Goblins Farm
HomeWikiSpellsJump Spell
Jump Spell — Clash of Clans — Clash of Clans

Jump Spell — Clash of Clans

Spells

Elixir

Updated: 18 September 2026 · By the Goblins Farm team

Jump creates a crossing that ground troops use to pass over walls inside its radius for the duration. It converts a compartment maze into open ground, which is exactly what slow ground armies need.

What it does

Ground troops inside the radius cross walls instead of walking around or breaking through. The effect lasts for a set period, after which the walls block again, so the timing matters: troops still outside when it expires are back to walking the long way.

When to drop it

Jump versus Wall Breakers

Both open a route; they cost different things. Wall Breakers cost housing space and are fragile, but they permanently remove the wall. Jump costs spell space, is guaranteed to work, but is temporary and only helps troops inside the radius. Slow heavy armies usually prefer Jump because a guaranteed corridor matters more than a permanent one; cheap fast armies usually prefer Wall Breakers because spell space is precious.

Stats by level

Jump Spell stats by level
LevelResearch costResearch timeTown Hall
19
21,000,000 Elixir1 d7
32,000,000 Elixir2 d10
45,000,000 Elixir4 d13
58,000,000 Elixir5 d15

Where these numbers come from. Read from Clash of Clans' own game files, client build 18.600.3. They are exact for that build and do not reflect anything released after it, so verify in game before committing an upgrade.

Game values are read from Supercell's own game files, reproduced as fan content under Supercell's Fan Content Policy. Goblins Farm is not affiliated with, endorsed, sponsored, or specifically approved by Supercell, and Supercell is not responsible for it.

Frequently asked

How long does a Jump Spell last?

For a set duration, after which the walls block ground troops again. That makes placement timing important, since troops that have not crossed by the time it expires are back to walking around.

Jump Spell or Wall Breakers?

Jump for slow heavy armies that need a guaranteed corridor and can spare the spell space; Wall Breakers for cheaper armies where spell slots are more valuable than housing space. Jump is temporary but reliable; Wall Breakers are permanent but fragile.