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New Troop Idea: Treant
Treant
Appearance: large moving tree
Unlocked at barracks lv 11 (TH 9)
HP: higher than giants, something like 1400-1800
Housing Space: about 14-18
DPS: Low, something like 15-30
Cost: Moderate, about 12000-17000 elixirs at lv 1
Attack Range: 2 tiles(?)
Movement Speed: 12-13
Special Ability: The treant attacks by slamming his fist to ground, creating root/vines that renders one defensive building unable to operate.
SuperCell animator team is better than even my wildest imagination, so I'd leave it to them about the looks of the Treant, but basically it's a giant, moving tree. Can be made a little bit spooky to conform with TH9 theme (hence can be named "Oak" or "Evil Oak" instead of Treant). Its special ability is to lock one defensive building, making it completely stop firing. It's basically a healer in reverse, reducing damage coming at your troops. Because of its short attack range (it can only attack when the treant and the tower are separated by a single tile/wall), the treant will most likely be the target of the other free defensive buildings, so it need to have a moderately high hit points. The damage however, should be low so that treant cannot kill the tower by itself without the assistance of other units. The housing space and cost should also be moderately high to prevent abuse / overpowered all-treant strategy. Multiple treants can lock the same defensive building, making the use of multiple treants a big waste. Treants are generally a bad defensive cc troops, unless by some heavenly luck it locks a big DPS ground unit like pekka or heroes. Treant on its own is a not-so-good tanking unit, because it has a relatively low HP/housingspace ratio.
Possible combinations:
1) barbarian-archers + treant: bring a few (up to 3) treants to lock key defensive buildings like mortars or wizard towers guarding the resources.
2) GoWiWi + treant: bring a few (up to 2) treants and release them a bit late, so that they can come into the central box and lock the x-bow or inferno tower
3) Giant-healer + treant: a potent combination, but needs some firepower. Can potentially save your healer when encountering air defense
4) New combo treant-healer-wizard: easy to imagine but hard to use, because your wizard will run around randomly, and treant on its own do nearly negligible damage. If the damage dealers somehow taken out, the battle will be drawn into a stalemate.
Possible abuse:
None that I could think of.
Please give me 50k gems when you actually implement this idea, LOL :p
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please delete
I've moved this to new troops thread, please delete this post