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Clash of Clans Spells

By October 1st, 2026No Comments

Updated for Town Hall 18 (October 2026).

Spells are one-use effects you drop anywhere on an enemy base during an attack: they ignore walls and no defense can shoot them down. There are 10 Elixir spells, brewed in the Spell Factory, and 8 Dark spells, brewed in the Dark Spell Factory. This page lists all 18 with their unlock level and housing space, explains how spell capacity adds up, and covers which spells suit which kind of army.

How spell capacity works

Spells share one pool of space, the same way troops share Army Camp space. Each spell has a housing value (most take 1 or 2), and you can bring as many as fit.

The Spell Factory unlocks at Town Hall 5 and sets most of that capacity. It holds 2 spaces at level 1 and gains 2 more at each level up to level 5, which tops out at 10. Levels 6 through 9 add new spells but no extra space. The Dark Spell Factory unlocks at Town Hall 8 and adds a single space when you build it; upgrading it unlocks more Dark spells but never more room. A player with both factories built and the Spell Factory at level 5 or higher has 11 spaces, and that is the most you can get from the factories alone.

Brewing is free and instant. The June 27, 2022 update removed the Elixir and Dark Elixir cost of spells, and the March 24, 2025 “Clash Anytime” update removed brewing time. Both factories keep brewing while they are being upgraded. Where your resources do go is research: spell levels are raised in the Laboratory, with Elixir for Elixir spells and Dark Elixir for Dark spells.

Your Clan Castle can hold donated spells on top of your own. A level 4 Clan Castle takes 1-space Elixir spells such as Lightning or Freeze, level 7 adds the 2-space ones like Rage and Healing, and level 10 is needed for the 3-space Clone Spell. The Town Hall 18 update also gave clans at clan level 7 and above an extra donated spell.

Elixir spells

Each Spell Factory level unlocks one new spell, except level 4, which unlocks two. The Town Hall shown is the minimum for that factory level.

Spell Spell Factory level (Town Hall) Housing space What it does
Lightning Spell 1 (TH5) 1 Strikes a small area, damaging buildings and troops and briefly stunning defenses; storages, the Town Hall and the Clan Castle are immune
Healing Spell 2 (TH6) 2 Lays a healing ring that restores ground and air troops; heroes heal more slowly and Siege Machines not at all
Rage Spell 3 (TH7) 2 Speeds up troops in its ring and raises their damage (or healing, for Healers and Druids); heroes get half the boost
Jump Spell 4 (TH9) 2 Lets ground troops and heroes walk over walls inside its area
Freeze Spell 4 (TH9) 1 Stops defenses and enemy Clan Castle troops in a small radius from moving or firing for a few seconds
Clone Spell 5 (TH10) 3 Makes temporary copies of troops that pass through it; heroes, pets and Siege Machines can’t be cloned
Invisibility Spell 6 (TH11) 1 Units inside it can’t be targeted until they leave the area or it wears off
Recall Spell 7 (TH13) 2 Pulls troops, heroes and pets back to your deployment bar so you can drop them somewhere else
Revive Spell 8 (TH15) 2 Brings a knocked-out hero back into the fight with most of its health
Totem Spell 9 (TH16) 1 Drops a high-health totem that stuns nearby buildings and troops on landing and makes defenses pick a new target

Revive arrived with the Town Hall 17 update and Totem with Town Hall 18, but the Spell Factory levels that unlock them only need Town Hall 15 and 16, so you can use both before reaching those Town Halls.

Dark spells

The Dark Spell Factory unlocks one spell per level. All Dark spells take 1 space except Overgrowth, which takes 2.

Spell Dark Spell Factory level (Town Hall) Housing space What it does
Poison Spell 1 (TH8) 1 Slows and damages enemy Clan Castle troops, heroes and Skeletons over time; buildings are unaffected
Earthquake Spell 2 (TH8) 1 Takes a percentage of health off buildings and walls in its area; from level 6 it also hurts ground troops, and repeat quakes on the same target do less
Haste Spell 3 (TH9) 1 A bigger speed boost than Rage, but no extra damage
Skeleton Spell 4 (TH9) 1 Summons a group of weak Skeletons that soak up fire and don’t trigger traps
Bat Spell 5 (TH10) 1 Releases a stream of fragile Bats that fly straight at defenses
Overgrowth Spell 6 (TH12) 2 Shuts off defenses and makes every building in a large area invisible and invulnerable for a while
Ice Block Spell 7 (TH14) 1 Locks your own units in place and stops them attacking, but they take much less damage while frozen
Angry Spell 8 (TH15) 1 Makes your units inside it switch to attacking defenses for a short time

Which spells to pair with which armies

There is no single correct spell list, and the right one depends on the base in front of you. These are the general patterns most attackers start from. For full army builds, see attack strategies and the troops hub.

Slow ground armies with big tanks

Armies built around a Golem, Electro Titan or P.E.K.K.A push into the core and need to get through walls and splash damage. Rage gives the damage dealers behind the tank more punch once they reach a cluster of defenses. Jump or Earthquake opens a path into a walled compartment. Freeze is the usual answer to a defense that would otherwise melt your tank, such as an Inferno Tower, for the few seconds you need to get past it.

Fast defense-targeting armies

Hog Riders and Miners spread out and run past walls, so they take steady damage from many defenses at once instead of one big hit. Healing spells placed ahead of their path keep a large group alive, and Freeze covers the single defense that would wipe them. Poison is worth a slot when the enemy Clan Castle holds troops that would chase your hogs down.

Air armies

With Balloons, Dragons or a Lava Hound leading, Air Defenses are the main threat. A common opener is Lightning plus Earthquake on one Air Defense, taking it out before the army reaches it. After that, Haste or Rage moves slow fliers through the base faster, and Freeze holds an anti-air defense such as the Scattershot while they pass.

Hero-led attacks

When most of the damage comes from a hero walking along the edge of a base, Invisibility and Healing keep that hero alive through the heaviest fire, and Revive gives you a second chance if the hero still goes down. Recall can save expensive troops from a dying push and drop them on a fresh side.

Spells for cleanup and problem spots

Bat and Skeleton spells punish a base whose defenses are exposed or spread out, because neither is stopped by traps. Overgrowth lets an army skip a compartment entirely, so your troops path around a strong core instead of into it. Ice Block buys time for a group about to take a big hit, and the Angry Spell is useful when troops with no favorite target start wasting time on storages while defenses still stand. The Totem Spell’s landing stun makes nearby defenses retarget, which can draw fire away from your main army for a moment.

Sources: Supercell release notes (Clash Anytime (Mar 2025), Town Hall 17 (Nov 2024), Town Hall 18 (Nov 2025), February 2026, Anime Fury (Jun 2026)) and in-game data.