Spells are much more than just an enhancement for your attack – they are an essential element. When you reach a certain level in Clash of Clans, you will learn that you shouldn’t even attack without a spell.
If you’re in a lower Town Hall level, let me tell you, spells are the most important thing you have.
The hard part is that spells are not just like troops, because you have to choose what spells you bring, when you will drop them and also where you will drop them.
Spells are the only way you can take action during an attack when all your troops are on the battlefield.
In this guide I want to give you an overview of the spells and some tips regarding the usage and deployment.
You will also find some guides linked here. The guide on effectiveness of spells is very interesting and linked at the bottom.
How to use Spells in general
Let’s start off with some very basics you always have to keep in mind – no matter what Spell you use:
- Never put Spells where troops are (no matter if using them on Clan Castle troops or your own)! Put them where the troops will be for some simple reasons:
- You want the target troops to stay in the range of the spell as long as possible.
- A spell has an activation time of about 1 second. The troops could leave the spell radius almost before the spell is active.
- Don’t stack them! Two Rage Spells dropped on the same location are useless. You will have no advantage from two Healing Spells at the same place because your Troops simply leave the area before the full effect gets applied.
Each specific Spell has a different use case. You will find links to more detailed guides about each spell here before we start looking at deployment timing and locations.
The Lightning Spell is designed to take down certain buildings or Defenses. You can use it perfectly to snipe away an Air Defense.
Read a more detailed guide for the Lightning Spell here:
[irp posts=”10327″ name=”Master the Lightning Spell”]
You can use this spell to keep your troops alive, but I only recommend that to use it on troops with some decent health. Troops with less hitpoints often get wiped oout before they can be healed.
Read a more detailed guide for the Healing Spell here:
[irp posts=”10881″ name=”Master the Healing Spell”]
This is probably the most-used spell across all Town Hall levels. It will make troops deal more damage and deal the damage faster with increased movement speed. Almost all attacking strategies feature at least 1 Rage Spell.
Read a more detailed guide for the Rage Spell here:
[irp posts=”10904″ name=”Master the Rage Spell”]
The Jump Spell makes walls disappear for a certain period of time. This is long enough for your troops to clean out the area and it’s much cheaper than an Earthquake Spell.
[irp posts=”13320″ name=”Master the Jump Spell”]
For Town Hall 10 and above, almost every player has a Freeze Spell in his pocket. It’s perfect to just take some defenses out of the battle for a short time. This works great against special defenses like Inferno Towers or the Eagle Artillery.
Read a more detailed guide for the Freeze Spell here:
[irp posts=”10961″ name=”Master the Freeze Spell”]
The Clone Spell is the most recent addition to the game and can clone a certain amount of your troops for a given time. Right now, there are almost no players using it due to its high housing space of 4 (means it takes the same place as 2 Elixir spells or 4 Dark Elixir Spells)
Read a more detailed guide for the Clone Spell here:
[irp posts=”14520″ name=”Master the Clone Spell”]
The Poison Spell is perfect for killing most defending Clan Castle Troops and many use this spell, especially in Clan War
Read a more detailed guide for the Poison Spell here:
[irp posts=”12087″ name=”Master the Poison Spell”]
The Earthquake Spell is not good to take down certain buildings, but it’s great to get Walls destroyed. There’s no need to really upgrade it because 4 Earthquake Spells can destroy any level of Walls.
Read a more detailed guide for the Earthquake Spell here:
[irp posts=”12092″ name=”Master the Earthquake Spell”]
The Haste Spell makes troops move much faster and it’s perfect for Balloons. Always keep in mind that you should use it for high damage Troops instead of the Rage Spell.
Read a more detailed guide for the Haste Spell here:
[irp posts=”12100″ name=”Master the Haste Spell”]
The Skeleton Spell summons the tiniest army of the world. Good for some distraction, but also not really used these days.
[irp posts=”14510″ name=”Master the Skeleton Spell”]
Plan your Spells correctly
Now that we discussed the general topics regarding the Spells in Clash of Clans, I want to show you how you should use them. Fights in Clash of Clans get more chaotic the more troops you have.
The more you progress in the game, the more you have to pay attention during attacks.
You have to deploy the different troops correctly, deploy your Heroes, use your Heroes abilities and, in the meantime, drop your Spells for max benefit – and you often have fractions of a second to make your decisions.
This gets sometimes quite difficult, so what I normally do before I drop the first troop is make myself a brief plan for my Spells:
- Where will I drop my Spells?
- When will I drop them?
Plan where you drop your Spells
I always have certain areas I plan. When having a Freeze Spell I know I will drop it in the core area, a Jump Spell at a certain Wall area, a Healing Spell in the path of my Hog Riders/Miners, etc.
Let’s take this base as an example:
Let’s say I will attack this base with GoWiPe, I now know that I will drop:
- Poison Spell on CC Troops.
- Rage Spell around the space where the Clan Castle is located.
- Jump Spell around the locations of the Hidden Teslas.
- Freeze Spell on the Inferno Tower.
You can see that I have a certain order to how I will use the Spells.
I know that I will have some remaining Spells, but at that time I will have had deployed all Troops so I can decide where to deploy them depending on how the attack is going.
I then – call me a little crazy – tell myself the order that I will drop the Spells 3 times: Poison, Rage, Jump, Freeze. This helps me remember the sequence I will drop them.
Plan when you drop your Spells
As you have read in the previous section, I already have a general order of my Spells finished in my head. The timing is alway dependent on one event – my troops reaching or triggering something. In this example case from above it would be:
- Drop the Poison Spell when the defending CC troops come out.
- Use the Rage Spell when most of my Troops – mostly PEKKA and Wizards – are next to the CC (or better said, the ruins of it).
- Use the Jump Spell when all buildings before Town Hall are destroyed and my troops are within the range.
- Freeze Spell as soon as the Inferno Tower start targeting my troops.
Now I only have to watch my troops and use the Spells – it takes a couple attacks to make this happen without thinking a lot, but it really helps avoid mistakes.
Final advice about dropping spells – I have written a guide to help you see where your spells are working effectively or not working at all:
[irp posts=”14429″ name=”Spell Ranges & Effectivity”]
For Clan War attacks, I can also recommend you use the Tactic Editor from ClashTrack:
This will help you to plan your spell locations and timing (also along with other players in your clan).
You can visit ClashTrack here.
Thanks for editing: EnchinsuOcha