Clash Of Clans Clan Capital Spells Guide - Theria Games

Introduction to Clash of Clans Clan Capital Spells
The Clash of Clans Clan Capital Spells introduces a new layer of strategy with the addition of powerful spells that can significantly influence the outcome of battles. These spells are critical tools for enhancing your clan’s offensive and defensive capabilities, and understanding how to best utilize them is essential for mastering the Clan Capital’s challenges.
In this guide, we’ll break down the various Clan Capital spells, their effects, and how to effectively deploy them in different situations. Whether you’re reinforcing your defenses, supporting an attack, or coordinating with clanmates, knowing when and how to use each spell can make all the difference. From boosting troop performance to disabling enemy forces, each spell offers unique advantages, and understanding their synergy with other strategies is key to achieving success in the Clan Capital.
Healing Spell
The Healing Spell restores health to troops within its radius over time, offering a significant advantage in battles by helping units survive longer against incoming damage. It’s especially useful for high-hitpoint units like Super Giants, Mountain Golems, or tanks, as it helps maintain their presence on the battlefield, allowing them to continue dealing damage and absorbing hits from defenses.
The spell can also be critical for ground-based units that are targeted by splash damage defenses, such as Bomb Towers or Multi Mortars, as it can help mitigate the damage they take. Timing the Healing Spell to activate when units are under heavy fire maximizes its effectiveness, as it ensures troops are healed at the most crucial moments.
Offensive Strategies
The Healing Spell is ideal for keeping key troops alive, particularly in the midst of heavy fire from defenses. It works best when used on tanks, like Super Giants or Mountain Golems, as it allows them to continue absorbing damage while other troops follow up with their attacks. High-damage troops benefit from the spell, as it ensures they stay on the battlefield longer to deal damage to high-value targets.
This spell is especially useful for troops facing splash damage. When strategically placed, the Healing Spell can mitigate the damage taken by these units, allowing them to survive longer and remain effective throughout the attack.
Defensive Strategies
While not directly used on defense, attackers may rely on this spell, so design your base to spread out critical units.
Jump Spell
Jump Spells are effective for opening multiple compartments, especially when walls are divided into smaller sections. They help eliminate the need for Super Giants or Battle Rams to break through walls and can also counter wall funnels that direct troops into paths favoring defenses.
Strategically placing Jump Spells can funnel troops to target key defenses or avoid damage, guiding them to a safer part of the base. To maximize their usefulness, level up the Jump Spell to increase its radius, allowing access to more compartments.
When combined with Battle Rams, Jump Spells are essential for getting troops deep into the base. Battle Rams breach exterior walls and the Jump Spell helps guide them into the core. However, Jump Spells can’t cross wide gaps or cliff terrain.
Offensive Strategies
Jump Spells are effective for opening multiple compartments, especially when walls are divided into smaller sections. They help eliminate the need for Super Giants or Battle Rams to break through walls and can also counter wall funnels that direct troops into paths favoring defenses.
Strategically placing Jump Spells can funnel troops to target key defenses or avoid damage, guiding them to a safer part of the base. To maximize their usefulness, level up the Jump Spell to increase its radius, allowing access to more compartments.
When combined with Battle Rams, Jump Spells are essential for getting troops deep into the base. Battle Rams breach exterior walls and the Jump Spell helps guide them into the core. However, Jump Spells can’t cross wide gaps or cliff terrain.
Defensive Strategies
To effectively counter Jump Spells, it’s crucial to place important defenses further from walls and rivers to prevent troops from easily reaching them. Additionally, positioning troops on the other side of the walls can force attackers to deal with them, making it harder for the Jump Spell to guide troops to the desired area.
A good defensive strategy against Jump Spells involves creating distracting compartments. These compartments should be longer in one direction (preferably leading to something important) and shorter in the other. This will cause troops to avoid the protected area and take a longer path, disrupting the attack.
Cliffs and open water can also help slow down attackers. Troops will be forced to move around these obstacles, delaying their progress and making it more difficult for them to reach critical parts of the base. Another key tactic is to prevent the Jump Spell from accessing too many compartments. If a Jump Spell opens multiple paths, it can split the attacking army, weakening their overall effectiveness and potentially ruining the attack.
Lightning Spell
The Lightning Spell is a Spell available in the Clan Capital, unlocked once the Lightning Spell Factory is built. To construct the Lightning Spell Factory, a level 2 District Hall in the Balloon Lagoon district is required.
Similar to the Lightning Spell in the Home Village, the Lightning Spell in the Clan Capital deals damage to enemy buildings and troops within a small radius. When a defensive building or troop is hit by the bolt, it is stunned for a brief period and will retarget its attacks.
