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New spell - flood spell!
Hey guys, I have been reading through to see if anyone mentioned something similar to my idea and haven't found one, it may be out there though.
Flood Spell
Training Cost - 35000 elixir
Targets - Ground and Air (defensive buildings and traps)
Effect Type - Area Slash (4x4 spell radius, more in description)
Training Time - 40 minutes
Spell Factory Unlock Level - 3.5 (somewhere between the current rage and jump spell)
Graphic Depiction - spell bottle with blue liquid or a rain drop, either work well
OK, now that all that is out of the way, let me hit you with the main description and then logistics after that. I think I would honestly get some killer use out of this spell; it's very strategic, especially for clan wars or centralized bases.
Description - this spell is called the flood spell because it does just that, it floods the battlefield. The purpose of this spell is to cast it over an enclosed wall area of the defensive base and a storm cloud will appear and rain into the targeted area. Like the current spells, the most effect will be in the center of the target area and weaken as it approaches the edge of its target radius. A basic description of the power of this spell includes a 4x4 tile area of effect, or a 2 tile radius, with the main bulk of the rain centering that circle. When it rains, it fills up the enclosed wall section by a certain percentage and limits the effectiveness of the defensive buildings and traps in that wall section indefinitely until attacking troops crack open a piece of the wall and drain the water. The flood would then go away but not continue to flood adjacent compartments, only it's initial area. It simply drains and disappears.
The purpose of the flood spell is to decrease the effectiveness of a bases defensive buildings and traps, specifically if they all connect in the same wall space. A level one spell would limit these by 60% assuming the entire spell focused solely inside a single enclosed wall space. It would increase by 10% each upgraded research level, 70% for level 2 and so on up to level 5 at 100% decreased effectiveness for the buildings and traps targeted. If two or more of these spells are added together they will add with diminishing returns, halving the effectiveness for each additional time a flood spell was used on the same enclosed wall space. For example, if two flood spells were used in one section, both level one, and assuming you targeted only one enclosed space, you would have a decreased defensive effectiveness of 60% + 0.5(60%) = 90%. This can get more strategic the more spells and more wall sections you combine, but the decreased defensive effectiveness caps at 100%. For traps, this works in a similar way except either the damage can decrease proportionally or the target radius can decrease proportionally, with 100% meaning the trap will not fire. Perhaps that can be a defensive choice incorporated in as well!
If two enclosed sections are targeted by a single flood spell, say you target the actual wall in order for the radius to stretch into two or more adjoining enclosed walls, it would fractionally deposit it's flood into those sections based on how much of its target area is in that wall space. For example, if you perfectly placed it on a node connecting 4 separate enclosed wall sections, then they would all get a quarter of the leveled effectiveness decrease to all defensive buildings in those respective areas. For a level three spell with 80%, this would mean each enclosed section gets a 20% decrease in trap and defensive building effectiveness. That's quite considerable!
Let me explain a few different scenarios where this spell would be particularly useful or where it would not.
If you approach a base that has a single exterior wall, so one large enclosed base, this spell is perfect. You can send one, perhaps two of these spells in to firmly disable the enemies power. Be careful not to punch a hole in the wall, though, because draining the flood would render it completely useless. If you used air units then you could take this type of base out with perfect ease.
If you now approach a base with each of their interior base buildings enclosed in its own wall section, so each were separated individually, then this spell may be tough to use. You would either need to use multiple spells in different places or use the flood spell directly in the center of the base and hope your troops attack there last, therefore maximizing the time the flood spell stayed on the field and maximizing the decrease in defensive building use. Or you could simply try to hit as many different wall sections as possible to give the base a generalized decrease in awesomeness to give your troops as much time and health to crush the enemy as possible. All in all this may not be your best and efficient use of elixir for attacks on this base layout.
There are considerably more scenarios that we could talk about but I am already writing a thesis here so we will limit this to just those two.
This also changes the way that people will design their bases. This will incentivize those who separate out buildings with walls and thus make them use more available walls, while perhaps people may want to centralize buildings to draw a flood spell as a red herring, while all their traps aren't actually in that enclosed wall space. Either way it can seriously change the game.
As for the cost of leveling this spell through research, I think it should cost about the same as the rage spell for upgrades (cost and required level). It needs to be upgradeable to level 5 though so a few tweaks need to be made with that.
I really think the flood spell has some potential, I can't see many drawbacks for not considering this spell, but please comment to let me know your thoughts or tweaks. And to SuperCell, thanks for making this fun game and please please please contact me for further details regarding this if you want to implement this awesome flood spell!
Germinator (CoC name)