Jump Spell
Bypass fortifications with gravity-defying magic.
The Jump Spell is a specialized magical scroll utilized by clans during raids to overcome physical fortifications. Unlike destructive spells that damage buildings, this artifact temporarily alters local gravity within a circular zone. When cast upon the battlefield, it empowers ground troops to leap over defensive walls as if they were mere stepping stones.
- Type
- Offensive Utility Spell
- Resource Cost
- Elixir (Varies by Level)
- Primary Effect
- Wall Penetration Zone
- Duration
- Approximately 24 to 30 Seconds
- Introduction Era
- Mid-Game Update Period
Lore & Background
This spell is particularly favored by aggressive raiders who rely on speed over brute force. It represents a shift in warfare strategy, allowing armies to bypass the outer shell of a base entirely and strike directly at the core defenses. While walls remain standing for future defenders, the immediate threat to the interior becomes undeniable once the circle glows purple upon the grass.
In Their Own Story
The Hog Rider circled the perimeter, his mount snorting impatiently as the thick stone wall blocked his path. Behind him, a line of Giants waited, unable to reach the Archer Towers hidden within. Suddenly, the Wizard raised a scroll, chanting words that shimmered in the air. A violet ring erupted on the ground between the troops and the fortification. With a collective grunt, the Hog leaped, soaring effortlessly over the barrier while the Giants followed suit, landing directly amidst the unsuspecting defenses.
Reader's Guide
The Jump Spell functions by creating a temporary zone where wall obstacles are ignored by ground units. Players must purchase it using Elixir at their spell factory and carry it into battle via a Spell Tower or Book. It does not destroy walls; they remain intact after the duration expires, so do not rely on it for structural damage. Strategic application requires precise timing. Cast the spell just before your troops reach the wall to ensure maximum overlap with the duration window. This is essential for funneling units into specific entry points without them getting stuck on outer layers. It pairs exceptionally well with Rage Spells to increase attack speed while inside, or Freeze Spells to neutralize defenses immediately upon landing. High-level Jump Spells offer larger radiuses and longer durations, making them more forgiving for large armies like Golems or P.E.K.K.As. However, smaller units like Wizards benefit most from the quick access it provides. Always calculate your pathing carefully; if troops miss the circle, they will revert to normal behavior and may get stuck again.
Did You Know?
- The Jump Spell does not destroy walls; they remain intact after the duration expires.
- When cast, the spell creates a violet ring on the ground that allows ground troops to leap over walls.
- The spell is purchased using Elixir at the spell factory and carried into battle via a Spell Tower or Book.
- High-level Jump Spells offer larger radiuses and longer durations, making them more forgiving for large armies like Golems or P.E.K.K.As.
- Smaller units like Wizards benefit most from the quick access the Jump Spell provides.
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