Unlike most spells in the Clan Capital, which last for two attacks, the Lightning Spell’s effect occurs instantly. It is a one-time event, delivering immediate damage and disruption to enemy forces.
Offensive Strategies
The Lightning Spell is a useful filler spell to finish off damaged defenses and prevent casualties early in an attack. While its damage is small compared to most buildings’ health, it’s essential for dealing with units like Inferno Towers, especially when using units like Flying Fortress or Mountain Golem. The Lightning Spell can reset the Inferno Tower’s ramp-up damage, making it a reliable choice over Hog Gliders.
At Capital Hall 6 and beyond, using multiple Lightning Spells can target and destroy clustered defenses or severely damage stronger ones. It’s especially effective against newly rebuilt defenses, which are often grouped. A common strategy is to use Lightning Spells to eliminate anti-air defenses like Rapid Rockets, clearing the way for Rocket Balloons.
The Lightning Spell is also effective against Super Dragon Posts, where three Lightning Spells can destroy a post of equal level or lower. It’s useful for luring and eliminating defending Super Dragons. Additionally, Lightning Spells can one-shot Spear Goblins, clearing away distractions during an attack.
Defensive Strategies
To minimize the effectiveness of Lightning Spells, space out key defenses, especially anti-air ones. A three-tile gap between two defenses ensures a single Lightning Spell can’t damage both. Also, positioning these defenses away from stronger ones like Rocket Artillery or Blast Bow reduces their chances of being targeted by Lightning Spells.
Upgrading defenses to withstand a full set of Lightning Spells can discourage attackers from using them. Each Capital Hall level has specific hitpoint thresholds that determine the maximum Lightning Spell damage a defense can endure in a single attack. For example, at Capital Hall 5, this threshold is 1300 hitpoints, and it increases with each level, forcing attackers to use more spells if defenses are upgraded accordingly to destroy them, making it a more resource-intensive process.
Rage Spell
The Rage Spell is a Spell available in the Clan Capital, unlocked when the Rage Spell Factory is constructed. This occurs after unlocking the Dragon Cliffs district, which becomes available once the Capital Hall reaches level 6.
Much like the Rage Spell in the Home Village, the Rage Spell in the Clan Capital boosts the speed and damage output of troops within its area of effect. The spell lasts for two attacks, including the attack in which it is deployed and the subsequent one. However, due to its extended duration, its effect is weaker compared to the Rage Spell in the Home Village.
Offensive Strategies
Rage Spells help break through tough sections of a district, especially those with high DPS defenses, or for quickly destroying high-hitpoint buildings like the Capital Hall. They’re also useful when time is limited, such as when using Sneaky Archers to snipe defenses while invisible. Additionally, Rage Spells can speed up slower troops like Mountain Golems, Skeleton Barrels, and Rocket Balloons, helping them reach targets faster.
When choosing between a Rage Spell and a Healing Spell, consider the type of troops. Rage Spells are better for low-health troops like Skeletons and Sneaky Archers, as they provide a damage boost that Healing Spells cannot. However, both spells are ineffective for troops with low health, as they don’t survive long enough to benefit.
Tanks benefit more from Rage Spells, as the Healing Spell offers little value compared to their large health pools. For ground units with moderate health, like Super Giants or Hog Riders, a Healing Spell can improve survivability, especially against low-DPS defenses like Multi Mortars or low-level Spear Throwers.
Defensive Strategies
The combination of the Rage Spell with Sneaky Archers is most effective when the Archers can be deployed near a dense cluster of powerful defenses. In this situation, a single Rage Spell can cover all Archer attacks from their position, significantly boosting their damage output. To prevent this from happening, it’s important to spread out powerful defenses and arrange wall compartments in a way that limits the defenses accessible from any given compartment.
Using Zap Traps is an affordable strategy to stop Battle Rams and prevent access to other compartments that have been cleared. Zap Traps will not target Sneaky Archers, which can be beneficial for protecting them from unnecessary damage.
It’s also crucial to place distractions to deal with the raged troops, as they can cause significant damage quickly if not handled properly. Without proper intervention, the raged units can easily overpower defenses, so timing and distraction are key to preventing this.
Frost Spell
The Frost Spell is a Spell unlocked in the Clan Capital once the Frost Spell Factory is constructed. To build the Frost Spell Factory, a level 3 District Hall in the Builder’s Workshop is required.
The Frost Spell has two primary utilities:
It slows down any defensive buildings or defending troops caught in its area of effect, reducing both their movement speed and attack speed by 50%.
It freezes any water it affects, allowing ground troops to move over and be deployed across the water. This can temporarily expand the deployment zone, offering more flexibility in troop placement.
