of damage, so always carry an extra Freeze or Invisibility Spell to avoid this sort of scenario.
  • It is advisable to avoid carrying an Overgrowth Spell when deploying Electro Dragons or Super Wizards . These units can absorb chain damage without sustaining any harm, which is particularly disadvantageous for Electro Dragons. Their effectiveness relies on their chain attack, which is a primary source of damage. Consequently, utilizing the Overgrowth Spell in this context would waste both the spell capacity and the damage potential of said troops.
  • If you are using ground Siege Machines, do not use this spell where it could obstruct their path to the Town Hall, as this might reduce their damage potential, and will simply be wasted. This principle also applies to K.A.N.E in his Initial State. However, in the case of the Log Launcher , you can use a Overgrowth Spell to get it purposefully stuck in one place, and then allow the logs to snipe the Town Hall or other important defenses without fear of being attacked.
  • However, in the case of the Log Launcher , you can use a Overgrowth Spell to get it purposefully stuck in one place, and then allow the logs to snipe the Town Hall or other important defenses without fear of being attacked.
  • Consider this spell to be a combination of the Freeze Spell and the Invisibility Spell , but lasts longer and having a much greater range at the cost of 2 spell housing space, while buildings under this effect cannot be damaged in any way, and Siege Machines can indeed get stuck.
  • Upgrading it only increases the spell duration, and it is not the most significant, so you can save up your Dark Elixir to upgrade other troops and spells instead. This might even be a double-edged sword, as more time also means that if all buildings outside the radius is destroyed, it will likely take a while for the troops to attack said buildings inside, which could make you run out of time.
  • This might even be a double-edged sword, as more time also means that if all buildings outside the radius is destroyed, it will likely take a while for the troops to attack said buildings inside, which could make you run out of time.
  • This spell can be used in Queen Charges to funnel your Queen into the base, while enabling her to take less damage. However, the Queen will also not able to do damage to such defenses being under the effect.
  • However, the Queen will also not able to do damage to such defenses being under the effect.
  • This spell may present some challenges and act as a double-edged sword; the duration of the invisibility could be too much for attacking units. However, with careful planning and early deployment, it can prove to be highly effective. This might even be good to cover major defenses, considering its massive radius, leaving the troops to tackle the most powerful part of the village later, meaning that the troops might have more health and Heroes might still have abilities (and also if the player has spells left to use), increasing the odds of the attack succeeding. Utilizing this strategy could effectively address significant defenses due to its extensive range, allowing troops to focus on the most powerful section of the village at a later stage. This approach may result in troops retaining more health and Heroes preserving their abilities, provided the player has any remaining spells to use, thereby increasing the likelihood of a successful attack.
  • This might even be good to cover major defenses, considering its massive radius, leaving the troops to tackle the most powerful part of the village later, meaning that the troops might have more health and Heroes might still have abilities (and also if the player has spells left to use), increasing the odds of the attack succeeding.
  • Utilizing this strategy could effectively address significant defenses due to its extensive range, allowing troops to focus on the most powerful section of the village at a later stage. This approach may result in troops retaining more health and Heroes preserving their abilities, provided the player has any remaining spells to use, thereby increasing the likelihood of a successful attack.
  • It can also be used to put defenses which can be destroyed later or you can use it to prevent troops from attacking the Town Hall early, thus making it not just a versatile spell but one that also is very impactful due to its long range. However, do note that troops will not attack defenses under the effect of the Overgrowth Spell, nor will they retaliate against them. Take note that sometimes that the Town Hall and other defenses are left strangled by the Overgrowth Spell, and when your army is low on health when the spell duration expires, they may not be able to destroy the Town Hall before they do so.
  • However, do note that troops will not attack defenses under the effect of the Overgrowth Spell, nor will they retaliate against them.
  • Take note that sometimes that the Town Hall and other defenses are left strangled by the Overgrowth Spell, and when your army is low on health when the spell duration expires, they may not be able to destroy the Town Hall before they do so.
  • Timing is also vital, since you might have, say an Archer Queen , in the middle of the Overgrowth Spell's radius and the spell wears off, this can allow the Queen to take a lot of damage, so always carry an extra Freeze or Invisibility Spell to avoid this sort of scenario.
  • It is advisable to avoid carrying an Overgrowth Spell when deploying Electro Dragons or Super Wizards . These units can absorb chain damage without sustaining any harm, which is particularly disadvantageous for Electro Dragons. Their effectiveness relies on their chain attack, which is a primary source of damage. Consequently, utilizing the Overgrowth Spell in this context would waste both the spell capacity and the damage potential of said troops.
  • If you are using ground Siege Machines, do not use this spell where it could obstruct their path to the Town Hall, as this might reduce their damage potential, and will simply be wasted. This principle also applies to K.A.N.E in his Initial State. However, in the case of the Log Launcher , you can use a Overgrowth Spell to get it purposefully stuck in one place, and then allow the logs to snipe the Town Hall or other important defenses without fear of being attacked.
  • However, in the case of the Log Launcher , you can use a Overgrowth Spell to get it purposefully stuck in one place, and then allow the logs to snipe the Town Hall or other important defenses without fear of being attacked.
  • It is advisable to avoid grouping strong defenses too closely to each other, as this will allow the Overgrowth Spell to be effectively utilized against them, leading to their destruction by attacking units once the spell's duration concludes.
  • Its long range and duration makes it quite hard to defend against, however traps around the area and the Clan Castle's defending troops in areas where the Overgrowth Spell might pull troops into an area used by the Overgrowth Spell and when the spell wears off, it will create a high-DPS area which will cripple the health of units inside its range.
  • Level 2: 24s -> 23s
  • Level 3: 26s -> 24s
  • Level 4: 28s -> 25s
  • Level 2: 24s -> 23s
  • Level 3: 26s -> 24s
  • Level 4: 28s -> 25s
  • Level 2: 24s -> 23s
  • Level 3: 26s -> 24s
  • Level 4: 28s -> 25s
  • The Overgrowth Spell is the first Dark Spell to take up 2 housing space.
  • Similarly to Invisibility Spells, if you manage to cover an entire village with Overgrowth Spells, when you deploy your army, they will just stand there and do nothing until the spell duration ends. Additionally, trying to activate ranged Hero abilities such as the Fireball and the Seeking Shield will fly to the top corner of the map, wasting their abilities.
  • Additionally, trying to activate ranged Hero abilities such as the Fireball and the Seeking Shield will fly to the top corner of the map, wasting their abilities.
  • It is the second and only permanent spell that when placed, gives the defender elixir when they tap on the overgrown grass and debris. The first one to do so is Santa's Surprise , in which case it will spawn presents.
Available on