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

 

 

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.

Healing Spell

  • Summary
    • It takes 20 minutes to create in the Spell Factory.
    • When placed, the spell forms a stationary ring of healing on the ground.
    • All friendly units within the ring will be healed (ground or air), which includes Healers.
    • It lasts for a total of 12 seconds (40 healing ‘pulses’ every 0.3 seconds).
    • Heroes can also be healed by the Healing Spell, although the rate of healing is reduced to half of that of normal troops.

Lightning Spell

  • Summary
    • The Lightning Spell is the first spell unlocked in the Spell Factory, and is automatically unlocked once the Spell Factory has finished construction.
    • When this spell is used, a number of lightning bolts drop from the sky, damaging all Buildings and enemy Troops randomly within a circle 7 tiles wide, with the exception of Gold Storage, Elixir Storage and Dark Elixir Storage. The only spot that receives the full damage of the spell is the one-tile area onto which it was targeted.