Offensive Strategies
The Frost Spell slows down powerful defenses, making them less effective by reducing movement and attack speed. While it doesn’t fully stop defenses like the Freeze Spell, it still helps against high-damage units such as Inferno Towers, Blast Bows, and Rocket Artillery by providing more time to destroy them.
A key advantage of the Frost Spell is its ability to let ground troops cross bodies of water, giving them access to powerful defenses on the other side. This can be more effective than attacking from a different angle, where defenses might be better protected.
The Frost Spell also works well with Skeleton Barrels, allowing them to cross frozen water. However, since the skeletons can still be attacked, this strategy may not always be ideal. Additionally, the Frost Spell pairs well with the Super Miner, reducing the damage from threats like Inferno Towers and Blast Bows, improving its survivability.
Defensive Strategies
The Frost Spell is particularly effective against high-damage defenses like Inferno Towers, Blast Bows, and Rocket Artillery, as it slows them down, making it take longer to destroy tanks and other units. However, due to the large radius of the Frost Spell, it is important to spread out your most powerful defenses to reduce their vulnerability to this spell’s effects.
Avoid clustering Inferno Towers and other slow-attacking defenses together. When grouped, they become more susceptible to the Frost Spell, maximizing its impact and giving attackers a significant advantage. Keeping these defenses spaced out will help minimize the effectiveness of the Frost Spell.
Graveyard Spell
The Graveyard Spell is a Clan Capital spell unlocked when the Graveyard Spell Factory is constructed, which requires a level 2 District Hall in the Skeleton Park district. The spell has a unique mechanic that spawns Skeletons over two attacks, based on the number of troops defeated. For every 3 housing space of defeated troops, 1 Skeleton is spawned. Both attacking and defending troops contribute to this total. The type of Skeleton spawned depends on the nature of the defeated troop: ground troops generate grounded Skeletons, while air troops generate aerial Skeletons.
The number of Skeletons spawned is calculated separately for ground and air troops. For example, if 5 housing space of ground units and 10 housing space of air units are defeated, 1 ground Skeleton and 3 air Skeletons will spawn, not a total of 5 Skeletons. The housing space for an individual unit is determined by dividing the squad’s housing space by the number of units in that squad. For instance, a single Sneaky Archer counts as 2 housing space, since a squad of 5 Sneaky Archers takes up 10 housing space.
Grounded Skeletons spawned by the Graveyard Spell carry shields, allowing them to absorb an additional hit, similar to Skeletons from the Home Village’s Skeleton Spell. Aerial Skeletons, while moving slower than ground Skeletons, attack faster but have the same DPS. They also can target air units.
Grounded Skeletons are subject to restrictions when spawned. They cannot be placed within obstacles or water, and if the spawn point is blocked or too far from land, the Skeleton will not spawn. However, if a ground Skeleton fails to spawn, it still counts toward the spell’s spawning limit.
Offensive Strategies
The Graveyard Spell is powerful when paired with high-survivability, low-health units like Battle Rams, Sneaky Archers, Super Barbarians, or Super Wizards, as their low health allows for quick Skeleton spawns. These Skeletons can overwhelm defenses with sheer numbers, acting as a distraction or supplementary force.
Pairing Graveyard Spells with ranged units is important, as melee units may struggle against splash damage defenses like Crushers or Bomb Towers. The spell can also be used near heavy defenses like the Giant Cannon or Blast Bow to distract, but be mindful of placing them near fast-acting splash defenses that can quickly eliminate Skeletons.
Timing the deployment of the Graveyard Spell can be key. Dropping it early may lead to a lack of Skeletons as the attack progresses. Delaying it allows Skeletons to spawn when the main attack loses momentum, providing a second wave of pressure. Additionally, using air troops to spawn aerial Skeletons can help clear ground defenses, enabling a smoother ground-based attack to finish the base.
Defensive Strategies
To counter the Graveyard Spell, multi-targeting defenses are essential. For ground attacks, Bomb Towers, Multi Mortars, and Crushers can quickly eliminate a large number of Skeletons. For air attacks, Super Wizard Towers and Air Bombs can handle aerial Skeletons before they cause disruption.
Inferno Towers, especially at level 3 or higher, are also effective at burning through swarms of Skeletons. In the absence of these, Mines and other area damage traps can help, though they are less effective if the Graveyard Spell is deployed on top of them.
To prevent being overwhelmed, spread out splash damage defenses and position them well to handle the Skeletons. Upgrading multi-targeting defenses and balancing air and ground defenses will make it harder for attackers to exploit weak spots.
Endless Haste Spell
The Endless Haste Spell in the Clan Capital provides a unique advantage by permanently increasing the speed of units that walk into its area of effect. This speed boost lasts even after the units leave the spell’s radius, making it a useful tool for maintaining a high level of troop mobility throughout an attack.
