Hi guys! With either TH11 or a big update due pretty soon, I thought I would suggest an idea.
Here is my idea: Once you reach Town Hall 7, there is a building unlocked under "Attack" called the Alchemy Lab. The basic idea is that you can enter the lab after you have an army trained and enchant 5 of your troops with different properties. As you upgrade your Town Hall, you can upgrade the Alchemy Lab and unlock different enchantments, but you never get to enchant more than 5 troops. NOTE: These enchantments do NOT apply to Heroes.
Some of the enchantments could be:
1. Firestorm- every 15 seconds, any troop enchanted with this property emits a flare all around them in a 3 tile radius, doing 25 damage to every nearby unit. Costs 8,900 elixir per troop enchanted.
2. Revitalize- every 120 seconds, each troop enchanted with this property regains 50% of its health back! If it has more than half of its health it goes back up to full. The full extent of this enchantment does not apply to dragons, golems, or pekkas- they regain 10% health every 20 seconds. Costs 11,700 elixir per troop.
3. Anger- when any troop enchanted with this property is first placed on the battlefield, it goes into its own rage spell- not unlike the barbarian king- for 8 seconds, but only with half the speed and damage increases as a level one rage spell. Costs 14,500 elixir per troop.
4. Distraction- when a troop enchanted with this property is targeted by a defense, it can disable that defense altogether for 5 seconds. This can only be done 1 time per raid, and it happens the first time that troop is targeted. Also, the defense is disabled before it even shoots once at the troop with the enchantment, not after the first shot. Does not work on hidden teslas or traps. Costs 125 Dark Elixir per troop.
5. Trampoline- any troop enchanted with this ability has the ability to jump over walls for 30 seconds. Excludes Hog riders and wallbreakers. Costs 250 Dark Elixir per troop.
So, those are some ideas for the enchantments. I was thinking at they could be unlocked in order; Firestorm at level 1 Lab/town hall 7, Revitalize at level 2 Lab/town hall 8, and so on, unlocking both 3 and 4 at Town Hall 9. All of the enchantments are upgradeable to level 3, except for Trampoline. Level 2 enchantments at Town hall 8, and level 3 Firestorm and Revitalize at Town Hall 9, with Distraction upgradeable to lvl 3 at Town Hall 10. Please comment any ides for enchantments that you have, and I will add them.
Please post your comments and ideas in the comment section, I love getting feedback on my ideas! Thanks!
*edit 2*
So, since I posted this thread, I got a comment saying that there would need to be a defense to counterbalance this. So I came up with the idea to add a building enchantment section in the Alchemy Lab.
My idea is that there could be to sections to the Alchemy lab- attack and defense. It would look similar to the attack and defense sections in the shop. When you enter the lab, you can go to either one. I already explained the attack section above, so this will just be on the defense. When you enter the defense section, you see a picture of your base in black and white, with the defenses in color. You can select any of the defenses and choose an enchantment for any 3 of them. The enchantments would be:
For cannons: Superspeed- the cannon shoots at twice its normal speed, but only does 80% of its normal damage. Costs 9,000 gold.
For archer towers: Radar- the archer tower can detect enemies up to 15 tiles away. Costs 11,000 gold.
For wizard towers: Seeing double- the wizard tower can shoot in two directions at once, but only does 60% of its normal damage. Costs 14,000 gold.
For mortars: Shrapnel- when a mortar blast lands, shrapnel shoots out in all directions 3 tiles bigger than the blast, doing 20 damage to all enemy troops in the area. Costs 13,000 gold.
For X-bows: Knockback- the X-bow does 10% more damage than usual. Costs 25,000 gold.
For Inferno towers: Anti-climactic- any troop being targeted by the inferno tower cannot be affected by rage spells. Costs 65,000 gold.
For clan castle troops: Energize- each clan castle troop in your defense starts wih 15% more health. Costs 22,000 gold.
Each of these enchantments can be applied when the user is on, but only lasts until the end of the first raid on that user. When the user comes back on, they can go back into the Alchemy Lab and choose to re arm any of their defense enchantments.
This is just an idea. Maybe there should be more than 3 defenses enchanted, or there could be multiple enchantments to choose from for each defense. Comment what you think about it, and please tell me your ideas! Thanks!

