-
2 New Troop Ideas!!!
1. Shepherd
Cost: 20,000 Elixir
Time: 15 minutes / 4 shepherds per hour if all made in same barracks
Size: 10
Appearance: little blonde boy with old European(?) clothes, and a dog ( blonde lassie, sheepdog, collie any European dog )
Summary: The Shepherd is a Elixir Troop that targets any building, he attacks ranged with a "sling" (slingshot) that uses rocks as ammo. he attacks slightly fast and has a pretty fast run speed. when he is deployed, he spawns with a dog, the dog has a realllly fast run speed and attack speed, but does pretty low damage, it can also jump walls. if the dog is attacking the same defense/troop as the shepherd, they both get a damage buff and defense buff.
Strats:
offence: on offence, because the shepherd has low hp, he should be placed in after a giant, golem, or any high hp/tanky troops. usually his dog will take the attention of the defenses so the dog will die fast, but can run fast so splash damage wont be a problem sometimes. because the dog is fast, splash is noneffective except when the dog is attacking. you should back the dog up with high damaging troops to ensure that the dog wont be in the same place for too long, placing 2 shepherds in the same place will cause 4 troops to attack the same building, and the building will die off fast due to the buff they get when attacking the same building. the dog can jump over buildings, so if u place a good amount of shepherds, make sure to have some wall breakers so when they are done, the dogs dont leave the shepherds and go for another cannon, leaving the shepherds attacking the wall to be 1 shotted by mortars, and the buff will be gone so they wont deal that great damage and all the dogs and boys will die. the healer is really effective in healing the dog.
summary of offence: keep dogs and boys together, try not to keep them all in one place OR keep them all in one place, but be smart and keep them attacking the same building so they can just speed through and not die.\
defence: use traps for the dogs, splash damage is not too effective for dogs. keep your walls upgraded so wall breakers cant be effective, so the dogs will seperate from boys, and mortars will kill the boys. if dogs are left attacking one defence for a while, they are vulnerable to splash damage.
2. Witch Alchemist/Doctor
Cost: Dark Elixir (cant decide price :/ )
Time: 30 minutes
Space: 18
Appearance: a black man in voodoo costume
summary: the witch doctor is a dark elixir troop that targets defense buildings. he throws poison bottles that deal a lot of damage and apply the poison leech affect to troops and defense . the poison is splash damage and applies a aoe that can heal troops ( heal is not op, less effective than healer ) . he attacks pretty slow and has slow walk speed. he has moderate health, and can actually take quite a bit of damage without dying. ( about 4 mortar attacks, if level is reasonable)
Strats:
offense: send in low hp but good dmg troop in front of him, like barbs, so they can heal off of his damage, but a better troop would be one that only targets defenses to they can get heals. he usually is never in his heal aoe, so having a healer to keep him alive is effective, so a healer is keeping him alive, and he is dmging and keeping other troops alive ;) .
defense: having a air defence to take out healers that are healing the witch doctor/alchemist is effective so he will die. if there is no healer to heal the witch doctor/alchemist, then he will die off soon ( depending on number of defenses attacking him )
-
1. It doesnt really fit clash and seeing a little boy die in the battle field would be cruel to clash
2. Voodoo doctor might be too dark for ppls