A key consideration with this spell is that its effects do not stack. Deploying multiple Endless Haste Spells in the same area won’t further enhance the speed of affected troops. However, troops within the area of a Rage Spell will temporarily have their speed boosted by the Rage Spell instead of the Endless Haste Spell due to the Rage Spell’s stronger speed effect.
One notable advantage of the Endless Haste Spell is its extended duration. Unlike most Clan Capital spells that last for two attacks, the Endless Haste Spell lasts for four attacks, making it valuable for prolonged battles or when pushing deeper into an enemy base over an extended period.
This spell works well for increasing the effectiveness of troops that need to cover large areas or quickly move between multiple targets, such as Rocket Balloons or Super Wizards. It’s particularly useful in scenarios where speed is crucial to keeping up the momentum of an attack, as it ensures that troops maintain a steady pace without being slowed down by base defenses or obstacles.
Offensive Strategies
The Endless Haste Spell is especially beneficial for troops with low movement speed, like the Mountain Golem, Rocket Balloon, and Super Dragon, as it provides a consistent speed boost throughout the attack. It’s most effective when deployed once in a key location, ensuring it touches the deployment zone and remains active for the entire four-attack duration.
Using multiple Endless Haste Spells is generally unnecessary unless facing a district like Capital Peak that requires sustained efforts. It’s important not to use the spell on every troop, especially time-limited ones like Super Barbarians or Sneaky Archers, who may not fully benefit from the speed boost if they are too far from their targets.
While the Endless Haste Spell doesn’t boost damage, its permanent speed increase is useful for high-damage troops, while low-survivability units may benefit more from the Rage Spell. The choice depends on troop composition and attack strategy.
Defensive Strategies
To counter the Endless Haste Spell, avoid placing defenses in areas where the spell is likely to be deployed, as it boosts the speed and effectiveness of attackers, causing defenses to be destroyed faster. Since the spell lasts for multiple attacks, focus on destroying the boosted troops to slow the attack and force the opponent to use more attacks.
A good strategy is to spread out your defenses, making attackers travel longer distances and reducing the spell’s impact. However, this comes with the risk of leaving gaps in defense coverage that attackers can exploit. While the Endless Haste Spell can’t be fully countered, spreading defenses can help minimize its advantages.
Frequently Asked Questions (FAQs)
❓What are the different types of spells available in Clan Capital raids?
In Clan Capital raids, you have access to a variety of spells designed to complement the unique troops and defenses of the Capital. These include familiar spells like Heal, Rage, and Poison, but also exclusive ones such as Endless Haste, which grants a continuous speed boost to troops inside its radius. Each spell plays a strategic role, whether boosting your troops’ damage, healing them during intense fire, or slowing enemy forces.
❓How do Capital spells like the Endless Haste and Poison differ from regular spells?
Capital spells often have enhanced or unique effects compared to their regular versions. For example, the Endless Haste spell provides a continuous speed boost that lasts as long as troops remain within its area, unlike the standard Haste spell which only boosts speed temporarily. The Poison spell in Capital raids is tailored to affect specific enemy troop types, focusing on disabling swarms and reducing healing effects, making it critical for countering large groups of smaller enemy units.
❓Can you upgrade Clan Capital spells, and how does upgrading affect their performance?
Yes, Clan Capital spells can be upgraded using Capital Gold contributed by your clan. Upgrading spells increases their potency, duration, or area of effect, making them more effective in raids. For example, a higher-level Heal spell will restore more health to troops, while an upgraded Rage spell will boost damage and speed to a greater degree. Upgrading spells is essential to keep pace with evolving base defenses and to maintain your clan’s offensive strength.
❓What is the best way to use spells strategically during a Clan Capital attack?
Strategic spell usage in Clan Capital raids involves careful timing and placement. Healing spells should be deployed on your frontline troops as they absorb heavy fire, while Rage spells can be used to accelerate damage output on key defenses. Endless Haste is especially useful in narrow paths or choke points to speed up troops through dangerous zones. Poison spells are best saved for clearing out enemy troop clusters or slowing down reinforcements. Planning your spells in coordination with troop deployment maximizes their impact.
❓Are there any spells unique to certain Clan Capital districts, and how do they impact gameplay?
Yes, certain Clan Capital districts offer unique spells or variations that cater to their terrain and defensive setups. For example, the Goblin Mines district introduces spells that enhance ground troop speed and survivability due to its complex paths, while other districts might emphasize spells that counter specific defenses or traps. These district-specific spells add an extra layer of strategy, requiring clans to adapt their attack plans depending on the location and available spells. Understanding and leveraging these unique spells can turn the tide of raids.