Clash of Clans Codexery

Poison Spell

A slow, suffocating cloud that turns a wall of defenders into a puddle of green goo.

The Poison Spell is a damage-over-time spell in Clash of Clans that conjures a swirling cloud of toxic gas over a circular area, steadily sapping the health of every enemy troop caught inside its radius. Unlike the burst-damage of the Rage or Freeze spells, Poison works as a persistent attrition tool, making it a favourite for thinning out tightly clustered defender formations before your main army arrives. Unlocked at Town Hall 8, the Poison Spell occupies a unique niche in the spell lineup: it is one of the few offensive spells that interacts exclusively with troops and never touches buildings. This makes it a precision instrument for players who want to shave HP off a wall of Hogs, a pocket of Giants, or a dense clump of defensive archers without wasting a single drop of Rage or a single Giant Bomb.

Type
Spell – damage over time (troops only)
Unlocks at
Town Hall 8
Affects buildings
No
Visual
Swirling green-purple toxic cloud
Targeting
All enemy troops within a circular radius
Carried per attack
1

Lore & Background

In the village workshops where Spellmakers brew their volatile concoctions, the Poison Spell is said to be the most unsettling of the lot. While a Rage Spell smells of cinnamon and a Freeze Spell carries a clean, icy bite, the Poison Spell reeks of rotting swamp-moss and something faintly metallic. Apprentices are told to mix the vial with a wooden stirrer only; metal rods, they warn, will corrode within seconds and taint the whole batch. The spell's origin story, as passed down in the village's oral tradition, ties it to a quarrelsome Spellmaker who grew tired of watching the same cluster of enemy Hogs trample through her defenses every single siege. She wanted something that would not burst and vanish like a Lightning bolt, but linger, seep, and gnaw. The resulting cloud, when first cast over a training dummy, turned the poor wooden figure a sickly chartreuse and left a faint stink in the workshop for three days. Over the years the Poison Spell became a staple of defensive counter-play and a beloved offensive utility. Villagers note that a well-placed cloud can turn a seemingly unbreakable wall of clustered troops into a slow, gurgling retreat, and the sight of a dozen Hogs dissolving in a green haze has become one of the most satisfying moments in any siege.

In Their Own Story

The morning fog had not yet lifted off the valley when Kael set the vial down on the war-table. It glowed a deep, bruised violet at the bottom, swirling with threads of acidic green. She uncorked it and the smell hit the council like a wet cloth—sweet, rotten, alive. "The Hogs will come in a clump again," she said, not looking up. "They always do."

Old Maren, the village's eldest defender, leaned forward. "And the cloud?"

Kael smiled. "Twelve seconds of slow, green death. They'll be shuffling. Stumbling. Losing a sliver of health every heartbeat while they trample through it. By the time they reach the core, they'll be more mist than muscle."

She capped the vial, pocketed it, and walked out into the grey dawn. Somewhere beyond the hills, a war-pig snorted and charged. Kael let the cloud drift over the treeline and watched, arms crossed, as the first wave of tusks turned a pale, gurgling green.

Reader's Guide

Effect & mechanics: The Poison Spell creates a circular cloud of toxic gas that deals continuous damage per second to every enemy troop inside its radius for the spell's full duration. It does not affect buildings, walls, or traps—only living (or animated) troops. At higher levels the radius widens and the damage-per-second increases, making the cloud both broader and more lethal. Unlock: Town Hall 8. You carry one Poison Spell per attack, so placement timing is critical. Drop-it-here tip – 2H Lavaloon: When you launch your Lavaloon from the corner, the first wave of enemy Hogs and Wizards will cluster near the path your Balloons are forced to take. Drop the Poison Spell directly over that choke-point the moment you see 6+ Hogs or a tight Wizard pocket forming. You want the cloud to be active for the full duration while they are still inside it; if they scatter before the timer ends, you lose most of the value. Pair it with a Freeze on the Archer Queen's path so the Poison is doing its slow work while the Queen is locked down, then follow with your Rage on the core. The Hogs that survive the cloud will be at 30–50 % HP, making them trivial for your defensive archers to finish off before they reach the Town Hall. General principle: Poison rewards patience. It is not a burst tool. Drop it where troops will be *stuck*—behind a wall, in a pocket, funnelled by terrain—rather than where they are sprinting straight through. A cloud that a troop walks through in two seconds is a wasted cloud. A cloud that a troop is trapped in for eight seconds is a cloud that shaves off a third of its health.

Did You Know?

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