Seeking Air Mine

  • Summary
    • The Seeking Air Mine is a trap that affects a single flying unit. It consists of a bomb attached to three black balloons with white skulls painted onto them.
    • Unlike the Air Bomb, the Seeking Air Mine does not cause splash damage but it does inflict a great amount of damage to powerful units like Dragons or Lava Hounds.
    • The Seeking Air Mine is incapable of taking out Minions, Lava Pups or Healers, and cannot be triggered by them.
    • This trap will attack Lava Hounds, Dragons, Balloons and the Grand Warden if he is set to air mode.
    • Like all traps, once it is activated, the Seeking Air Mine must be re-armed in order to be a part of the next defensive Layout (with the exception of Clan Wars, where all Traps are active for every enemy attack).

Air Bomb

  • Summary
    • Explodes when a flying troop comes into proximity. Essentially an airborne version of the normal Bomb, though the trigger radius and blast radius of the Air Bomb is much greater.
    • Extremely effective against large groups of Minions, and does a significant amount of damage to Balloons (especially level 3 and below). It’s much less effective against higher health targets such as Dragons.
    • Once activated, traps must be re-armed in order to be a part of the next defensive Layout.

Giant Bomb

  • Summary
    • Explodes when an enemy comes into proximity. Essentially a much more powerful (and expensive) version of the Bomb. This creates splash damage to all enemies within a 3-4 tile radius, depending on the Giant Bomb’s level.
    • If you love using Giant Bombs and you want to get a good amount of troops with it, place it where you commonly see a large amount of troops deployed when you are being attacked.
    • Once activated, traps must be re-armed in order to be a part of the next defensive Layout.
    • Although Hog Riders are the “preferred targets” of Giant Bombs, the bomb will still be triggered by (and damage) any ground troops that venture into its range.
    • Giant Bombs of all levels deal enough damage to instantly destroy all Tier 1 troops and Wizards, regardless of their level.

Spring Trap

  • Summary
    • ​Causes instant death to the first group of enemies that step on it, bouncing up to 15 housing units of Troops. For example, it will bounce 15 Archers or 3 Giants.
    • P.E.K.K.As, Golems and Heroes are unaffected due to the fact that they take more than 15 housing space.
    • If put in a strategical way, Spring Traps can ruin a raid, including the infamous Giant-Healer combo.
    • The Spring Trap often does not affect the Goblin either, but this is because the Goblin is too fast for the Spring Trap to bounce it away (it usually is able to move out of range before the Spring Trap has the opportunity to affect it). However, if the Goblin doesn’t continue moving once the Spring Trap has been triggered (stopping to attack a resource building, for instance), it will be bounced similar to a Barbarian or Archer. Also, if there is a horde of Goblins, the Spring Trap will bounce the Goblins in the back, since the Goblin in front triggered it first.

Bombs

  • Summary
    • Bombs are inexpensive traps that remain hidden until they are activated by an attacking troop moving into their trigger radius.
    • Once triggered, Bombs must be re-armed, for a small fee, in order to trigger again during an enemy raid. For example, if one’s village successfully defends against an attack, but several Bombs are triggered, then any attacks after that will not have to deal with those Bombs until they are re-armed.
    • Although they are the weakest of all the Traps, Bombs can still have a positive impact on the effectiveness of a village’s defense if properly placed. But only if they are always re-armed after triggering.
    • Even though Bombs are classified as “Defensive Buildings”, they are not buildings and do not need to be triggered/destroyed for your enemy to reach 100% destruction (nor do they count toward it).
    • The Bomb explodes approximately 1.5 seconds after an enemy comes within 1 tile of it, causing splash damage to every enemy ground troop within 3 tiles. This delay means that you’ll want to place the bomb in an area where troops are likely to remain for a period of time, like right next to a building they’re attacking.
    • By itself, a single Bomb will not do a great deal of damage to even the weakest of Troops (although every bit helps). However, several Bombs in a cluster can significantly damage or even destroy an entire group of Archers or Goblins.

Haste Spell

 

  • Summary
    • The Haste Spell is a Dark Elixir Spell added in the July 1, 2015 update.
    • Like a Rage Spell, it boosts the movement speed of troops in its area of effect; the Haste Spell, however, does not make them deal extra damage.
    • The Haste Spell has a slightly smaller radius than a Rage Spell.

 

 

Earthquake Spell

 

  • Summary
    • The Earthquake Spell is a spell added in the July 1, 2015 update.
    • It deals a percentage of damage to all buildings within its area of effect, except for Gold Storage, Elixir Storage, and the Dark Elixir Storage.
    • The second Earthquake Spell dropped on a structure will do 1/3 the damage of the first spell, the third will do 1/5th, the fourth will do 1/7th, and so on.
    • A level 10 Town Hall cannot be destroyed with this spell, but its health can be pulled down to 1,275 hit points using 1 Earthquake Spell and 5 Lightning Spells. You can, however destroy a level 7 Town Hall with 1 level 3 Earthquake Spell and 4 level 6 Lightning Spells.
    • 4 Earthquake Spells, regardless of their level, can take down any level of Walls.
    • Successive Earthquake Spells on the same building do significantly less damage, but successive Earthquake Spells against the same Walls do more damage

 

 

Poison Spell

 

  • Summary
    • The Poison Spell is a spell added in the July 1, 2015 update.
    • It is the first spell available in the Dark Spell Factory.
    • It does damage and slows down all enemy Troops, Heroes, and Skeletons inside its area of effect, but does not deal damage to buildings.

 

 

Freeze Spell

  • Summary
    • The Freeze Spell is used to temporarily disable defenses and/or ground and air troops from the enemy Clan Castle within a small radius. Until the spell’s duration finishes, the affected enemy units will neither move nor attack.
    • Enemy Troops that are not within its radius when the spell is cast are unaffected by the Freeze Spell, even if they move into the area of effect while it is still active.
    • The Freeze Spell is currently the final spell unlocked in the Spell Factory.
    • At its maximum level, it is the most expensive Elixir Spell in the game.
    • The Freeze Spell can freeze both Ground Troops and Air Troops.

Jump Spell

Summary

  • The Jump Spell is the fourth spell unlocked in the Spell Factory.
  • When the spell is used, it places a green ring on the ground.
  • Depending on the location of structures, troops will attack nearest structure as if walls were not there.  If the closest structure is to the side away from the Jump Spell, troops will attack that structure and avoid the Jump Spell.  If the closest structure is behind the wall within the range of the Jump Spell, troops will make use of the Jump Spell and jump over the wall to the next structure.
  • Jumps spells have no affect on Hog Riders.