Jump Spell/Home Village

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" slowing you down? Try making a shortcut!Cast this spell near enemy walls to create a route straight over them. Your troops will jump over affected walls pieces as if they weren't even there!"
==Summary==
*The Jump Spell is the 4th Elixir Spell unlocked at level 4 Spell Factory along with the Freeze Spell, that requires the Town Hall to be at level 9. The Jump Spell allows ground Troops and Heroes to jump over .
**Jump Spells have no effect whatsoever on units that can bypass Walls, such as air units, Hog Riders, Miners, Headhunters, the Grand Warden and the Royal Champion. The Jump Spell also will not affect the behavior of ground Siege Machines like the Wall Wrecker.
*Upgrading this spell will increase its duration on the battlefield by approximately 20 seconds (the level 3 Jump Spell lasts three times as long as the level 1 Jump Spell).
==Strategy==
===Offensive===
*This spell is more effective on doubled or tripled ; otherwise, the spell is not utilized to its maximum capability, making it much less valuable to use.
*Also use this in a place where it could potentially access multiple compartments, which could make it effective, but you have to level this spell up to increase the chance of the troops attacking all of your desired compartments.
*Combined with Wall Breakers, Jump Spells are quite useful for getting Troops deep into the interior of a base. Once Wall Breakers have initially breached the exterior Walls, any new ones tend to be attracted to adjacent compartments rather than those behind the breach. A Jump Spell, however, can be placed behind the initial breach to quickly allow Ground Troops access to the second layer of the base where the storages and heavy defenses (Mortars, X-Bows, etc.) are typically positioned.
*At Town Hall 9 - 11, using Jump Spells are often a better option than using four Earthquake Spells (since they take up a lot of housing space). Although they do not destroy Walls, Jump Spells almost always last much longer than needed. Additionally, the Jump Spell requires half the housing space of four Earthquake Spells, and the Earthquake Spell radius is insignificantly larger than that of a Jump Spell. However, Earthquake Spells have the advantage of being able to damage most buildings, severely weakening high-hitpoint buildings such as the Town Hall or Eagle Artillery.
===Defensive===
*In order to defend Jump Spells, make distracting compartments that are longer than a Jump Spell one way (Preferably to something important) and shorter than a Jump Spell another way to make troops go around whatever the compartment is protecting.
*At Town Hall 9, use to delay or defend possible places where a Jump Spell might be used long enough that it runs out before most troops make it through. However, at level 3 and 4, this becomes near impossible because of the extreme duration.
*You could separate segments so that the Jump Spell's radius will not cover both of them, which could reduce drastically its effectiveness.
*Making a Jump Spell access too many compartments can split the army and will easily destroy their attack.
==Statistics==
Radius 	Boost Time	Housing Space	Spell Factory Level Required
3.5 tiles	1s 	2 	4
Brewing Time of Jump Spell	Brewing Time of Jump Spell
Spell Factory available 	Spell Factory upgrading
6m 	12m
Level	Spell Duration	Research Cost	Research Time	Laboratory Level Required
1 	20 seconds 	N/A 	N/A 	N/A
2 	40 seconds 	2,000,000 	3d 	5
3 	60 seconds 	3,400,000 	4d 	8
4 	80 seconds 	7,200,000 	6d 	11
5 	100 seconds 	14,000,000 	8d 12h 	13
==History==
Patch 	Type 	Description
October 27, 2012	Update 	Added the Jump Spell, with 2 levels.
January 17, 2013	Maintenance Break	Decreased brewing cost at all levels.
*Level 1: 50,000 -> 30,000 
*Level 2: 60,000 -> 38,000
February 5, 2013	Update 	Decreased brewing time.
*5h -> 1h 30m
April 17, 2013 	Update 	Decreased brewing time.
*1h 30m -> 45m
June 17, 2013 	Update 	The Jump Spell now affects all troop types even at level 1 and doubled duration of level 2 Jump Spell. Prior to this update, the level 1 Jump Spell only affected Troops that required 4 or less housing spaces (Barbarians, Archers, Goblins, Wizards), with the remainder requiring level 2 to jump .
August 27, 2013 	Update 	Decreased brewing cost at all levels. 
*Level 1: 30,000 -> 23,000 
*Level 2: 38,000 -> 29,000
November 6, 2013	Update 	The Jump Spell, along with other spells, now cost Elixir instead of Gold to brew.
July 3, 2014 	Update 	
*Added the level 3 Jump Spell.
*Improved the Jump Spell. The Jump Spell used to only affect troops it landed on, often leading to disappointing results. Now, the Jump Spell influences all troops in the battle.
*Decreased brewing cost at level 2 from 29,000 to 27,000 .
July 1, 2015 	Update 	Decreased brewing time.
*45m -> 30m
March 21, 2016 	Update 	Decreased brewing time.
*30m -> 20m
May 4, 2016 	Balance Changes 	Decreased brewing time.
*20m -> 10m
October 12, 2016	Update 	Decreased brewing time.
*10m -> 6m
April 2, 2019 	Update 	Decreased upgrade time at level 2.
*5d -> 4d
December 9, 2019	Update 	Added the level 4 Jump Spell.
October 12, 2020	Update 	
*Changed the Jump Spell so that Wall Breakers and Super Wall Breakers now utilize it.
*Prevented troops from retargeting after exiting a Jump Spell, thus preventing troops from getting stuck in a never ending Jump Spell loop.
December 9, 2021	Update 	Reduced upgrade costs at all levels.
October 10, 2022	Update 	Added the level 5 Jump Spell.
==Trivia==
*The rings that circulate around the illustration of the Jump Spell represent the action when troops jump over Walls.
*There seems to be tiny bouncing yellow particles from the Jump Spell's radius.
*Although the Jump Spell can be upgraded to level 2 in the level 5 Laboratory, only Troops and Spells that are already unlocked will appear in the Laboratory upgrade interface. The Jump Spell will not appear in the Laboratory until the Spell Factory has been upgraded to level 4 (which requires Town Hall level 9). Most players already have a level 7 Laboratory by that time; if so, the first upgrade will be available as soon as the Spell Factory level 4 upgrade finishes.
*The Jump Spell, along with the Invisibility Spell and Healing Spell after April 2020, are the only Elixir Spells that are not (currently) in Clash Royale.
Category:Spells
Category:Elixir Spells
Category:Home Village
de:Sprungzauber