Rage Spell

## Strategy

### Offensive

* The Rage Spell increases each individual unit's damage by a fixed percentage (which increases as the spell upgrades). If any of your Troops or Heroes need more damage, drop a Rage Spell on them. Rage Spells make the troops and heroes stronger, so any buildings will be destroyed quicker than normal.
	+ Because the Rage Spell's damage increase depends on the troop's own damage, the Rage Spell is substantially less effective when placed on low damage troops such as Archers, as they don't do much damage as compared to troops with higher damage such as Wizards.
* In addition to increasing damage, the Rage Spell also carries a speed increase, which is very useful for slower troops such as P.E.K.K.As and Balloons. as they normally move quite slowly. Unlike the damage increase, the speed increase is a fixed value, so troops with lower movement speed will gain a substantial benefit. Faster troops like Hog Riders benefit less from this speed boost than slower troops like P.E.K.K.As.
* As a result of the above, good candidates for Rage Spells include, among others, Wizards, P.E.K.K.As and Balloons, alongside Dragons and Electro Dragons.
* One thing to note is that the Rage Spell does not increase the attack speed of troops. This means using a Rage Spell on slow-attacking troops such as a P.E.K.K.A, when trying to destroy massed amounts of defending troops, will be futile.
* Although Healers deal no damage, they can take advantage of the spell as well, as it will cause their healing to increase (and reduce the need for Healing Spells while the Rage Spell is active). This makes Rage Spells suitable for Queen Walks where it can be used to quickly heal the Queen when she encounters a group of high-damage defenses. The Rage Spell can also increase the Queen's damage at the same time, so try to cover both the healers and the Queen.
* A Rage Spell can be useful to quickly take out high-hitpoint buildings like resource storages and Town Halls (and destroy Town Hall weapons) before the defenses overwhelm your army. The spell is vital to maximising damage output if time is limited, such as if your troops are under Invisibility Spells (as is the case with Blizzard attacks) or being protected by the Grand Warden's Eternal Tome ability.
	+ The speed boost of the Rage Spell can be further useful in some cases to move your troops away from the explosion of the Town Hall quickly. This can be particularly useful with the Town Hall 13 and 14 Giga Inferno explosions, which can leave behind detrimental slowing effects when detonated.
* The most effective placement of the Rage Spell is to position it approximately 3-4 tiles toward where your troops' next target will be, this will give your Troops the maximum amount of time inside the Rage Spell's area of effect as they destroy their current target and move to the next one. If you drop it directly under their feet, they will quickly move out of its range once they have finished with their current target.
* The Rage Spell goes well with the Healing Spell, due to the fact that the Rage Spell makes troops faster and stronger while healing them makes them much more durable as well. However, the Rage Spell's speed boost may make troops leave the healing circle faster, so should be used sparingly (such as when tackling the core of a base, and/or when breaking a ground attack out of a compartment).
* The Rage Spell's effects do not stack, even if multiple Rage Spells are used on the same location; using two or more Rage Spells do not increase damage of the troops and heroes to a greater degree compared to using just one. However, if Rage Spells of different levels are used (which is possible through Clan Castle reinforcments), the highest-level Rage Spell will take effect.
* When stacking the Rage Spell's damage with other damage-enhancing abilities, such as the Barbarian King or Archer Queen's abilities, the damage increase caused by both the Rage Spell and the ability are compared, and the boost that causes the better damage increase is selected and applied.
	+ For example, the level 9 Barbarian King (with 140 DPS) gains 56 DPS from his ability, but gains 90% extra DPS (or 126 DPS) from a level 6 Rage Spell. If the level 6 Rage Spell is dropped on the level 9 King while the ability is active, the extra 126 DPS from the Rage Spell will be selected over the 56 extra DPS from the ability. However, at higher hero levels, the ability's damage increase will override the Rage Spell's damage increase.
	+ A similar principle applies when stacking the Rage Spell's speed increase with the Haste Spell or other speed-enhancing abilities.

### Defensive

* Include buildings of lesser value near more important ones to distract raged troops. Retargeting speed does not increase with the Rage Spell.
* Use a Tornado Trap where you expect a Rage Spell to delay troops. However, you only have one for the whole base, so make it count.
* Even if Rage Spells are used to counter them, surround important defenses with trash and high HP buildings, in order to delay them. Even if they are all trash buildings, troops still take quite a while to retarget and start up their attack.