New Trap (The Crevice Teleport)
NOTE: Supercell if considering this idea has the right to change any part of the queue under their own circumstances if necessary or wanted.
What if a trap could confuse your enemy by ruining their perfect strategy they took weeks to develop?
When you are tired of being out maneuvered with new super troops and too good to be true strategies? Well no more.
Crafted by the wizards themselves, introducing the Crevice Teleport!
Able to unlock at town hall 12 the Crevice Teleport is a trap that has an ovalish radius as it opens the floor or the sky and moves troops from one spot to another to help break up the move by activating itself as a pair.
Trap your enemies in a horrible spot where the newly moved troops have nowhere to hide and no one to help.
Spacing out not circularly but in a line this trap when it is upgraded has the ability to be fixed between air and ground targeting and although it cannot effect heroes the devastation caused by the "perfect armies" will now become the devastation of the "perfect armies".
Components of the Crevice Teleport:
It is a crevice, that teleports to the other crevice.
Cannot be activated twice, only 1 activation, and must have both built to work.
Building Cost of 1 Crevice Teleport: 1,200,000 exilir
Available Amount: 2, entrance exit format (only activated once)
Level 1 Crevice Teleport (Town Hall 12):
Trap Length: 3 tiles
Trap Width: 1 tile
Trap Trigger Radius: 2 tiles
Trap Duration Time: 6 seconds
Trap Move Capacity: 14 troop spaces
Trap Behavior: Ground Troops Only For Lvl 1
Upgradable to lvl 2 During Town Hall 12
Upgrade Cost: 1,900,000 exilir
Upgrade Time: 2 days
Level 2 Crevice Teleport (Town Hall 12):
Trap Length: 3 tiles
Trap Width: 1 tile
Trap Trigger Radius: 2 tiles
Trap Duration Time: 7 seconds
Trap Move Capacity: 16 troop spaces
Trap Behavior: Ability to switch both Ground and Air
Upgradable to lvl 3 At Town Hall 13
Upgrade Cost: 3,100,000 exilir
Upgrade time: 3 days 12 hours
Level 3 Crevice Teleport (Town Hall 13):
Trap Length: 4 tiles
Trap Width: 1 tile
Trap Trigger Radius: 2 tiles
Trap Duration Time: 9 seconds
Trap Move Capacity: 20 troop spaces
Trap Behavior: Ability to switch both Ground and Air
Feel the power as the troops of your enemies get placed where they cant escape. Helping to balance out the new super troops this new defensive weapon would now create the type of defense you need. Please consider this new trap to help you in your future gameplay.