Updated for Town Hall 18 (October 2026).
The Spell Tower is a Home Village defense that unlocks at Town Hall 15, and you get two of them. It never shoots anything. Each tower holds one spell (Rage, Poison, Invisibility or, since February 2026, Earthquake) and casts it when attackers come close, so the right setting depends on what you expect to be attacked with.
How the Spell Tower works
Every upgrade adds one more spell to choose from, and you pick the active spell per tower. Level 1 only has Rage. Level 2 adds Poison, level 3 adds Invisibility and level 4 adds Earthquake. Upgrading does not make the older spells any stronger; it only gives you more options and more hitpoints.
The four modes trigger in different ways:
- Rage casts on the tower itself once an enemy has stood inside its 9-tile activation range for about 1.2 seconds. Defenses and defending units inside the purple circle hit harder and defending units move faster. Defending heroes only get half the boost.
- Poison is thrown at the attacking unit that set it off, then ticks damage and slows every enemy in the cloud, both ground and air.
- Invisibility has no activation circle. It fires when an attacker damages a building inside its small radius, and it hides the buildings, defending units and even the attackers in that area for a few seconds.
- Earthquake is thrown at a ground unit and takes a percentage of each ground troop’s maximum hitpoints. It ignores air troops completely.
After a cast the tower reloads on a long timer, so in most attacks it fires once, maybe twice. If the tower is destroyed with a spell still loaded, it releases that spell anyway. Rage does not boost secondary effects such as Air Sweeper knockback, Bomb Tower death damage, poison ticks or the Monolith‘s percentage bonus damage.
Spell Tower levels and stats
You can build 2 Spell Towers from Town Hall 15 onward; the count does not go up at Town Hall 16, 17 or 18. Costs and times below are the current values after the April 2026 cost cuts, before any Gold Pass discount.
| Level | Spell unlocked | Hitpoints | Cost (Gold) | Build time | Town Hall |
|---|---|---|---|---|---|
| 1 | Rage | 2,500 | 9,000,000 | 7d | 15 |
| 2 | Poison | 2,800 | 11,000,000 | 8d | 15 |
| 3 | Invisibility | 3,100 | 12,000,000 | 8d 12h | 15 |
| 4 | Earthquake | 3,200 | 27,000,000 | 10d | 17 or 18 (see note) |
Note on level 4: Supercell’s February 2026 notes list it with the new Town Hall 18 levels, while older stat tables have listed it at Town Hall 17 since launch. Check the upgrade button in your own village before planning around it.
| Mode | Range | Spell radius | Effect | Duration | Reload | Hits |
|---|---|---|---|---|---|---|
| Rage | 9 tiles | 5 tiles | +60% damage for defenses | 18s | 70s | Ground and air |
| Poison | 9 tiles | 5 tiles | Up to 60 damage per second, -35% move speed, -25% attack speed | 12s | 70s | Ground and air |
| Invisibility | 4.5 tiles | 4.5 tiles | Buildings and units in the area turn invisible | 4.5s | 50s | Ground and air |
| Earthquake | 9 tiles | 4.7 tiles | 30% of each ground troop’s max hitpoints | Short burst | 50s | Ground only |
Which spell to put in your Spell Tower
There is no single best spell. Look at your defense log and set the towers against what actually hits you.
- Rage is the default for most bases. Put it next to your strongest single-target damage, such as the X-Bow, Firespitter or the Town Hall weapon. It also speeds up the repairs of a weaponized Builder’s Hut and buffs your Clan Castle troops if they fight inside the circle.
- Poison is for swarm armies: Witches and their Skeletons, Bowlers, Bat Spell bats and anything else with low hitpoints. Two Poison towers on the same spot do not stack, so cover different paths.
- Invisibility protects one valuable target from a timed push, the classic case being Sneaky Goblins or a hero dive aimed at the Town Hall.
- Earthquake is the anti-tank pick. Taking 30% of a troop’s maximum hitpoints in one hit hurts heroes, Meteor Golems, Yetis and other big ground units far more than Barbarians or Archers. It does nothing to air attacks, so pair it with good air defense.
Two towers, two different spells is the usual setup at Town Hall 17 and 18: one Rage near your core damage plus one Poison or Earthquake depending on whether you mostly face swarms or tanks.
Where to place a Spell Tower
Rage has a 5-tile radius and only buffs what blinks inside it, so check the preview circle before you lock in the spot. For defenses with about 10 tiles of range, such as the Multi-Archer Tower or X-Bow, placing the Rage tower a little in front of them makes the spell go off just as attackers walk into range. For short-range defenses, keep it behind them so the spell lands on the fight instead of on the first building the army touches. Poison and Earthquake work best on the paths troops funnel through. Keep Poison away from the Town Hall’s own poison bomb, because the two effects do not stack.
How to beat a Spell Tower
- Bait it. A single hero, a Siege Machine or a Skeleton Spell can set off Rage, Poison or Earthquake away from your main army. With a 50 to 70 second reload, a wasted cast is usually gone for the rest of the attack.
- Freeze it. A Freeze Spell or Overgrowth Spell stops the tower from casting while it is frozen. This is the best use against Invisibility. Remember the tower still drops its spell when destroyed.
- Trigger Invisibility from far away. Log Launcher logs, the Royal Champion’s Seeking Shield or the Archer Queen’s Giant Arrow can hit a covered building and use up the spell before your main force arrives.
- Hit invisible buildings anyway. Bowler boulders, Electro Dragon chains and the Electro Titan‘s aura all keep damaging buildings that have turned invisible.
- Go air against Earthquake. An Earthquake tower cannot touch air troops.
Spell Tower changes since release
- Oct 10, 2022: added with Town Hall 15, three levels (Rage, Poison, Invisibility), 2 per village.
- Dec 12, 2022: Poison tower’s attack speed slow cut from 35% to 25%.
- Jun 12, 2023: Rage reload increased by 20 seconds, Poison and Invisibility reload by 10 seconds; Rage damage boost cut from 100% to 90%.
- Dec 12, 2023: Rage radius cut from 6 to 5 tiles and the boost from 90% to 60%.
- Feb 23, 2026: level 4 added with the Earthquake setting.
- Apr 27, 2026: upgrade costs and times reduced across several Town Hall levels.
Spell Tower FAQ
At which Town Hall do you get the Spell Tower in Clash of Clans?
Town Hall 15. You can build two, and that stays the same through Town Hall 18.
What is the best spell for the Spell Tower?
Rage near your strongest defenses is the safe default. Switch one tower to Poison if you keep losing to Witches or Bowlers, or to Earthquake if hero and tank pushes break your core.
Does upgrading the Spell Tower make Rage or Poison stronger?
No. Each level unlocks a new spell and adds hitpoints. The spells themselves stay the same.
Can a Freeze Spell stop a Spell Tower?
Yes, while the freeze lasts. It stops a cast that has not happened yet, but a spell that is already active keeps running.
Sources: Supercell release notes (Supercell, Town Hall 15 release notes (Oct 2022), Supercell, Town Hall 16 patch notes (Dec 2023), Supercell, February 2026 update, Supercell, Sound of Clash update (Apr 2026)) and in-game data.






