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[NEW TRAP] Spell Trap
This seems like a very simple idea so maybe someone has come up with it but my new trap/defense idea is a Spell Trap.
Quantity: 2; First at TH9, Second at TH10
Levels: 4; Two at TH9, Two at TH10, Each Level Increases Effects and Duration
When rearming the trap, you can select which type of spell you want to load into the trap. Rearm cost will either be dark or elixir depending on the spell. Rearming from the Townhall just loads the last used spell.
The trap would have a trigger radius and an effect radius similar to the Hidden Telsa. The trigger radius would be something similar to skeleton trap or air mines. The effect radius would be 5 tiles, the same radius as a heal spell.
To start the following spells would be available to load:
- Poison
- Lightning
- Freeze
- Rage
As this trap is considered housing 1 spell slot, elixir spells would have half the effect of their typical power. Rage spell would speed up and increase damage of heros, defensive CC, and defenses.
Offensive Strategy:
Determining what spell is in the trap is key for attackers to figure out how to counter. Poison is easily negated by a heal spell (except the slower speed). Rage can be negated by a freeze spell or a rage of your own. Once the spell is known it must be considered in the attack strategy such as in war.
Defensive Strategy:
Determining where you opponent may attack from would be essential to placement. Poison and Freeze would be ideal for mass troops as it gives your defenses time to cut down the quantity of enemies. Rage could be very powerful if the CC and heros stay within the range. Placement would likely be near the core to assist infernos and other key defenses.
This trap would also allow for new defense only traps. My first idea is a "Mud" trap which slows troops similar to a poison. Mud also forces miners to the surface and doesn't allow troops (Hogs and Grand Warden) to jump over walls nearby.
Let me know what you think. Thanks.