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Coc Level 7 Lightning Spell

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"Electrocute your enemies with bolts of lightning!
Cast this spell at the enemy village to damage buildings and units inside a small area."


  • Summary
    • The Lightning Spell is the starting time spell unlocked in the Spell Factory, and is automatically unlocked once the Spell Manufacturing plant has finished construction.
    • When this spell is used, a number of lightning bolts driblet from the sky, damaging all Buildings and enemy Troops randomly within a circumvolve seven tiles wide, with the exception of Gilt Storages, Elixir Storages and Dark Elixir Storages. The merely spot that receives the full harm of the spell is the i-tile expanse onto which information technology was targeted.

  • Offensive Strategy
    • Lightning Spells are frequently used to take out an enemy's strong defenses, such as Mortars, Magician Towers, and Air Defenses. Ii Lightning Spells are usually plenty to destroy a Mortar or Wizard Tower, unless the target is much higher level than the Lightning Spell. Air Defenses nearly e'er crave at least three Lightning Spells. See the "Hits to Kill" (HTK) tab on the Unit Calculators folio for more details.
    • Some other major use for Lightning Spells is to accept out enemy Clan Castle Troops. When they are bunched upwards, a single spell can completely destroy an entire grouping of Tier 1 troops with ease.
    • If you need to destroy just i more than building to reach 50% destruction, a unmarried Lightning Spell can be used to destroy a Architect's Hut, the Barbarian King or Archer Queen Chantry, a Barracks (if its level is not higher than your Lightning Spell) or an Ground forces Camp.
    • A good Trophy-hunting strategy is to utilize Lightning Spells to take out an Air Defense and then deploy Dragons. It takes no less than iii Lightning Spells to take out an Air Defense of whatsoever level, and higher level air defenses require college level Lightning Spells to take them down. Jorge Yao stated in his interview that he used this tactic to help him accomplish number one on the meridian players' list.
    • Lightning Spells can also be used as pseudo-Wall Breakers if necessary. Often your troops will accept partially damaged a wall during a raid before being wiped out past the defenses. As a upshot, other troops may be targeting buildings other than the ones yous intended, because a path wasn't opened for them. If the wall is lower level or sufficiently damaged, y'all may be able to utilize one or more than Lightning Spells to stop off the wall and open up the path. Beware, however, that college level Walls have a swell deal of hitpoints, and may crave several Lightning Spells (or have too much wellness entirely).
    • Dropping a pair of Lightning Spells direct between two Defensive Buildings (e.thou. a Wizard Tower and a Mortar) which have been placed adjacent to ane-another tin can actually destroy both structures if the Lightning Spells are of sufficient level.
    • A mutual strategy is to use lure Clan Castle troops near defenses and then drop a Lightning Spell to eliminate the troops if their health is low enough and simultaenously impairment the defenses in its radius.
    • Ordinarily two Lightning Spells can take out a Mortar or a Magician Belfry, depending on the levels. This strategy can be used so attacks with loftier quantities of weak troops won't get completely wiped out with one or 2 shots of a Mortar or Wizard Tower.
    • Mistakes usually made past people with a level 1 Spell Factory is that they use the spell on the Town Hall. Since one Lightning Spell is not very constructive on Boondocks Halls and other Defensive Buildings, it is recommended that it is used on troops hidden inside a Clan Castle.
    • Lightning Spells can be used to kill/injure Heroes directly past dropping Lightning Spells on them and simultaneously kill Clan Castle troops if the timing is correct.
    • Every bit of the July 1, 2015 Update, Lightning Spells will no longer damageGold Storages,Elixir Storages or Dark Elixir Storages. Withal, they can still harm Gold Mines, Elixir Collectors, Dark Elixir Drills, Clan Castles and Boondocks Halls.
    • At Town Hall 8, a level six Air Defence can exist destroyed with a level 1 Convulsion Spell and ii level 5 Lightning Spells, making room for an extra Rage Spell that will dramatically ameliorate Mass Dragon attacks.

