Fiery themed dark elixir troop: The Salamander
Requires dark barrack lvl 6 (possibly lvl 7, considering 2 dark troops is available at each th 7 and 8, thanks to J1M808 for info on update trends)
Dark barrack lvl 6: Requires town hall level 9, 3 million elixir, 10 days.
Dark barrack lvl 7: Requires town hall level 10, depends on how much lvl 6 is going to be.
Background: After many millenias of surviving the harsh heat of volcanic environment, these reptiles(edit: correction; amphibians) have evolved with the ability not only to thrive in extreme heat, but are able to generate heat enough to even melt metal. Cousins of the mighty dragons, they are able to manipulate intense heat and use it against any threat.
Description: Powerful ground dwelling dragonkin that has lost their ability of flight after generations of surviving underground in volcanic environment.
What it looks like: A salamander-like creature crawling on all four with orange-red skin and fiery glowing eyes. Have a pair of tiny wings on its back.
Statistics
Ground troop
Hitpoints: 2250; 2450; 2700
Movement speed:20
Attack: Flame beams; Shoots out beams of intense heat at up to three targets within range, healing effects are blocked by the intense heat. Primary beam’s intensity doubles after 3 seconds focusing on the same target and resets when switching primary target. Secondary beams’ damage will always stay the same. Only primary beam can target walls. Two beams from the same salamander cannot hit the same target simultaneously.
Damage per second: Primary beam: 120-240; 150-300; 190-380 (revised: 100-200; 115-230; 140-280)
Secondary beams: 120; 150; 190 (revised: 80; 100; 120)
Attack speed: N/A
Attack range: Pimary beam 3 tiles, secondary beams 4 tiles.
Housing: 25
Training cost: 500; 600; 700 dark elixir
Training time: 30 minutes
Upgrading cost: 80000; 100000 dark elixir
Upgrading time: 12; 14 days
Abilities:
1. Fiery blood: Any targets within melee range of the salamander will take damage constantly. Does 20; 25; 30 dps to any ground targets within melee range of the salamander. The intense heat generated by the ability also blocks all other type of healing to the salamander other than Fire Eater.
2. Fire eater: Beams from inferno towers and other salamanders also heals the salamander for 100; 120; 150 (revised: 80; 100; 130) healing per second on top of its damage done to the salamander, this healing effect is not blocked by intense heat. (Single target inferno towers can out damage this healing effect after a few seconds but multi target disco infernos will actually be healing the salamander for its entire time targeting it)
3. Cold vulnerability: Instantly destroyed if affected with the Freeze Spell.