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Spells

Revive Spell

By October 1st, 2026No Comments

Updated for Town Hall 18 (October 2026).

The Revive Spell is a 2-space Elixir spell that brings a knocked-out hero back into the attack with 60% to 80% of their health, depending on the spell’s level. It unlocks at Town Hall 15 with a level 8 Spell Factory, and level 5, the current max, needs Town Hall 18. You can revive the same hero more than once if you bring more than one spell.

How the Revive Spell works

Bring at least one Revive Spell and a small golden heart with wings floats over any of your heroes as soon as they go down. You have three ways to use it:

  • Drop the spell on the battlefield. It finds the closest knocked-out hero within 8 tiles of where it lands.
  • Tap the floating heart over the fallen hero, even if the spell isn’t selected.
  • Select the spell and tap the hero’s pulsing icon on your deployment bar. This was added on August 30, 2026 and is the safest option, because it revives exactly that hero where they fell.

If you drop the spell and no fallen hero is in range, it’s wasted. With two downed heroes close together, a dropped spell picks the one nearest to your finger, not the one you meant, which is why the deployment-bar method exists.

A few details matter in practice:

  • If you have “Activate Hero Abilities on KO” turned on in settings, the hero’s ability fires first, and then the hero can be revived.
  • Timed equipment effects like Rage Vial or Invisibility Vial keep counting down while the hero is down. Revive quickly and the rest of the effect carries on.
  • A hero’s pet unpairs the moment the hero falls and doesn’t rejoin after a revive. For the Dragon Duke this matters: a flying pet left nearby can switch off his Royal Rampage after he’s revived.

Revive Spell levels and research cost

Research uses Elixir in the Laboratory. Costs and times are base values before Gold Pass discounts.

Level Hero health on revive Research cost (Elixir) Research time Laboratory level Town Hall
1 60% None None None 15
2 65% 18,000,000 7d 13 15
3 70% 19,000,000 8d 14 16
4 75% 20,000,000 11d 12h 15 17
5 80% 29,500,000 16d 16 18

Every level adds 5% health. The radius (8 tiles) and housing space (2) don’t change.

Which hero to revive

Dragon Duke

The best target for most players. He has a large health pool, hits hard while Royal Rampage is active, and flies over Walls and ground traps, so a revived Duke goes straight back to work instead of walking around a compartment. If he has the Phoenix, let her shield and temporary revival play out first and use the spell once he goes down for good. Watch for the Phoenix lingering after her shield ends, since an air pet near him can cancel Royal Rampage.

Barbarian King

Lots of health, and if a timed ability is still running from equipment like the Giant Gauntlet, Stick Horse or Rage Vial, reviving him lets him finish it. He can’t cross Walls, though, so he’s only worth it when he dies close to the buildings you still need.

Royal Champion and Grand Warden

The Royal Champion jumps Walls, which makes her easier to get value from after a revive than the King or Queen. The Grand Warden can be part of a trick setup in Fireball attacks: revive him, then fire his ability and pull him out with a Recall Spell to use him again somewhere else.

Tips for using Revive in an attack

  • Plan where your hero will die. A revive in the middle of the defenses that just killed them often ends the same way a few seconds later. Pair it with a Freeze Spell, Totem Spell or Invisibility Spell if you can’t avoid that.
  • Use the deployment-bar icon when two heroes are down near each other.
  • Two Revives cost 4 spell spaces. That’s a big share of your spells, so one Revive saved for the hero carrying the attack is usually enough.
  • The Healing Spell keeps a hero alive; Revive only helps after they fall. Bring Revive when your plan is a long hero-led push, not a quick funnel.

How to defend against a revived hero

A revived hero comes back at 60-80% health, not full, and without a pet. Defending heroes, Clan Castle troops and the skeletons from a Skeleton Trap can tie them up while your defenses finish the job. Keep high single-target damage, such as an Inferno Tower on single mode or a Monolith, covering the spots where an attacking hero is likely to fall.

Recent changes to the Revive Spell

  • November 25, 2024: added in the Town Hall 17 update with 4 levels, unlocking at Town Hall 15.
  • March 2025: brewing time removed (Clash Anytime).
  • November 17, 2025: levels 3 and 4 made cheaper and faster to research.
  • February 23, 2026: level 5 added for Town Hall 18.
  • August 30, 2026: you can now revive a hero by selecting the spell and tapping the hero’s pulsing icon on the deployment bar.

Revive Spell FAQ

What Town Hall unlocks the Revive Spell?

Town Hall 15, once your Spell Factory reaches level 8. The spell launched in the Town Hall 17 update but was made available two Town Halls lower.

Can you revive the same hero twice?

Yes, as long as you have another Revive Spell. Each one brings the hero back once.

Does the Revive Spell bring back pets or troops?

No. It only works on heroes, and the hero’s pet does not re-pair after the revive.

How much health does a revived hero get?

60% at level 1, rising 5% per level to 80% at level 5.

Sources: in-game data; Supercell, Town Hall 17 update, February 2026 update notes, August 2026 update notes.