Spells
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Last updated: 2024-05-23
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- Created: 2024-05-23
Information in this page may be outdated if the game changed after the last page update.
Spell Basics
There are 9 normal spells and 5 troop-specific spells; 14 spells in total. Troop spells are only given by specific troops, and normal spells are found in maps as loot.
Not all normal spells are equally common, some are more likely to be found. This is the weighted distribution they have:
Did you know?
If you have a Classic Wizard in your squad, you can hold 2 spells at once.
Spell Index
Normal Spells
Cannon
Deploys a powerful Cannon to cover your Squad and provoke Monsters!
Value | |
---|---|
Weight | 8/29 |
Chance | 27.6% |
Cannon is a building with the following stats:
Value | Unit | |
---|---|---|
Damage | 154 | HP |
Hit Time | 1.15 | s |
DPS | 134 | HP/s |
Range | 8 | tiles |
Health | 3,500 | HP |
Lifetime | 60 | s |
Bomb
Blow enemies away with a BIG bomb.
Value | |
---|---|
Weight | 6/29 |
Chance | 20.7% |
Deploy Time | 1.1 s |
Damage | 300 HP |
Radius | 3 tiles |
Lightning
Strike up to 3 foes with powerful jolts of damage. Fusion units get hit harder!
Value | |
---|---|
Weight | 4/29 |
Chance | 13.8% |
Duration | 0.6 s |
When thrown, the Lightning bottle breaks, dealing 1 HP damage in area. After that, the lightning strikes 3 times. Depending on the target, the damage dealt is:
- NPC Enemies: 550 HP
- Normal Troops: 550 HP
- Fusion Troops: 1650 HP (x3 damage)
The Log
Topple enemies near and far with the vengeful rolling of this angry wood!
Value | |
---|---|
Weight | 3/29 |
Chance | 10.3% |
Damage | 200 HP |
Range | 9 tiles |
Width | 1.6 tiles |
Pushback | 250 |
Rage
Makes your units hit much harder for a short time.
Value | |
---|---|
Weight | 2/29 |
Chance | 6.9% |
Duration | 10 s |
Radius | 3 tiles |
Troops affected by rage deal 60% bonus damage.
Heal
Heals your units for a short time. Fusion units heal for even more!
Value | |
---|---|
Weight | 2/29 |
Chance | 6.9% |
Duration | 8 s |
Radius | 3 tiles |
Troops heal 48 HP every 0.4 seconds (114 HPS). Over the 8 second duration, this effect happens 19 times, adding up to 912 HP.
Fusion troops, which have x3.5 more HP than normal troops, heal x3.5 times more: 168 HP every tick. This adds up to 3,192 HP.
Freeze
Slows enemies to a crawl in a chilly area for a short time.
Value | |
---|---|
Weight | 2/29 |
Chance | 6.9% |
Duration | 3.2 s |
Radius | 3 tiles |
Freeze affects both movement speed and hit speed:
Movement speed multiplier: x0.60 (40% reduction)
Hit speed multiplier: x0.75 (25% reduction)
Furnace
Deploys a heavy Furnace that floods the area with Fire Spirits!
Value | |
---|---|
Weight | 1/29 |
Chance | 3.4% |
Furnace is a building withe the following stats:
Value | Unit | |
---|---|---|
Health | 15,000 | HP |
Lifetime | 30 | s |
It spawns 1 Fire Spirit every 0.9 seconds (up to 31 in total). It also spawns 8 more when its lifetime expires.
The stats of Fire Spirits are:
Value | Unit | |
---|---|---|
Health | 300 | HP |
Lifetime | 8 | s |
Death Damage | 80 | HP |
They deal damage in a circular area with a radius of 0.6 tiles.
Shrink
Shrinks enemies in an area, letting you shrug off their puny attacks!
Value | |
---|---|
Weight | 1/29 |
Chance | 3.4% |
Duration | 7.5 s |
Radius | 3 tiles |
When thrown, the Shrink bottle breaks, dealing 1 HP damage in area. After that, enemy troops in the effect area get a x0.1 damage multiplier, meaning a 90% DPS reduction.
Troop Specific Spells
Heal Station
Deploys a Heal Station for a fast fix-up. Fusion units heal for even more!
