1 Attachment(s)
The Lightbringer - New Spell Idea
Alternative name: illuminate
Table of Contents:
I. Appearance
II. Introduction
III. In-depth Explanation
IV. Stats
V. Army Comps
VI. Final Analysis
I. Appearance
Concept art:
https://i.imgur.com/MFMe18B.jpg
When dropped, this spell shoots up a bright yellow beacon of light upwards from the structure it was dropped on, for a few seconds. The structure will have a brighter shade of colour altogether and a bright yellow spot on it. A portion of the spot will come lose and the spot divides, while still keeping a string to keep the connection. This is how i envision the spreading effect, which I will explain later. After 12 seconds, all light caused by this spell will fade away~
II. Introduction
Everyone is aware of the enlightening lightbringer spell. Used to eliminate darkness and banish shadows, this spell is feared by all sorts of evil beings. When dropped on an enemy structure, it soaks it in light, allowing each attack to deal bonus damage. This unstoppable light also spreads to adjacent structures to form connections. Even more extra damage is dealt to connected buildings if one of them is destroyed. Light 'em up!
III. In-depth Explanation
When dropped on a structure, this spell bestows a vulnerability effect on that structure. Every attack from an allied unit will deal a flat amount of bonus damage - depending on the spell's level.
The tile radius of this spell is extremely small, just enough for 1 building. This is because the lightbringer has another unique feature: spreading.
If the targeted building has another structure directly next to it (not diagonally), the light will spread after 2 seconds. The second structure also becomes embedded with this effect, allowing further spreading. This vulnerability effect can't spread through walls.
During the spreading, a connection is made with the previous structure. If the first structure is destroyed, the second building will also gain damage. Note that this only applies for the next building in a network of connections, not all following buildings. The total effect lasts for 12 seconds, after which all the vulnerability from the used spell will dissappear.
For example, let's say you see three buildings in a row: a builder hut, a goldmine and an archer tower. You drop it on the builder hut. After two seconds, it will spread to the goldmine. At this moment, the builder hut has 10 seconds of vulnerability left and so does the goldmine. After another 2 seconds, it will spread to the archer tower. In this case, the archer tower starts with 8 seconds of vulnerability. If you drop it on the goldmine however, it will spread both ways simultaneously, thus leaving the builder hut and archer tower with 10 seconds of vulnerability each. This means that all light will dissappear at the same time. Note that this only works on structures, not troops. This effect also doesn't stack.
IV. Stats
| Level |
Flat Bonus Damage* |
Destruction Damage |
Spell Cost (Dark Elixir) |
Research Cost (Dark Elixir) |
Research Time |
Laboratory Level Required |
| 1 |
55 |
137.5 |
90 |
/ |
/ |
/ |
| 2 |
67 |
167.5 |
110 |
60,000 |
7 days |
7 |
| 3 |
90 |
225 |
130 |
120,000 |
9 days |
8 |
Radius: 1 tile (so a diameter of 2 tiles)
Housing Space: 1
Brewing Time: 5 minutes
Duration: 12 seconds
Targets: Buildings
Dark Spell Factory Level Required**: 5
*This bonus damage gets added after all other effects. For example, if a rage spells multiplies your troop's damage by 2.5 and you have an enraged level 1 P.E.K.K.A. that attacks a vulnerable structure, the damage calculation would look like this:
(DPH * Rage bonus) + flat damage = total damage in 1 hit
(600 * 2.5) + 90 = 1590
If the bonus damage were to be added before the rage, it would have been 1725 damage.
**The Dark spell factory level 5 will have 840 hp and a spell brewing capacity of 10. It would take 12 days to build, cost 5,500,000 elixir but the spell storage would remain unchanged. It will be unlocked at townhall 10.
V. Army Comps
I think it's pretty obvious to see who will benefit the most from this spell. Since it increases your damage output by a flat amount rather than a percentage, you can optimize your DPS by performing many attacks, either by deploying many troops or by having a high attack speed.
Tier 1 troops can surely benefit from this spell and, as a result, will be more used in higher town hall levels. This spell is also ideal for very low DPS troops like golems or lavahounds. Witches are also buffed with this. They have a high attack speed and also summon individual units that will also deal more damage.
From all these troops, I believe that the lavahound will benefit the most. It has very low DPH and spawns a ton of units all over the place. A rage spell requires you to stand in the zone to increase you offence, whereas the lightbringer lowers the enemy's defence. Lavapups attack from all over the place out of every direction, and will all benefit from the spell, something a rage spell simply can't accomplish.
Another way of using this spell can be to effectively funnel. On the ouside of a base, buildings are often touching eachother. A lightbringer spell allows funneling that doesn't require a lot of troop housing space, as (for example) only a few minions can get the job done. Baby dragons also have just the right stats to have synergy with this spell.
For a level 1 lightbringer spell, you need 32 DPH or lower to benefit more from this spell than from a rage spell.
For a level 2 lightbringer spell, you need 40 DPH or lower to benefit more from this spell than from a rage spell.
For a level 3 lightbringer spell, you need 53 DPH or lower to benefit more from this spell than from a rage spell.
I guess I'll also include how to 'redo' you base here. It's really easy, to be honest. Just leave space between your buildings or make more wall enclosures, as that is al it takes to stop spreading. Spells generally don't have any counters, they just have to be not OP. This spell however, can be taken in consideration when designing a base.
VI. Final Analysis
What's so special/unique about this spell?
We have certain spells to take down buildings. If we sort them into two categories, we end up with:
A) Spells that deal damage to enemies: Lightning spell, Earthquake spell
B) Spells that let your attacks deal more damage to enemies: Rage spell, Lightbringer spell
As mentioned previously, rage spells affect all units within an area, whereas lightbringer spells affects all grouped up structures, no matter where you attack from. In theory a wizard could attack from the fifth dimension through a wormhole and it would still count. The way it spreads is also unique and never seen before is clash of clans.
Why is there a spreading effect instead of just an area of effect?
Numerous reasons. First of all, this spreading effect is unique in clash of clans. Secondly, this spell requires more skill to place down because of this effect. As the total area is completely dependant on the spreading, multiple spells can have different sizes of effect, which results in skill being needed in order to succesfully utilise this spell.
The spreading also makes the advantages and disadvantages of this spell really clear. Open base designs will suffer a lot from this spell.
It wouldn't feel right if it was just an AoE like the other spells. The spreading is the solution I came up with. This solution also allowed connections and the death damage, something an AoE spell can't properly do.
Isn't it op?
Not at all. This spell doesn't benefit too many troops, and is easily countered. Simply leave space between your buildings or use more walls. Even IF you find yourself with a lot of buildings vulnerable, the effect isn't completely lethal. You see, if troops are attacking a structure, chances are they are going to take it down pretty easily. This spell accelerates this process; and can be donated in a clan castle (which doesn't end up with overpowered combinations) without any problems. The stats aren't final, ofcourse, but shouldn't change much from the original.
Why do we need this?
Tier 1 troops are pretty much never used in higher townhall levels. This spell allows them to be a bit more useful. There are plenty of troops that would love to have this spell become a reality. Not to mention, it also adds a little more strategy to the game. You need to know and be able to spot oppurtunities for this spell to be dropped, as it isn't one of the easiest to lay down properly. The light is able to spread through teslas, but not if they are hidden. This forces the attacker to pay attention and figure out ways to utilize this spell to its full potential.
Thank you for sticking all the way through the end. I hope you liked this idea and maybe -just maybe- this can become a reality. If you have any questions or suggestions, leave a comment below.