  • Trivia
    • The Lightning Spell used to accept 2 hours to make, but it was reduced in an update to 1 hour. The update on 17 Apr 2013 further reduced the creation fourth dimension to 30 minutes. The July 1 2015 update reduced it again to 20 minutes.
    • Supercell posted a teaser on it: Lightning Spell Video
    • It takes 2.4 seconds for all the lightning bolts to strike.
    • Although the Lightning Spell can be upgraded to level 2 in the level ane Laboratory, only Troops and Spells that are already unlocked will appear in the Laboratory upgrade interface. The Lightning Spell will not appear in the Laboratory until the Spell Factory is built (which requires Town Hall level 5). Almost players already have a level three Laboratory past that time; if so, the first three upgrades will be available equally soon equally construction of the Spell Manufacturing plant finishes.
    • Similar to the Flop and Giant Flop, the Lightning Spell leaves black scorch marks where the lightning hit, which remain for a few seconds.
    • During the 2013, 2014 and 2015 Halloween issue, the spark effect which the Lightning Spell unremarkably produced was temporarily replaced with a swarm of bats.
    • Five level vii Lightning Spells tin can take out a level 6 or lower Town Hall; all the same, this isn't a recommended strategy.
    • When the Spell Mill was beginning introduced to the game as part of the 18 Sep 2012 update, all Spells required Gold to create. The half-dozen Nov 2013 update inverse the required resource for all Spells, including the Lightning Spell, to Elixir.
Radius Random Radius Number of Strikes Time Between Strikes Housing Space Brewing Time Spell Mill Level Required
ii tiles 3.5 tiles 6 0.4s ane xx minutes 1
Level Total Damage Damage per Strike Cost Elixir Enquiry Toll Elixir Research Time Laboratory Level Required
i 300 50 15,000 N/A Northward/A N/A
two 330 55 sixteen,500 200,000 one day 1
3 360 sixty 18,000 500,000 2 days ii
four 390 65 20,000 1,000,000 3 days 3
5 450 75 22,000 2,000,000 4 days 6
6 510 85 24,000 6,000,000 10 days 7
seven 570 95 26,000 8,000,000 14 - 2 = 12 days eight
eight 630 105 28,000 ix,250,000 xiv days 9

For additional statistics and information, meet the Unit Calculators page.

The ZapQuake Bible - Th9

Killing the Archer Queen using Lightning Spells

Zap Quake strategy

Troops (Underline means not official troops, assuming means real troops)

V•T•E

Tier ane BarbaricArcherGoblinBarcher
Tier ii GiantWall BreakerBalloonWizardPac-ManPrincess
Tier 3 HealerDragonP.East.G.K.ADetonator
Tier 4 BeardingDragon RiderSuper MonkeyBecome! pekka! (Go! pekka!/Go! pekka!-ite) Eagle
Tier one Minion
Tier two [[Hog Rider]]ValkyrieWitch (Skeleton) • Bowler
Tier 3 Golem (Golemite) • Lava Hound (Lava Pup)
Tier 4 Giant SkeletonGo! pekka! (Go! pekka!/Go! pekka!-ite)
Heroes Barbarian KingArcher QueenGrand Warden
Spells Lightning Spell Healing SpellRage SpellBound SpellFreeze SpellSanta's SurpriseInvincible SpellTime-laspe SpellRevive SpellDefect SpellRainbow SpellInvisible SpellBash SpellTroll SpellCC Pull SpellLevel Upwards SpellKiller SpellStorm SpellThief SpellTeleport SpellBoundary SpellLife SpellClone Spell
Dark Spells Poisonous substance SpellEarthquake SpellHaste SpellArmor SpellDrain SpellStatic SpellX-ray SpellCoating SpellSplash SpellRange SpellRepel SpellCC Pull SpellBrisk SpellWeaken SpellDeath Spell Reload Spell Skeleton Spell
Gilded Spells Swamp Spell
Non-bottled Spells Fourth dimension Contrary Spell
Technical Deployment Manufactory Bomb (Offense)Drug

Coc Level 7 Lightning Spell,

Source: https://clashofclansconception.fandom.com/wiki/Lightning_Spell

Posted by: dixonmaying.blogspot.com

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