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Clash of Clans Jump Spell

By October 1st, 2026No Comments

Updated for Town Hall 18 (October 2026).

The Jump Spell lets your ground troops leap over Walls inside a 3.5-tile circle, so they can reach a compartment without breaking in. It unlocks at Town Hall 9 with the level 4 Spell Factory, costs 2 housing space, and maxes out at level 5, which lasts 100 seconds. Level 5 needs Town Hall 15 and has been the cap since October 2022.

Clash of Clans Jump Spell

How the Jump Spell works

Drop the spell over a stretch of Walls and a green ring appears. While it lasts, every Wall piece inside the circle stops blocking pathing for your ground troops. Troops walk up, hop the Wall and keep going as if it weren’t there. The effect is tied to the Walls, not to the troops it lands on, so troops deployed later can use the same jump.

Some units don’t care about it at all, because they already ignore Walls:

Wall Breakers and Super Wall Breakers do use the jump. That changed in October 2020; before then they ignored the spell.

Jump Spell levels

Every level adds 20 seconds of duration. Research takes place in the Laboratory and costs Elixir; costs and times below are standard values before a Gold Pass discount.

Level Duration Research cost (Elixir) Research time Lab level Town Hall needed
1 20 seconds None None None 9
2 40 seconds 1,000,000 1d 5 9
3 60 seconds 2,000,000 2d 8 10
4 80 seconds 5,000,000 4d 11 13
5 100 seconds 8,000,000 5d 13 15

Town Halls 16, 17 and 18 brought no new Jump levels, so a Town Hall 15 player already has the same Jump Spell as a maxed Town Hall 18.

How to use the Jump Spell

Pick a spot that skips several Walls

The spell is worth the most on thick Wall sections, where two or three layers sit inside one circle. On a single Wall it is usually a waste; a pair of Wall Breakers does the same job for less. Look for a place where one jump opens a path into the core or into more than one compartment at once.

Jump behind your first breach

A common ground attack opens the outer Wall with Wall Breakers, then drops a Jump Spell just inside. Once the first layer is open, new Wall Breakers tend to wander off to the side compartments. A jump placed behind the breach sends the whole ground army straight into the second layer, where most bases keep their storages and heavier defenses.

Jump or Earthquake?

Breaking Walls with the Earthquake Spell takes four casts on the same spot, which is 4 housing space. A Jump costs 2 and covers a similar area, and at level 3 or higher it lasts longer than most pushes need. Earthquakes still have one advantage: they also damage the buildings around them, so they soften the Town Hall or a high-hitpoint defense at the same time.

Jump is a 2-space spell, so a Clan Castle needs level 7 or higher to hold one as a reinforcement.

How to defend against the Jump Spell

  • Leave gaps between Wall segments so a single circle can’t cover two layers.
  • Make the compartments around your most important defenses wider than one jump circle, so a single spell can’t carry troops all the way across to them.
  • Put traps on the obvious jump spots. At low levels the jump can run out before the army gets through; at level 3 and above it rarely does, so focus on damage traps instead.
  • Design compartments so a jump opens several of them at once. A ground army that splits up in different directions is much easier to beat.

Recent changes

  • October 12, 2020: Wall Breakers and Super Wall Breakers began using Jump Spells, and troops stopped retargeting when leaving one, which ended the old “stuck in a jump loop” bug.
  • June 27, 2022: brewing spells no longer costs Elixir.
  • October 10, 2022: level 5 added (Town Hall 15).
  • March 2025, “Clash Anytime” update: brewing time removed.

Jump Spell FAQ

What Town Hall unlocks the Jump Spell?

Town Hall 9, with a level 4 Spell Factory. The Freeze Spell unlocks at the same Spell Factory level.

Do Hog Riders need a Jump Spell?

No. Hog Riders already hop Walls on their own, so the spell does nothing for them.

How long does a max Jump Spell last?

Level 5 lasts 100 seconds, enough for most of an attack.

Sources: Supercell release notes (Clash Anytime update), in-game data.