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Anti-Spell
So the idea of having an anti-spell, has always intrigued me.
The thought of having a small area where spells cannot be dropped or the spell is decreased in power.
-Like for a lightning spell, it could only do 50 percent damage or 75 percent.
-On a heal spell, it only does 50-75 healing time or only 50 percent of the troops inside are healed.
-On a rage spell, it would decrease the amount of speed and damage increase from 50-75 percent.
-On a jump spell, it would only last for 50-75 percent of the time it is available.
-And on a freeze spell, it would only last for 50-75 percent of the time, and maybe it could leave a cool aftershock; like maybe it would cost twice as much to replace or it wouldn't be available for the next attack.
Name: Anti-spell
Cost: 50k(I really enjoy dropping 3 level 4 lightning spells on a dark elixir storage that has a ton, so this could be extremely valuable to me but would also kill me).
Targets: Opponent's spells, but would only defend against one spell
Effect Type: Defends against an opponent's spell that they drop
Damage Type/ Amount: It would decrease the power of the spell they drop. I don't know if 75 would be too overpowered so if you want to experiment with it, it's up to you.
Training Time: It would be like a trap but it shouldn't be included in the re-arm all. So it wouldn't have any re-arm time.
Description: The anti-spell creates a spot where spells will lose some of their power.
Research Levels: This shouldn't be upgradeable, it should just stay level one. Or it could start at 20 percent decrease of power and slowly upgrade up to around 50 percent but I don't think this would be the best option.
Lab Level: If it is upgradeable, level two should be unlocked at lab level 6. But it should be unlocked at town hall 8