Jump Spell (Spells)
- This spell works its wonders when you cast it upon an enemy’s wall during a raid. Unlike the other spells on this list, this one reaches its max level at level 3. Casting this will allow your troops and hero troops to clear walls in one massive leap. Even if your rival’s Walls are in double or triple formation, your troops still have the ability to hop right over them and start raiding! Placing a Jump Spell next to the 2nd or 3rd layer of a enemy’s Walls should make things easier for your troops to rush down their Storage Buildings if they place ’em there. Chances are high that they will, which means your troops won’t have to work as hard when they were tearing down the 1st layer of Walls.
- The Jump Spell especially works especially well with the types of troops that you can send out in greater numbers, such as Barbarians, Archers, Wizards and Goblins. Note that the Jump Spell has no affect on air troops, as well as Hog Riders and Wall Breakers.
Level-by-Level
- Elixir Cost: 23,000
- Number of Pulses: 30
- Time Elapsed Between Pulses: 0.3 seconds
- Elixir Upgrade Cost: 0
- Upgrade Time Length: 0
- Laboratory Level Requirement: 0
- Elixir Cost: 27,000
- Number of Pulses: 40
- Time Elapsed Between Pulses: 0.3 seconds
- Elixir Upgrade Cost: 3,000,000
- Upgrade Time Length: 5 days
- Laboratory Level Requirement: 6
- Elixir Cost: 31,000
- Number of Pulses: 60
- Time Elapsed Between Pulses: 0.3 seconds
- Elixir Upgrade Cost: 6,000,000
- Upgrade Time Length: 7 days
- Laboratory Level Requirement: 8
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