Updated for Town Hall 18 (October 2026).
The Recall Spell is a 2-space Elixir spell that pulls your troops, heroes and pets off the battlefield and puts them back on your deployment bar, so you can drop them again somewhere else. It unlocks at Town Hall 13 with a level 7 Spell Factory, and its seventh and highest level arrived for Town Hall 18 in April 2026, letting it lift up to 120 housing space of units.
How the Recall Spell works
Cast it on a group and everything inside the 5-tile circle, ground or air, disappears and shows up as a single redeploy slot on your bar. Tap that slot anywhere you’re allowed to place troops and the whole group comes back out. Siege Machines can’t be recalled.
Each level has a capacity limit. Heroes count as 25 housing space and pets as 20; troops use their normal housing space. If more units are in the circle than the spell can hold, it picks in this order:
- Heroes first (since the April 27, 2026 update).
- Then the units with the biggest housing space.
- Ties go to whichever unit you deployed first.
Pets don’t get the hero’s priority, so a pet can be left behind if bigger troops fill the slots. Two exceptions ride along for free: a Phoenix still in egg form comes back only with her hero, and an Angry Jelly that is currently controlling its hero is lifted with that hero.
Recalled units keep the damage they’ve taken and any status effects on them. Most timers keep running while they wait on your bar. The ones that pause are clone lifetimes from the Clone Spell, the anger from an Angry Spell, active hero equipment effects such as Rage Vial or Eternal Tome, and a Phoenix revival. Anything still sitting in a recall slot when the battle ends is simply lost.
Recall Spell levels and capacity
Research is done in the Laboratory with Elixir. Costs and times are base values before Gold Pass discounts.
| Level | Recall capacity (housing space) | Research cost (Elixir) | Research time | Laboratory level | Town Hall |
|---|---|---|---|---|---|
| 1 | 83 | None | None | None | 13 |
| 2 | 89 | 7,500,000 | 7d | 11 | 13 |
| 3 | 95 | 8,000,000 | 7d 12h | 12 | 14 |
| 4 | 101 | 9,000,000 | 8d | 13 | 15 |
| 5 | 107 | 13,000,000 | 9d | 14 | 16 |
| 6 | 113 | 19,000,000 | 11d | 15 | 17 |
| 7 | 120 | 29,000,000 | 16d | 16 | 18 |
How many Healers come back with a Queen walk?
This is the number most players want. A Healer takes 14 housing space, the hero 25 and a pet 20, so the math by level is:
| Recall level | Hero + Healers, no pet | Hero + pet + Healers |
|---|---|---|
| 1 | 4 Healers | 2 Healers |
| 2 | 4 Healers | 3 Healers |
| 3 | 5 Healers | 3 Healers |
| 4 | 5 Healers | 4 Healers |
| 5 | 5 Healers | 4 Healers |
| 6 | 6 Healers | 4 Healers |
| 7 | 6 Healers | 5 Healers |
A Phoenix in egg form doesn’t count against the limit, so treat a Phoenix walk like the “no pet” column. At level 7 the spell also has room for two heroes and two pets together (90 space).
How to use the Recall Spell
Run a hero walk on two sides
The classic use. Send an Archer Queen or Grand Warden walk down one side to clear a funnel, recall the hero and Healers before they run into the core, then redeploy them on the other side to build a second funnel. Because recalled units keep their damage, it pays to pull them out while they still have health rather than as a last-second rescue.
Dodge the Town Hall’s death blast
At Town Hall 14 and up, a destroyed Town Hall or Inferno Artillery leaves damage behind that can wipe out low-health troops and drain your heroes. Recall the units standing next to it just before it falls and drop them again once the blast has passed.
Move your damage to where it’s needed
If your main push stalls against a compartment that isn’t worth it, recall the strongest units and put them on the part of the base that still has stars to give. Pairing Recall with an Invisibility Spell keeps the group safe while you line it up.
Mistakes to avoid
- Casting it on a crowd. Big troops near your hero eat the capacity and leave Healers or the pet behind.
- Waiting too long to redeploy. Timed hero abilities and most status effects keep ticking while the group sits on your bar.
- Forgetting it can’t grab Siege Machines, so a Wall Wrecker or Battle Blimp stays where it is.
How to defend against the Recall Spell
Recall works best when attackers can drop troops deep in your base. Leave no empty 3×3 gaps in the middle: traps and Hidden Teslas don’t block deployment, so an open patch with only a trap in it is still a spawn point. Beyond that, beat the hero walk itself. Ground-mode X-Bows force an early Rage Spell, single-target Inferno Towers and a Monolith force a Freeze or Invisibility, and Clan Castle troops chosen to stall a hero can stop a walk before the recall ever matters.
Recent changes to the Recall Spell
- October 10, 2022: added in the Town Hall 15 update with 4 levels, unlocking at Town Hall 13.
- January 23, 2023: recall capacity raised by 11 at every level.
- December 12, 2023: level 5 added.
- November 25, 2024: level 6 added.
- March 2025: brewing time removed (Clash Anytime).
- November 17, 2025: level 6 research cheaper and shorter.
- April 27, 2026: level 7 added, research times cut at levels 3-6, and heroes now take priority.
- August 30, 2026: fixed recalled troops sometimes getting stuck on or around Walls after redeploying.
Recall Spell FAQ
What Town Hall do you get the Recall Spell?
Town Hall 13, with a level 7 Spell Factory. It takes 2 spell housing space.
Can the Recall Spell bring back heroes and pets?
Yes. Heroes count as 25 housing space, pets as 20, and heroes are always picked first.
Do recalled troops heal?
No. They come back with the same health they had when you recalled them.
What happens if I never redeploy them?
They are gone. Units left in a recall slot at the end of the battle don’t return to your army.
Sources: in-game data; Supercell, Town Hall 15 release notes (October 2022), Sound of Clash update notes (April 2026), August 2026 update notes.