COC Spell Guide 2026: Every Spell Ranked and When to Use Them

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Complete Clash of Clans spell guide for 2026. Every spell ranked by usefulness, with the best spell loadouts for TH9–TH16, timing tips, and the spells worth upgrading first.

Why Spells Win or Lose Attacks

In Clash of Clans, troops do the work — but spells decide whether the attack succeeds. The difference between a 2-star and a 3-star is almost always a spell used at the wrong time, placed in the wrong location, or not brought at all.

Most failed attacks aren’t troop failures. They’re spell failures: a Rage dropped too early, a Freeze saved too long, a Heal that misses the moving cluster. Understanding each spell’s role turns average attacks into reliable ones.


Offensive Spells — Ranked and Explained

S-Tier

Rage Spell The most universally useful spell in the game. Rage increases movement speed and damage of troops in the area. At max level, troops inside a Rage deal 40% more damage and move significantly faster.

Best use: Drop Rage when your main push reaches the Eagle Artillery or core cluster. The goal is maximum DPS output at the moment defenses are most concentrated.

Don’t use: On troops that are already winning easily. Rage is wasted if there’s nothing dangerous threatening the army.


Freeze Spell Temporarily stops a single defense from attacking. The entire spell balance at TH12+ revolves around Freeze management — which defenses to Freeze and when.

Priority targets (in order):

  1. Inferno Tower locked onto your Queen or King mid-walk
  2. Scattershot shredding your EDrag or Super Witch cluster
  3. Eagle Artillery firing its opening salvo into your push
  4. Spell Tower (TH15+) activating freeze on your main army

Timing tip: Freeze a defense the moment it locks onto your most important unit — not preemptively. A Freeze used before a defense fires is wasted if the defense never hits your key unit.


Earthquake Spell Deals percentage-based damage to walls (and buildings). Uniquely, four Earthquake Spells destroy any wall regardless of level — and multiple Earthquakes on the same spot reduce damage with each hit.

Primary use: Open entry wall compartments. One Earthquake + three more = 100% wall destruction. Common setup: 2 Earthquake Spells open a large enough gap for Root Riders to enter.

Secondary use: Pre-damage high-HP buildings (Eagle Artillery, Infernos) before deploying troops.


A-Tier

Heal Spell Creates a healing zone that regenerates HP for troops inside it. Essential for Hog Rider strategies and any ground army taking sustained damage mid-base.

Placement tip: Place the Heal slightly ahead of your troop cluster — don’t drop it directly on current position. Troops will walk out of a stationary zone within seconds. Lead by 3-4 tiles.

Best paired with: Hog Riders, Yetis, Super Witches in sustained fire situations.


Haste Spell Increases troop movement speed only (no damage boost). Faster than Rage for pure repositioning — invaluable for Balloons that need to close distance to a defense quickly.

Best use: LaLoon strategies — drop Haste on your Balloon cluster as it pushes past midbase to prevent it stalling under Air Defenses.


Bat Spell Spawns a swarm of Bats that target nearby defenses. At max level, Bat Spell spawns enough Bats to occupy a defensive cluster for several seconds, buying time for the main army.

Best use: On a Town Hall cluster or group of Wizard Towers/Mortars as a cleanup finisher. Bats overwhelm multi-target splash defenses that would otherwise clean up stray troops.


B-Tier

Clone Spell Creates copies of troops inside the spell radius. Works best on high-housing-space troops (Dragons, Golems, P.E.K.K.As) where one clone equals significant housing space.

Best use: Dragon attacks at TH9-11 — a Clone on 3-4 mid-base Dragons can dramatically extend the air push. Less useful at higher TH levels where troop HP matters more than count.


Invisibility Spell Makes troops and heroes invisible to defenses for a short duration. Single-target Infernos lose track of invisible units, giving heroes a few seconds of safe repositioning.

Best use: Queen Walk through a single-target Inferno killzone. Drop when the Inferno is about to start burning.


Poison Spell Slows and damages troops and heroes in the area. Almost exclusively used to kill Clan Castle troops after luring.

Key rule: Drop Poison on lured CC troops before your own CC or heroes engage them. The combination of Poison + your own troops kills the enemy CC in 10-15 seconds. A CC without Poison takes 30+ seconds and costs troops.


Lightning Spell Deals direct damage to a building or troop. Used in combos to pre-destroy Air Defenses before air attacks.

Standard combo: 3 Lightning + 1 Earthquake = destroys one Air Defense at TH11. 4 Lightning + 1 Earthquake = destroys one at TH12. Use before sending Electro Dragons.


C-Tier (Situational)

Skeleton Spell — Spawns skeletons that attack nearby defenses. Situationally strong against a Town Hall cluster but inconsistent pathing limits reliability.

Super Witch Spell — Temporarily boosts a Witch to Super Witch form. Weaker than bringing actual Super Witches in most attack compositions.


Best Spell Loadouts by Strategy

StrategySpell Loadout
Queen Walk + Yeti SmashRage × 2, Freeze × 2, Heal × 1, Earthquake × 1
Super Witch SpamRage × 3, Freeze × 2, Bat Spell × 1
Root Rider + Super WitchRage × 2, Freeze × 3, Earthquake × 2
Mass HogsHeal × 3, Poison × 1, Rage × 1
LaLoonRage × 2, Haste × 3, Freeze × 1
Hydra (EDrag)Rage × 2, Freeze × 2, Haste × 2
EDrag ZapLightning × 6, Earthquake × 2, Rage × 1

Spell Upgrade Priority

Upgrade first:

  1. Earthquake Spell — every ground strategy uses it; higher levels break walls in fewer hits
  2. Rage Spell — universal; every level improves damage output
  3. Freeze Spell — higher levels extend freeze duration significantly

Upgrade second: 4. Heal Spell — critical for Hog and Yeti strategies 5. Haste Spell — essential for LaLoon

Upgrade third: 6. Poison Spell — always used, but the upgrade impact is modest 7. Bat Spell — useful at TH12+, upgrade when available

Lower priority: 8. Lightning Spell — only used for pre-zap combos; damage per level isn’t critical 9. Clone Spell — situational at high TH levels 10. Invisibility Spell — useful but not upgrade-critical


Common Spell Mistakes

Dropping Rage at the start of the attack. A Rage on troops that haven’t reached dangerous defenses yet is mostly wasted. Save Rage for the Eagle Artillery or core defensive cluster.

Misplacing the Heal. The most common Hog mistake. Placing Heal directly on troops as they’re moving means they walk out immediately. Place it 3-4 tiles ahead of where they currently are.

Using two Freeze Spells on the same defense. One well-timed Freeze neutralizes a defense for its full duration. A second Freeze immediately after barely adds time. Use the second Freeze on a different defense.

Forgetting to Poison lured CC troops. Sending Queen against an unPoisoned Valkyrie or Super Valkyrie wastes time, Healers, and sometimes the Queen’s ability. Always Poison first, then engage.

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