Originally Posted by
MoHandles
I'm not sure if anything like this has been suggested before, and I didn't see anything after a quick glance over the search menu, so I'm making a thread on it.
The gravity trap is a new trap which has a simple mechanic: it makes troops "heavy". This trap would:
- Activate when a unit passes within one tile of it
- Cause 15-20 unit space (depending on trap level) to become "heavy" for a period of time (depending on trap level)
- Not affect flying troops
- Wear off if the unit affected is split (golem)
- Not affect units summoned by an affected unit unless the new units are also hit by the trap (skeletons)
A heavy unit has its speed cut by a certain percentage, and would be unable to jump over walls, either with the jump spell or by innate ability. If the trap is placed behind a wall and is activated while the unit is jumping, the grounded effect takes place after the jump is completed. The trap, once activated, would emit pulses every .5 seconds for a duration of 3 seconds or until it has affected the maximum amount of unit space. This trap may seem a little unfair considering the hog riders have had two nerfs now, but in my opinion they are still a very strong troop and can easily be used to take out most bases. However, the number of these traps is limited, and they may not even be activated early enough in the raid to be helpful. Plus, the effect does wear off, and there are a limited number of traps.
Number of Traps per Town Hall Level:
Town Hall 8 - 2
Town Hall 9 - 3
Town Hall 10 - 4
Stats
Level 1:
Speed Drop: 25%
Effect Duration: 5 Seconds
Cost to Re-arm: 2,000 gold
Space: 2x2 Tiles
Level 2:
Speed Drop: 50%
Effect Duration: 5 Seconds
Cost to Re-arm: 3,500 gold
Space: 2x2 Tiles
Level 3: (Town Hall 9 and 10 only)
Speed Drop: 50%
Effect Duration: 8 Seconds
Cost to Re-arm: 5,000 gold
Space: 2x2 Tiles