Updated for Town Hall 18 (October 2026).
The Invisibility Spell is a 1-space Elixir spell that hides everything inside a 4-tile circle, your troops and the enemy’s buildings alike, so nothing can target it for a few seconds. It unlocks at Town Hall 11 with a level 6 Spell Factory and tops out at level 4, which you can research from Town Hall 13. Walls and Siege Machines are the only things it never hides.
How the Invisibility Spell works
Drop it and every unit and building in the radius turns invisible for the spell’s duration (3.5 seconds at level 1, 4.25 seconds at level 4). The effect is reapplied in quarter-second ticks, so a troop that walks out of the circle becomes visible again almost at once. Nothing carries the effect with it.
What that means in a real attack:
- Defenses can’t pick an invisible troop as a target. A shot that was already in the air when the spell landed still hits.
- Splash still hurts. If a Wizard Tower or Mortar fires at a visible troop standing next to an invisible one, the invisible troop takes the blast too.
- Traps still fire. An invisible Hog Rider stepping on a Giant Bomb sets it off as normal, and death damage from destroyed defenses still lands.
- When an invisible building was a troop’s current target, the troop drops it and looks for the next nearest building. This is the part that makes funneling possible.
- A defense that is invisible keeps shooting at any visible troop in range. You hide it to make your troops walk past it, not to switch it off.
- Your own units always see each other, so Healers keep healing a hidden Archer Queen.
The Eagle Artillery is the one to watch: once it has locked on, it fires even if the target vanishes. Cast the spell before the lock, not after.
Invisibility Spell levels and research cost
Research runs in the Laboratory and costs Elixir. The radius stays at 4 tiles at every level; only the duration grows. Costs and times below are base values before any Gold Pass discount.
| Level | Duration | Research cost (Elixir) | Research time | Laboratory level | Town Hall |
|---|---|---|---|---|---|
| 1 | 3.5s | None | None | None | 11 |
| 2 | 3.75s | 5,000,000 | 3d | 9 | 11 |
| 3 | 4s | 6,000,000 | 4d | 10 | 12 |
| 4 | 4.25s | 7,000,000 | 5d | 11 | 13 |
No new levels have been added since the spell launched in December 2020, so a Town Hall 13 player and a Town Hall 18 player bring the same Invisibility Spell. Each one takes 1 housing space in your spell camp.
How to use the Invisibility Spell
Keep slow troops alive under heavy fire
Slow, expensive troops like Electro Dragons and Balloons lose most of their health when they stall next to an Inferno Tower or a cluster of Air Defenses. A well-timed Invisibility Spell buys them a few seconds of free hits. Compared with a Freeze Spell, it protects one group of your troops from everything rather than stopping one group of defenses from firing at anyone, which is usually the better trade when your army is bunched up.
Electro Dragons get a second benefit. Hidden buildings still take chain lightning, so the dragon keeps damaging them while it walks toward something else.
Steer troops with hidden buildings
Because troops ignore invisible buildings, you can hide a ring of low-value buildings and pull your army straight toward the defense you actually want it on. This is how players keep an Archer Queen walking on a clean line instead of wandering off to the side, and how a Royal Champion gets past a Mortar or Cannon to reach an Inferno Tower or X-Bow. Cast it on the hero and the nearby distraction together and she both survives and picks the better target.
Core drops from the air
A Battle Blimp carrying Super Wizards or Super Archers into the middle of a base is one of the strongest uses. Hide the drop zone as the Blimp pops and the troops land, then let them clear the core while the defenses around them can’t lock on. A Rage Spell on top adds damage; a Thrower drop works the same way with more health and less splash.
Small tricks
- A pack of Sneaky Goblins plus one Invisibility Spell can snipe an exposed Town Hall. Don’t cover the Town Hall itself, or the goblins lose their target.
- Cover a hero walk with Invisibility while you line up a Recall Spell to pull it out and redeploy it on another side.
- Pair it with a Haste Spell so your funnel troops reach the opened lane before the effect runs out.
How to defend against Invisibility Spells
Attackers aim this spell at the obvious spots: the buildings around an Inferno Tower, the edge of a core compartment, the drop zone for a Blimp. Plan for that. A Skeleton Trap or Giant Bomb in that spot still triggers when a hidden troop walks out of the circle. Near an Air Defense, a Seeking Air Mine punishes the Electro Dragon or Dragon that skipped ahead under the spell. Splash defenses like the Wizard Tower and Scattershot also keep working, because they only need one visible troop to aim at.
Defenders get the same effect from the Invisibility mode of the Spell Tower, which hides your own buildings and defending units during an attack.
Recent changes to the Invisibility Spell
- December 7, 2020: added with 4 levels, the first Elixir spell to launch at 1 housing space.
- April 12, 2021: fixed defenses sometimes targeting freshly deployed troops before they turned invisible.
- December 9, 2021: level 2 research made cheaper and faster.
- June 27, 2022: spells stopped costing Elixir to brew.
- December 12, 2023: Siege Machines dropped straight into an active Invisibility Spell no longer turn briefly invisible.
- February 10, 2025: duration cut by 0.25 seconds at every level.
- March 2025: brewing time removed with the Clash Anytime update.
Invisibility Spell FAQ
What Town Hall unlocks the Invisibility Spell?
Town Hall 11, once your Spell Factory reaches level 6. Its last level unlocks at Town Hall 13.
Invisibility Spell or Freeze Spell?
Use Invisibility when your army is grouped and taking fire from several directions, or when you want troops to skip buildings. Use Freeze when one or two defenses are the problem, since a frozen defense stops shooting everyone.
Does the Invisibility Spell work on heroes and Walls?
It works on your heroes and on enemy heroes and Clan Castle troops. It never hides Walls or Siege Machines.
How is it different from the Overgrowth Spell?
The Overgrowth Spell hides and disables buildings only, over a bigger area and for much longer, but it leaves your troops exposed. Invisibility is short and small, and it hides your army as well.
Sources: in-game data; Supercell, Town Hall 15 release notes (Spell Tower Invisibility), Town Hall 16 patch notes, Clash Anytime update notes.