Research Lab <<< MUST READ, VERY COOL
Overview
A new building, called the Research Lab will give troops/spells different abilities during battle.
- Barbarian - Rage themselves when close to Town Hall
- Archer - Invisible whenever not attacked
- Goblin - Teleport a short distance
- Giants - Slow down Defensive Buildings which are hit
- Wall-breaker - Throw a weaker bomb to the front to hit another layer of wall before he explode
- Balloons - Skeletons will turn into a wall-breaker when the balloon is shoot down
- Wizards - Fireballs will split and deal lesser damage to another building
- Healer - Periodically able to heal another healer
- Dragons - Burn the building and deal damage overtimw
- P.E.K.K.A. - Deal higher damage when receive more damage
- Lightning Spell - Hit buildings may receive critical strike from ally
- Healing Spell - Troops receive lower damage(Armor)
- Rage Spell - Rage troops AND other spells which stack on top.
- Jump Spell - Troops has a dodge chance
- Freeze Spell - Building freezed has a chance a get destroyed completely
- MInions - Balls will ricochet
- Hog Riders - Jump over several buildings
- Valkyrie - Throw her axe at her next targeted building and deal damage
- Golem - Every fifth attack will deal quake damage to nearby buildings
- Witch - A certain number of skeletons will from a new witch
That's basically about it, read on for details. Hope you like it.
Research Lab
4 Levels, Size: 4x4
Level 1:
Hitpoints: 270
Build Cost: 60,000 Elixir
Build Time: 6 hours
Town Hall Level Required: 4
Level 2:
Hitpoints: 290
Build Cost: 300,000 Elixir
Build Time: 1 day
Town Hall Level Required: 6
Level 3:
Hitpoints: 330
Build Cost: 1,500,000 Elixir
Build Time: 4 days
Town Hall Level Required: 8
Level 4:
Hitpoints: 370
Build Cost: 4,500,000 Elixir
Build Time: 6 days
Town Hall Level Required: 10
From here onwards, I haven't think through so many details, just the overview of each abilities. I haven't calculate the Research Cost and Time since that is not supposed to be done by me. Each ability has 4 levels, abilities may be leveled-up with higher leveled research lab
Barbarian Town Hall Rage
Barbarians will rage themselves by 20% when they get close to town hall
Distance from Town Hall: 3 Tiles(+0.66 Tile per level)
Archer's Invisibility Cloak
Archer will turn invisible when she is travelling, but when she start to attack, she will be visible. There will be a short delay to get invisible after she destroyed a building
Delay to get invisible: 3 sec. (-0.5 sec per level)
Goblin's Teleportation
Goblins will teleport over buildings when they target storage
Distance Teleport: 1 Tile(+0.66 tile per level)
Giant's Icy Fist
The slow won't stack and
Speed Decrease: 5%(+5% per level)
Wall-breaker's Second Bomb
Wall-breaker will throw a weaker bomb to another layer of wall, his radius is up to 3 tiles.
Second Bomb's damage: 20%(+15% per level) of the original bomb.
Wall-breaking Balloon
The skeleton will turn into a wall-breaker and break walls, not only damage nearby buildings
Only one level, damage equivalent to current wall-breaker's level
Wizard double bolt
He won't move his location just to destroy two buildings at once, he will only shoot double bolt if there is another building within his range
Damage of the second-bolt: 30%(+5% per level) of the original damage.
Healer 'self-species-heal'
Every few seconds, she will heal another healer for 3 times
x: 8(-1 per level)
Dragon Ignition
His damage is high enough, but this will make him to destroy another building when he died
Damage every 1 sec: 1%(+0.5% per level) of the original damage (able to stack with other ignition)
P.E.K.K.A. Reflection Armour
Since it has high damage, why not higher? The extra damage won't deal to destroyed buildings.
Every 10%(+5% per level) of damage absorb will transfer into the sword's damage.
Lightning Spell
All hit buildings may receive double damage from allies
Critical Strike Chance(double damage): 10%(+5% per level)
Heal Spell
After the troops left the healing ring, they will gain temporary armor to receive less damage
Less Damage received: 10%(10% per level)
Rage Spell
It will increase other spells which are placed within the range of rage spell.
Only 1 level, perhaps increase range or duration.
Jump Spell
Troops in there have a chance to dodge incoming shoots from Cannon/Mortar/Ground-Only X-Bow
Dodge Chance: 20%(+5% per level)
Freeze Spell
During freezing duration, the building may get destroyed completely, even if it is hit by wall-breaker
Destroyed Chance: 4%(+3% per level)
Minions Ricochet
Minions ball will bounce between buildings and damage will deal 20% lesser for each bounce
Buildings Ricochet: 2(+1 per level)
Hog Riders Super Jump
Hog Riders can jump over buildings to get to another one
Number of building able to jump over (walls excluded) whenever destroyed a building: 1(+1 per 2 levels)
Valkyrie Throwing Axe
She will throw her axe to her next targeted building then run towards it, grab her axe and continue her raiding
Axe's damage when thrown: 120%(+15% per level) of the original damage
Golem Earthquake
Quake Damage: 80%(+20% per level)
Skeletons Combination
Skeletons summoned will form a new witch and the new one will, of course, summon more skeletons
Number of skeletons needed: 20(-3 per level)
Number of times allowed to combine in an attack: 2(+1 per 2 levels)
That's it, the research lab. Maybe they won't use all abilities, but some of them, so it won't be too overpowered.This will strongly buff the troops and nerf all defensive buildings, so Supercell need to add more things into defensive sides, like fortification, clan castle spells, or even ABILITIES FOR DEFENSIVE BUILDINGS<---why not?
Ending
That is my research lab idea, hope you like it and please leave a feedback. Actually, this is only part of my tons of ideas, most of them can be found in my another thread, which includes Fortification and cooler stuff.
Thank you and have a great day!