Attachment 203577
ZAP SPELL
Dark Elixir Spell Idea
The Idea:
The idea of this dark elixir spell is to give players an opportunity to do slight damage and get the ability to temporary immobility to defences called shock. Great for stopping clan castle troops if you choose not to lure them, and also great for immobilizing defenses within a 2x2 radius when a full freeze spell isn't necessary. This spell can be unlocked at town hall 10.
Clash of Clans Summary:
This would be the summary that you see for all troops, all defenses and all spells inside of clash of clans.
"Immobilize your opponent with an electric shock,
Cast this spell in order to create a circle of electricity that does damage and temporarily disable defenses and troops."
Attacking Strategies:
Killing Clan Castle Troops:
This spell would be extremely good paired with a poison spell, as it would really help taking out clan castle troops such as dragons, wizards, valkyries and archers.
Getting the Last bit of Damage:
If you haven't deployed the zap spell yet, and there is a building at very low HP, use the zap in-order to take it out.
High Density Defences:
Another use of this spell, is to put it into an area where an inferno tower and an x-bow are right next to each-other, for maximum effectiveness as it would do a good job protecting as your troops get that one extra hit they wouldn't get otherwise.
Single Target Infernos:
This spell would also be very good on single target infernos roasting your king, queen, pekkas or golems.
Eagle Artillery:
I can also see this spell being used at town hall 11, in-order to stop the charge and reset the Eagle Artillery's missiles.
Defending Strategies:
Clan Castle Troops:
So for most troops coming out of the clan castle it is inevitable that this spell will work, but you can counter it almost fully by using a lava hound, and you can also learn what combinations with this work better than others, for example, drags would probably fare much better than wizards, because they have higher HP.
Spreading out Defenses:
When defensive placement is more spread out, it makes it much harder to get a good value zap spell, because at most you can only hit one top tier defense.
Anti Zap Base:
So I don't see anyone coming out with a specific "Anti Zap" base, but one that might work the best is one with spread out defenses where it's hard to get value out of using this spell.
Attachment 203580
Radius, Duration, Damage
For All Levels:
Radius: 2x2
Storage Space: 1
Brewing Time: 3 minutes.
Level 1 (Town Hall 10):
Total Damage: 75
Shock: 3 Seconds
Cost: 95 Dark Elixir
Level 2 (Town Hall 10):
Damage: 85
Shock: 3.2 Seconds
Cost: 110 Dark Elixir
Level 3 (Town Hall 11):
Damage: 95
Shock: 3.5 Seconds
Cost: 130 Dark Elixir
Please give me feedback, and as always, Clash on.

