Defensive Spells (D. Spells) Concept
Here's the idea:
Essentially, because there have been many times where the Hero's power-ups have been considered too strong, my friends and I have come up with a solution to try to counteract the strength of the power-ups.
Name of Spell(s): D. Lighting Spell, D. Healing Spell, D. Rage Spell, D. Heat Spell
Training Cost (usually in elixir):
D. Lightning Spell: 10k greater than the cost of an offensive Lightning Spell
-Ex. If you have a level 5 Lightning Spell (Cost: 22000 Elixer), it will cost 32000 Elixer to create a defensive one
D. Healing Spell: 20k greater than the cost of an offensive Healing Spell
- Ex. If you have a level 5 Healing Spell (Cost: 22000 Elixer), it will cost 42000 Elixer to create a defensive one
D. Rage Spell: 20k greater than the cost of an offensive Rage Spell
- Ex. If you have a level 5 Rage Spell (Cost: 33000 Elixer), it will cost 53000 Elixer
D. Heat Spell: 450 Dark Elixer (Price increases by 75 DE per level of the spell)
How many Defensive Spells you are allowed to have per Town Hall:
Town Hall 7 and below - None
Town Hall 8 - 1 Defensive Spell (Unlock D. Lightning and D. Healing)
Town Hall 9 - 2 Defensive Spells (Unlock D. Rage)
Town Hall 10 - 3 Defensive Spells (Unlock D. Heat)
How the Spells Work:
When you're in Village Edit Mode, there will be a button above the "Remove All" button called "Defensive Spells". When you hit the button, it allows you to place x number of D. Spells on top of where ever you would like to place them. Each spell has it's own "Trigger radius" of 5 spaces.
Once an enemy troop steps inside the Trigger radius, the defensive spell goes off, and then expands to the normal radius of an Offensive spell.
What each D. Spell does:
D. Lightning Spell: Applies the same damage as an offensive spell, except the spell only affects enemy troops
D. Healing Spell: Applies the same healing rate as an offensive spell, except the spell only affects defenses and Clan Castle Troops. The D. Healing Spell does not affect walls.
D. Rage Spell: Applies the same "rage rate" as an offensive spell, except the spell only affects defenses and Clan Castle Troops. The D. Rage Spell does not affect walls (Why would it?)
D. Heat Spell: Creates a field of "Defrosting" Where it lowers the time the Freeze spell freezes defenses for 2 seconds. The Heat spell can be leveled up to level 3, where it can lower the time the Freeze spell freezes defenses for 3.5 seconds. At level 2, it can lower the time the Freeze spell freezes defenses for 2.25 seconds. (The time rises 1.25 seconds every level). Essentially, a level 3 Heat Spell can almost completely counteract a level 1 freeze spell.
The D. Heat Spell though, only goes off when the enemy uses a freezing spell. Whether or not an enemy troop steps inside the "Trigger Radius" does not apply. The D. Heat Spell has the same radius as a normal Freeze Spell, and if an enemy freezes an area where the D. Heat Spell is not, the spell still goes off.
The levels of a D. Spell is the same level as an offensive one.
- Ex. If you upgrade a Lightning spell to level 3, the Defensive one in turn also upgrades to level 3
The only exception to this rule is the D. Heat Spell, which would be upgraded separately.
The cost to upgrade the D. Heat Spell is as follows:
Level 2: 65k Dark Elixer
Level 3: 85k Dark Elixer
How to create D. Spells
There would be a new building called the D. Spell Factory, where the spells that are needed for defense are created. The art would look exactly like a normal Spell Factory (That is 3v3), except in a different color. In order to access new spells, you must upgrade the D. Spell Factory.
The D. Heat Spell can start to upgrade once you hit Town Hall level 10, and you get a level 4 D. Spell Factory.
(Yes, you can upgrade D. spells you can't access yet, except for the D. Heat spell)
Cost for D. Spell Factory to upgrade:
To build: 3,000,000 Elixer (Accessible at level Town Hall level 8)
For Level 2: 4,500,000 Elixer (Accessible at level Town Hall level 8)
For Level 3: 6,000,000 Elixer (Accessible at level Town Hall level 9)
For Level 4*: 7,500,000 Elixer (Accessible at level Town Hall level 10)
What is unlocked at each D. Spell Factory level:
Level 1: You unlock the D. Spell Factory along with the D. Lightning Spell
Level 2: You unlock the D. Healing Spell
Level 3: You unlock the D. Rage Spell and you gain 1 more Defensive Spell to use for Defense
Level 4: You unlock the D. Heat Spell and you gain 1 more Defensive Spell to use for Defense
Description for the D. Spell Factory and Spells:
D. Spell Factory: "The D. Spell Factory is home to veteran Wizards who prefer to defend their home than to attack other's. Use their powerful Defensive Spells to defend your base!"
D. Lightning Spell: "Electrocute your enemies with bolts of lightning! By triggering this spell, it will cause damage to enemy units in a small area" (So original)
D. Healing Spell: "Heal your troops and defenses to keep fighting! By triggering this spell, your Clan Castle units and defenses will be healed while they are inside this ring to keep fighting!"
D. Rage Spell: "Enrage your troops and defenses to make them bigger, faster, and stronger! By triggering this spell, your units and defenses will gain speed and attack power while they are inside this ring!"
D. Heat Spell: "Why be cold when you can be hot? The Heat Spell sends out exothermic blasts that temporarily increases the heat in a certain area, which can counter any cold weather!"
The Aftermath of a Battle:
If a D. Spell was set off, in order to "Re-arm it", you must open the D. Spell Factory, where it gives you the options of what D. Spells you want to recreate.
If you create the same one, a pop-up window will appear and ask if you would like to place it in the same spot. If you hit yes, it will put it in the same spot. If you hit no, then the D. Spell will be sent to your inventory in Village Edit Mode. It is your responsibility to remember to put the D. Spells back into your base if you leave them in your inventory.
If you create a different spell, then it is put in the inventory of Village Edit Mode. You are then to place it where you would like to put it, by clicking on the new button above "Remove All", and then place it where you would like to put it.
To "Re-arm" D. Spells, you can think of them as traps. All you have to do is pay, and there is no training time for D. Spells, unlike offensive spells.
If for some reason you do not like the spell that is already in place for your village, you can click on it, then hit remove. The creation cost of the spell will not be refunded, and you must go back to your D. Spell Factory and create a new spell to place. There will also be an option for if all your D. Spells were set off, where you can simply hit a button that says "Recreate all spells", which will recreate all of the same spells that were in your village, and place them in the same spots.
Colors of D. Spells:
Because they can easily get mixed up with Offensive spells, you should consider a different color for all the spells.
D. Lightning Spell: Red/Purple lightning bolts come down in the specific area.
D. Healing Spell: Creates an incredibly bright white that will heal all CC troops and defenses.
D. Rage Spell: Creates a black circle where your CC troops and defenses can "rage".
D. Heat Spell: Creates a Red Circle where the defenses are defrosted, if there are any in the circle that are frozen.
If you like the idea, please share it with your fellow Clashers and let's get Supercell to see this!
Clash on!
- RnS I THoTz :]