Description:
Tormentors are vengeful spirits born through witchcraft using Dark Elixir and concentrated malice. They appear as heavily emaciated humanoids with a single eye, black skin, sharp claws, bandages around their legs and torn restraining jackets. They float a few feet above the ground, but can't fly and have the same movement limitations as other ground troops. Their main purpose in battle is to eliminate any troops that would stand in their way, and due to their immense hatred of everything alive they're very good at it.
Tormentors primarily attack by gathering their hatred in the palms of their hands, creating balls of evil energy to launch at their enemies, but they're not afraid to use their claws if given the opportunity.
If they fall in battle, Tormentors explode, flooding the nearby area with concentrated Malice that was keeping them manifest. It creeps into troops that step into this territory, making them more vicious in combat. Tormentors gain much more from Malice, and they are also healed by it.
Summary:
- Tormentors excel at killing other troops. When used correctly, they can easily wipe out any defenders, leaving the rest of your army free to deal with the defensive buildings.
- Tormentors will attack at range if able, but will attack in melee if an enemy gets close enough.
- A few Tormentors can easily overwhelm a lone Hero.
- They are an excellent Clan Castle troop to have when defending, as they can do a lot of damage to a poorly planned attack.
- Tormentors fight in 3 distinct phases based on their current health:
- Phase 1: (100%-70%) Normal appearance, normal attack speed.
- Phase 2: (70%-40%) Phase 2 Tormentors grow slightly bigger, they gain a yellow glow around their hands and attack twice as quickly (effectively doubling their original DPS).
- Phase 3: (40%-0%) Phase 3 Tormentors grow even bigger and gain a bright yellow glow around their arms and hands. They attack twice as fast as Phase 2, but the damage of each attack is halved, and they will choose a random viable Preferred Target within their range for each individual attack. If no viable targets remain within range they will move to the nearest Preferred Target.
- When they die, Tormentors release the Malice that bound them as a spell (the spell level is equal to the Tormentor's level) that can be utilized by your army.
Offensive Strategy:
- Their primary role in battle is dispatching troops - deploy them in a small group and enjoy the carnage.
- Tormentors get angrier and deal more damage over time, so they don't usually require support when dealing with troops only - keep the rest of your army busy elsewhere while Tormentors kill the defenders.
- Due to their unique behavior, Tormentors will try to destroy any enemy Heroes on the battlefield once Clan Castle defenders are dead - plan your strategy and timing accordingly.
- Tormentors can be an asset even after they die - the Malice they release can help your troops with a critical push.
- Tormentors are much more effective in small groups. If one of them dies, the resulting Malice will make the rest much deadlier - always bring a few of them.
Defensive Strategy:
- Tormentors are great Clan Castle defenders - they can attack both Air and Ground units, and if your opponent forgets to take them into account (or doesn't account for them properly) they can do a lot of damage to his army.
- They are particularly vulnerable to the Poison Spell - if they're not lured out of it by accident, it will kill all of them simultaneously, without giving any of them a chance to benefit from Malice.
Technical Details:
Preferred Target
Primary Attack Type
Secondary Attack Type
Housing Space
Training Time
Movement Speed
Attack Speed
Dark Barracks Level Required
Primary Attack Range
Secondary Attack Range
Troops1 Ranged
(Ground & Air)Melee
(Ground only)10 10 minutes 20 1.7s 52 3 tiles 0.5 tiles
Level:
1 2 3 4 5 Damage per Attack:
200 215 230 245 275 Damage per Second3:
117 / 234 126 / 252 135 / 270 144 / 288 161 / 322 Health:
850 900 950 1,000 1,250 Training Cost:
300 350 400 450 500 Research Cost:
N/A 50,000 60,000 70,000 80,000 Laboratory Level Required:
N/A 7 7 8 9 Research Time:
N/A 4 days 6 days 8 days 10 days The Malice Spell
Summary:
- The Malice Spell is automatically summoned by a Tormentor upon his death. It can't be normally brewed or stored like other spells. However, it still requires a sufficiently advanced Dark Spell Factory to imbue the Tormentors with such ability.
- The Malice Spell does not stack with itself or with the Rage Spell - if Malice and Rage overlap, troops in this area will be affected by Rage only, except for Tormentors who will be affected by Malice only in such case.
- The Malice Spell has half the area of effect, benefit and duration of a Rage Spell of the same level.
- Tormentors gain 50% more benefit from Malice, and they are also healed by it. That's why they prefer Malice over Rage.
Technical Details:
Radius
Number of Pulses
Time Between Pulses
Boost Time
Housing Space
Brewing Time
Dark Spell Factory Level Required
2.5 tiles 30 0.3 seconds 1 second N/A N/A 3
Level:
1 2 3 4 5 Damage Increase4:
65% / 97.5% 70% / 105% 75% / 112.5% 80% / 120% 85% / 127.5% Speed Increase4:
10 / 15 11 / 16.5 12 / 18 13 / 19.5 14 / 21 Total Healing5:
450 600 750 900 1,050 Healing Per Pulse5:
15 20 25 30 35
Footnotes:
1 - Tormentors will choose targets in the following order: Troops -> Heroes -> Clan Castle -> Any
2 - Tormentors are unlocked alongside Witches, since they are developed and created by them.
3 - Phase 1 / Phase 2 and 3
4 - Troops / Tormentors
5 - Tormentors only
This is Revision 1.2
Revision 1.0:
- Baseline
Revision 1.1:
- Doubled Training Costs and Research Costs on all levels.
Revision 1.2:
- Phase 3 Tormentors now deal half damage for each individual attack; Effectively their DPS is now the same as Phase 2.
Credits:
Original artwork by matcon from Deviantart: http://matcon.deviantart.com/art/Tormentor-272385712

