Invisibility Spell

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"Invisibility Spell makes EVERYTHING except for and Siege Machines invisible and untargetable within its radius."
==Summary==
*The Invisibility Spell is the 7th Elixir Spell available for Town Hall 11, unlocked by upgrading the Spell Factory to level 6. It allows any offensive or defensive unit (with the exception of Walls and Siege Machines) in its radius to turn invisible and be unable to be targeted by anything until they step out of the radius or the duration runs out.
**If the spell hits a building that the Troops were originally targeting, they will leave their previous target and engage to another one that's close to them.
*Invisible units can still be affected by other spells and can also be hit indirectly through splash-damaging attacks or otherwise.
*Damaging projectiles will still hit any troops they targeted if they are sent before the spell has affected the targeted troop.
==Strategy==
===Offensive===
*It can be used to buy time for slow troops such as Electro Dragons or Balloons under high DPS areas in order to survive longer.
*It can be preferred over the Freeze Spell since instead of stopping one area from attacking any troops, it protects one group of troops from being attacked at all.
*You can use Invisibility Spells for funneling, since buildings that turn invisible will not be targeted. Additionally, if there is a powerful defense surrounded by tanky buildings, you can use the invisibility spell to turn the tanky buildings invisible and make the troops skip them and go straight for the defense.
**This is especially useful for queen walks or queen charges, where the Queen may otherwise stray off to the side.
**This is also useful for funnelling the Royal Champion, use the Invisibility Spell on the Royal Champion and some other defense such as Mortar, Cannon or Archer Tower and lead her to a more valuable defense, such as Inferno Tower, X-Bow or Air Defense.
*The Invisibility Spell synergizes very well with the Electro Dragon. It can protect the Electro Dragon, make it skip less important buildings, and also allow it to chain back to said less important buildings before targeting them again.
*Making a defense invisible will not prevent it from firing at any visible targets in its range. However, doing so may still be useful if only to guide defense-targeting troops to attack a more valuable defense.
*Once the Eagle Artillery has locked on, it will fire, even if its targets later become invisible. Be sure to place your spell before it locks on or else it will be a waste.
*Attacking Troops will always see each other. As such, Healers will heal a troop even after it becomes invisible.
*By pairing an Invisibility Spell with Skeleton Spells and potentially a Rage Spell, attackers can destroy the Clan Castle without luring out the defending troops with a relatively small amount of spells. This can be done with 1 Invisibility Spell, 3 Skeleton Spells and a Rage Spell, however, this can be risky and will fail if the Clan Castle is made invisible or if the Skeletons get distracted by other visible buildings or defending heroes. A second Invisibility Spell can be used to buy your Skeletons more time if needed.
**Since are not made invisible, a Jump Spell will be necessary to do this if the Clan Castle is surrounded by Walls, as the Skeleton Spell will not be able to spawn its Skeletons easily inside the Clan Castle compartment without making the Clan Castle invisible as well.
*A very powerful strategy involves using Super Wizards and Invisibility Spells placed in the middle of a base using a Battle Blimp. When combined with a Rage Spell, the Wizards' chain attacks are able to be utilized to maximum potential, including being able to chain back onto any defenses that are rendered invisible by the Invisibility spell. This allows them to obliterate entire compartments.
**Clone Spells can be added to increase the number of troops spawned, amplifying the damage of the strategy.
**Super Archers can be used to similar effect, since their attacks can pierce through buildings from a very long range.
* Sometimes, a player can use an Invisibility Spell paired with about 8 Sneaky Goblins to take out a Town Hall. This works well when trying to snipe a Town Hall, especially at Town Hall 12 and up so its weapon or bomb at the end does not take out any offensive units. Care must be taken not to make the Town Hall invisible, as it will prevent the goblins from targeting it.
===Defensive===
*Traps are not affected by this spell. An invisible troop walking over a trap will trigger as normal. This also applies to Hidden Teslas. Buildings such as the Giga Tesla, Giga Inferno and Bomb Tower will still do damage to troops after getting destroyed.
*AOE Defenses can still attack troops that are invisible if they hit a non-invisible troop near the invisible troops.
*The defending Electro Titan's aura is still able to damage invisible units.
*Try to make it so that certain spots that would be good spots for an Invisibility Spell houses an important , as then the troops will skip over said important defense.
*Since Invisibility Spells are commonly used near an important defense surrounded by other defenses or buildings, consider using Skeleton Traps as they will remain invisible while still triggering if the enemy troop steps out of the ring. Near an Air Defense use a Seeking Air Mine since troops that use an Invisibility Spell to skip to the Air Defense will probably be troops like the Electro Dragon or the Dragon.
==Statistics==
Effect Radius	Housing Space	Spell Factory Level Required
4 tiles 	1 	6
Brewing Time of Invisibility Spell	Brewing Time of Invisibility Spell
Spell Factory available 	Spell Factory upgrading
3m 	6m
Level	Duration	Research Cost	Research Time	Laboratory Level Required
1 	3.75s 	N/A 	N/A 	N/A
2 	4s 	5,600,000 	5d 12h 	9
3 	4.25s 	7,500,000 	6d 	10
4 	4.5s 	9,000,000 	9d 12h 	11
==History==
December 23, 2012	December 23, 2012	badthings99 suggested adding the Invisibility Spell on the forums.
Patch 	Type 	Description
December 2, 2020 	Sneak Peek 	Announced the Invisibility Spell, with 4 levels.
December 7, 2020 	Update 	Added the Invisibility Spell.
April 12, 2021 	Update 	
*Fixed a bug where the effect is applied immediately when troops are inside the spell. Otherwise defenses would sometimes target the deployed troops before they become invisible.
*Added Clan Games and Gold Pass challenges associated with the Invisibility Spell, "Master of Mystery".
December 9, 2021 	Update 	Reduced upgrade cost and time of level 2.
==Trivia==
*If all targets are made invisible, most attacking units will stand still and not move until a target becomes visible again. Exceptions include Wall Breakers/Super Wall Breakers if there are any remaining, and Town Hall-targeting Siege Machines will continue their advance.
**If the Seeking Shield or Fireball is used with no valid target to hit, both will fly to the top corner of the map; the latter can still cause splash damage. If the Giant Arrow is used in this scenario, it will be fired in the direction that the Archer Queen is currently facing.
*Obstacles and Decorations are not made invisible when you cast this spell on them.
===Comparisons===
*It is the first Elixir Spell to take up one spell space at its original release. Both the Lightning Spell and Freeze Spell were originally two spell spaces (when the current housing system for spells was implemented in July 2015), but later reduced to one.
**They are the only Elixir Spells to take up one housing space.
*The Invisibility Spell is the only spell to affect more than two things; offensive units, defensive units, and other buildings (except for Walls).
*The Invisibility Spell, along with the Jump Spell and Healing Spell after April 2020, are the only Elixir Spells that are not (currently) in Clash Royale.
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Category:Spells
Category:Elixir Spells
Category:Home Village