

- Elixir Spells in Clash of Clans: Everything You Need to Know
Elixir Spells in Clash of Clans: Everything You Need to Know

Spells are a core part of strategy in Clash of Clans, capable of turning the tide of battle in a single moment. From healing your troops in the heat of combat to freezing enemy defenses or even reviving fallen Heroes, spells give you the tactical edge needed for higher-level play. As you progress through Town Hall levels and upgrade your Spell Factory, more powerful Elixir-based spells become available — each designed with unique effects, advantages, and strategic roles. Whether you're new to the game or refining your war attack strategies, understanding how each Elixir Spell works is essential for planning the perfect assault.
Also Read: Siege Machines in CoC: Everything You Need to Know
Summary (Elixir Spells in Clash of Clans)
Spells are unlocked by upgrading the Spell Factory, starting at Town Hall 5.
Each spell offers unique tactical advantages, from damage and healing to utility effects.
Spells like Lightning, Healing, and Rage are available early and form the backbone of basic strategies.
Advanced spells like Invisibility, Recall, and Revive provide high-level strategic flexibility.
Spells are upgraded in the Laboratory and become more powerful with each level.
Siege Machines and Walls are typically immune to most spell effects.
Lightning Spell

The Lightning Spell is the first Elixir spell unlocked in the Spell Factory, available once the Town Hall reaches level 5. It deals damage in a small radius to buildings and enemy troops—excluding resource storages, the Town Hall, and the Clan Castle. When it strikes a Defensive Building or troop, it stuns them briefly and causes a target retarget. While it has a limited radius, strategic placement allows it to take out clusters of weak defenses. It's often used to eliminate key threats like Air Defenses or Archers guarding objectives.
Healing Spell

Unlocked at Spell Factory Level 2 (TH6), the Healing Spell heals all friendly units within its ring. Ground or air, troops like Healers and Druids can benefit, but Siege Machines are completely unaffected. Heroes do receive healing, though at a reduced rate of 55% compared to normal troops. The spell lasts for 12 seconds, creating 40 pulses of healing. It’s especially powerful when paired with Hog Riders or Miners during push strategies.
Also Read: All Dark Elixir Troops in Clash of Clans
Rage Spell

The Rage Spell unlocks at Spell Factory Level 3 (TH7) and dramatically boosts movement speed and damage for troops inside its area. Healers benefit too, gaining stronger healing effects. It lasts for 18 seconds and has diminished effects on Heroes, only granting 50% of the usual boost. Siege Machines are unaffected, but it's key for aggressive air attacks and funneling strategies. Using Rage effectively often separates beginner attacks from expert-level executions.
Jump Spell

Available at Spell Factory Level 4 (TH9), the Jump Spell lets ground troops and Heroes leap over Walls. It doesn’t affect air troops, Wall-hoppers like Miners or Hog Riders, or Siege Machines like the Wall Wrecker. The spell duration increases with upgrades, making it easier to navigate through multiple layers of Walls. It’s a vital spell for surgical strikes into core compartments or bases with heavy internal defenses.
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Freeze Spell

Also unlocked at Spell Factory Level 4 (TH9), the Freeze Spell temporarily disables enemy defenses and troops in a small area. Frozen targets are immobilized and unable to attack or heal for the duration. Great for stopping high-DPS threats like Inferno Towers or defending Heroes. Timing is crucial—misplaced Freeze Spells can waste precious seconds and lead to failed attacks. It’s a favorite tool in hybrid and air attack strategies.
Clone Spell

At Spell Factory Level 5 (TH10), you gain access to the Clone Spell, which duplicates troops within its radius. Clones match the original troop’s level and have full health, but they vanish after a limited time or if destroyed. It doesn’t work on Heroes, Pets, or Siege Machines, but can clone sub-troops like Skeletons or Lava Pups. Multiple Clone Spells do not share capacity; each one clones individually. Used well, Clone Spells can amplify a key portion of your attack, especially with Balloons or Electro Dragons.
Invisibility Spell

The Invisibility Spell is unlocked at Spell Factory Level 6 (TH11). It turns any unit—friendly or enemy—within its radius invisible, making them untargetable temporarily. Siege Machines and Walls are excluded. This spell opens up high-skill ceiling strategies, such as Queen Charge funneling or sneaky Goblin attacks. Splash damage can still hurt invisible troops, so be cautious with placement.
Also Read: All Elixir Troops in Clash of Clans (Full List)
Recall Spell

Unlocked at Spell Factory Level 7 (TH13), the Recall Spell lets you return deployed units to your deployment bar. It has a limited capacity and prioritizes units with the highest housing space. Heroes and Pets have special rules—for example, Phoenix and Angry Jelly interact uniquely when recalled. Units retain their HP and some status effects, allowing for tactical redeployment. It's excellent for saving Heroes or repositioning key troops late in battle.
Revive Spell

The final Elixir spell, Revive Spell, unlocks at Spell Factory Level 8 (TH15). It revives a knocked-out Hero to continue fighting with most of their HP restored. It can only be used on the closest eligible Hero within 8 tiles and won't activate if no valid targets exist. If the setting “Activate Hero Abilities on KO” is enabled, the ability triggers before the spell can take effect. It's a game-changer in longer attacks or Clan War League fights where Hero uptime is critical.
Also Read: Clash of Clans Battles and Ranked Modes Explained
FAQs About Elixir Spells in Clash of Clans
Q: Can spells affect Siege Machines?
A: No, most spells do not impact Siege Machines. Exceptions include spells that affect nearby units, but Siege Machines are generally immune.
Q: Are spell effects permanent?
A: No, most spells have a timed duration. Spells like Rage, Healing, and Freeze expire after several seconds.
Q: Can I clone Heroes or Siege Machines with the Clone Spell?
A: No, the Clone Spell cannot replicate Heroes or Siege Machines.
Q: Can I use multiple Clone Spells together?
A: Yes, but each spell's capacity is calculated separately. You cannot merge their housing space limits.
Q: Which spell is best for Town Hall 7 players?
A: Rage Spell is often the best for TH7 due to its ability to boost troop damage and movement.
Q: When should I use the Recall Spell?
A: Use it to reposition troops for better pathing or to save Heroes from dying in failed attacks.
Final Words
Mastering spells in Clash of Clans adds depth and power to your strategy. From basic support spells like Healing and Rage to high-level tactics using Recall and Revive, each spell opens up new possibilities. Whether you're an early-game player or a Town Hall 16 veteran, using spells smartly will often make or break your attacks. Take time to experiment with combinations and always upgrade the Spell Factory and Laboratory to stay ahead in the meta.
“ GameBoost - Filip Premuš is a seasoned gaming content writer specializing in titles like Steal a Brainrot, Old School RuneScape, and other popular online games. With a sharp focus on accuracy, updates, and in-game strategy, he creates comprehensive guides that help players stay ahead of the meta and make informed decisions.”