Personaly, I hate that jump spell -- It seems my troops prefer to ignore it - in fact I sometimes feel they positively run away from it - bloomin cowards ........ :rolleyes:
Personaly, I hate that jump spell -- It seems my troops prefer to ignore it - in fact I sometimes feel they positively run away from it - bloomin cowards ........ :rolleyes:
No troops ignore the jump spell. They only use it if the buildings over the wall are closer then the outside buildings. You absolutely have to clear a path for them. The spell does not compel them to use the spell over their built in pathing AI telling them to take out the closest building. If it did compel them, it would be incredibly OP and everyone would use it to smash the TH far too easily.
Only started using jumps when I switched to golems and witches and started attacking other tens in wars. Very useful spell for getting to the th and assuring yourself of two stars.
As others have said, the spell stay's on the troop for 1 second(boost time). The spell pulses( gives troop's the ability) every 0.3 seconds. So the queen still had the jump spell to get over that wall. On rare occasion's a fast troop can enter and leave the spell radius without gaining the benefit's of it since the pulse is every 0.3 second's.
Radius Boost Time Time to Create Spell Factory Level Required 3.5 tiles 1s 45 minutes 4
Source : http://clashofclans.wikia.com/wiki/Jump_Spell
Level Cost http://img4.wikia.nocookie.net/__cb2...px-Elixir.webp Number of Pulses Time Between Pulses Upgrade Cost http://img4.wikia.nocookie.net/__cb2...px-Elixir.webp Upgrade Time Laboratory Level Required 1 23,000 30 0.3s N/A N/A N/A 2 27,000 40 0.3s 3,000,000 5 days 6 3 31,000 60 0.3s 6,000,000 7 days 8