Pam gives this spell once she has reached the Super evolution.
Baby | Classic | Super | Ultra | |
---|---|---|---|---|
Hit Time | 0.5 s | 0.5 s | 0.5 s | 0.35 s |
Heal | 90 | 90 | 90 | 81 |
HPS | 180 | 180 | 180 | 231 |
Final Heal | 0 | 800 | 800 | 1,000 |
Fusion Heal | 315 | 315 | 315 | 286 |
Fusion HPS | 630 | 630 | 630 | 817 |
Fusion Final Heal | 0 | 2,000 | 2,000 | 2,500 |
The Heal Station's effect is dependent on the evolution stage of Pam. The main changes are:
- Classic: adds a final heal
- Ultra: more HPS and bigger final heal
Royal Delivery
Toss an Elite Royal Recruit express delivery box!
Royale King gives this spell once he has reached the Super evolution.
Value | |
---|---|
Radius | 1.5 tiles |
Damage | 200 HP |
Pushback | 75 |
Spawn | Elite Recruit |
The Royal Delivery spell deals a bit of damage, pushes back enemies and deploys an Elite Recruit. The stats of Elite Recruit are:
Royal Recruit | Elite Recruit | |
---|---|---|
Health | 2,700 | 3,600 |
Lifetime | 45 s | 60 s |
Damage | 43 | 53 |
Hit Speed | 1.11 | 1.33 |
DPS | 48 | 71 |
Skeleton Barrel
Toss a barrel full of Skeletons and give enemies a spooky surprise!
Witch gives this spell once she has reached the Super evolution.
Value | |
---|---|
Radius | 1.5 tiles |
Damage | 30 HP |
Pushback | 75 |
Spawn | 9 Elite Skeletons |
Elite Skeletons are a bit stronger than normal Skeletons, these are their stats:
Normal Skeleton | Elite Skeleton | |
---|---|---|
Health | 225 | 350 |
Lifetime | 30 s | 30 s |
Damage | 8 | 16 |
Hit Speed | 0.77 | 0.77 |
DPS | 6 | 12 |
Super Rage
Doubles the damage of your units for a while. Charge!
Barbarian King gives this spell once he has reached the Ultra evolution.
Similar to the normal Rage spell, Super Rage makes troops deal more damage while maintaining the Hit Speed.
Normal Rage | Super Rage | |
---|---|---|
Duration | 10 s | 15 s |
Damage | +60% | +100% |
X-Bow
Deploys a modified X-Bow fit for a Queen.
Archer Queen gives this spell once she has reached the Ultra evolution.
X-Bow shoots 3 arrows every single time. These arrows are slightly angled, so when individual enemies are far away only one arrow will usually reach the target.
Here's a comparison of X-Bow with Cannon:
X-Bow (1 hit) | X-Bow (all hit) | Cannon | |
---|---|---|---|
Damage | 103 | 309 | 154 |
Hit Time | 1.15 | 1.15 | 1.15 |
DPS | 90 | 269 | 134 |
Range | 6,500 | 6,500 | 8,000 |
It's about double the DPS of Cannon, but with a smaller range.
Keep in mind that Archer Queen can also boost these buildings if they are in your squad range, giving an extra +28% DPS due to increased Hit Speed.
Other Boosts
Blue Boot
Blue turbo boots can be found in almost all the game modes, and using them efficiently is one of the key mechanics of the game. You'll always find them in Blue Boxes, but also as loot and dropped by some troops.
Boots you find during the battle can be used to activate the boost, and will always recharge after you stop using them.
Each boot gives you 1.8 seconds of boost. To recharge them, you have to wait 2.7 seconds.
Something important to keep in mind is that the boost recharge has a 0.5 second start penalty. This means that you'll recharge your boost much faster if you don't interrupt it. Based on this, using boosts in small bursts seems generally inefficient; if you are in a dire situation, being patient with your recharge could save you.
Turbo allows your squad to either move or attack faster.
Movement Speed Boost: +80%
Attack Speed Boost: troop dependent; from +10% to +25%
While looting in early game, it seems safe to say that using your boost in movement speed will save you much more time than using it as attack boost.
Golden Boot
Golden turbo boots are much simpler. When you get one, it gives you turbo for 20 seconds. Once the time is over, it doesn't recharge.
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