What the heck is a branshee???!??? How unoriginal can you get!?!?
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What the heck is a branshee???!??? How unoriginal can you get!?!?
ok so the branshee is my idea of a troop which I badly wanted to tun into a pokemon. Its a cross over between a branch and a banshee. I posted "the net" troop which in game would be called a branshee. It is highly original so i don't know what you are talking about there but if there are things to discus, please let me know.
The Hydra
http://i46.photobucket.com/albums/f1...psd4dd096d.jpg
Thehobbityhobbits44 version
When a Hydra loses a head two grow back so as the Hydra has more and more damage done to it, it deals out more damage. The Hydra is much like the P.E.K.K.A and dragon in size and has about 4 heads. The Hydra is a ground troop that is relatively slow and is used in groups of about 2 or 3. It is meant to destroy as much as possible before death.
Training Cost: 1,200 Dark Elixir
Training Time:35 minutes
Housing Space: 30
Damage Per Second: 160 at full hitpoints
Hit Points: 2000
Hitpoint Loss to Damage gain ratio: 50 hitpoints lost-15 damage per second gained
Movement Speed: 16
Weakness: heroes x2 damage (thank you)
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SpicyMooseSpit version
Alright Guys, here is the full and final stats for The HYDRA. I have revised/edited them many times and finally put them into a easy to read format. So here's the stats and any other notes I have posted within the entirety of this thread. Enjoy!
The Hydra- Cut off one head and two grow back. The Hydra grows more fearsome the more damage done to it.
Preferred Target Attack Type Housing Space Training Time Movement Speed Attack Speed Required Dark Barracks lvl Range Any Melee (Ground only) 25 35m 14 1s 6 1 tile
Level Original DPS DPS at 2/3 health DPS at 1/3 Health Hit points Training Cost Research Cost Lab lvl required Research time 1 160 220 300 900 330 N/A N/A N/A 2 165 230 315 975 360 70,000 7 10 days 3 171 242 335 1050 390 80,000 8 12 days 4 179 257 360 1125 410 90,000 8 14 days
NOTE: Healing Spells/Healers do NOT effect the Hydra.
Thanks for all the support, feedback and suggestions over such a long period of time. I hope this troop continues to grow and improve in hopes that maybe someday something like this will be added.
-SpicyMooseSpit
I like the branshee I think it's a cool idea, but even if I didn't like it that much if it's on this thread that means I think the concept has potential to make CoC a better game.
Any criticism should be about pointing out how a troop concept could be improved, not putting something down just to put it down.
Thx.
http://i46.photobucket.com/albums/f1...psb4eb43dd.jpg
Dark Barracks Lvl 10 concept
http://i46.photobucket.com/albums/f1...ps7faf6da7.jpg
Frost Devil
Requires Dark Barracks Lv.10
Attack speed is 1.5 seconds
Lv.1 Stats
DPS-35 (about 53 per hit)
HP-1800
Training $- 300 dark
Attk type- area splash
Targets-ground
Fav. Target- Inferno Tower
Housing-20
Train Speed- 30 min
Mov- 16
Lv.2
DPS-48 (about 72 per hit)
HP-2000
Training $- 340 dark
Lv.3
DPS-60 (about 90 per hit)
HP-2200
Training-380 Dark
Description: This Frozen Menace is out to destroy Inferno Towers! But beware, his icy body is fragile against the explosive power of bombs.
Appearance: giant-sized blue skinned devil with red eyes, black devil horns, and black goatee. Wears only a black loin cloth, and has hooves for feet.
Attack: appears the same as the dragon attack but is blue in color and is fired from his hands.
Strengths:
High HP is so that other defenses have a hard time bringing him down on his way to the inferno tower; as well as so he can withstand the massive damage output they deal (at least for a moment)
X3 damage against Inferno Towers
Causes "Chill Out" effect when damage is dealt: Enemy attacks at half speed for 3 seconds and causes them to receive 150% damage from all other attacks (effects all targets including heroes, cc troops, defenses, walls, and all other buildings.... And remains constant so long as the frost devil continues to deal damage)
(Key Point: This causes enemy DPS to be at 1/2 capacity, which against inferno tower is crucial)
Upon death sends out an icy shockwave with a 2 tile radius (size of lightning spell strike) that freezes everything it touches for 3 seconds
(Main purpose is to halt the streaming attack of inferno tower so it would have to build up power again)
Weaknesses:
Inferno Towers slightly drop his movement speed down to 12 for 2 seconds when damage is dealt; effect is constant during stream attack
(Was going to say they do more damage to him but because they already do a lot that wouldn't make sense)
Big Bombs and Bombs do X10 Damage
Mortars do x5 Damage
Vunerable to spring traps
***Note: favorite target becomes any if Inferno Towers are destroyed or none are present
http://i46.photobucket.com/albums/f1...ps002e2cdc.jpg
New Dark Type Troop
Lvl.1
(Flying troop)
DPS-70 (actual damage)
HP-100
Train $- 75 Dark
Attk type- Area Splash
Targets- ground
fav target- Inferno Tower
Housing-3
Training speed- 8 minutes
Mov-24
Lv-2
DPS-85 (actual damage)
HP-130
Train $-95 Dark
Lv-3
DPS-95 (actual Damage)
HP-148
Train $- 115 Dark
Description: Part buzzard, part blizzard... And all boom! This cold blooded carion is on a suicide mission to take out enemy inferno towers!
Strengths:
X10 damage vs Inferno Towers
(Lv.1 = 700, Lv.2 =850, Lv.3 =950, )
Causes "Chill Out"
(For 3 seconds enemy attacks at 1/2 speed and recieves amplified 150% damage from all attacks)
Weaknesses
Self destructs upon dealing damage
http://i46.photobucket.com/albums/f1...pse2358e29.jpg
Flamebuoyant
Description: a floating will-o-wisp type essence that is responsible for the inferno tower's unwavering fires. Once the first inferno towers were destroyed, these creatures powered from its dark elixir, were released into the air to congregate and form a floating man out of solely ghostly flames.
Ability: since they are made from the flames of the inferno tower, it only makes sense for them to be healed by its heat rather than destroyed by it. Leaves behind a sustaining burn for 3 seconds. Cannot attack/affect inferno towers, make inferno towers target them first (unless on multishot)
Statistics:
Troop type: flying
Targets: miscellaneous (any) ground and air
Hit points: 435
Damage Per Second: 23
Training Cost: 38 dark elixir
Training Time: 45 seconds
Troop Space: 3
Speed: 17
http://i46.photobucket.com/albums/f1...ps706abaec.jpg
The Alchemists have been waiting a long time to be called out of their lab. Now it's their turn to use the potions they created!
Unlocked at Dark Barracks level:8 Town Hall 10
Barracks Upgrade Cost: 4,500,000
Max Level:5
Housing Space: 16
Training Time: 30 mins
Movement speed: 30
Damage Type: Explained below
Favorite Target: Explained below
Targets: Explained below
Range: 6 Tiles
Spell Unlocked Health Training cost (DE) Research Cost (DE) Lab Level Required Research Time Level 1: Lightning 275 250 N/A 8 5 Days Level 2: Healing 300 300 50,000 8 7 Days Level 3: Rage 325 350 80,000 8 9 Days Level 4: Jump 350 400 120,000 8 12 Days Level 5: Freeze 375 500 170,000 8 14 Days
Troop Dynamics
The Alchemist will throw one spell every 2 seconds starting with the lightning spell and moving to each spell in order, after throwing the last unlocked spell he will start the cycle over. The target of the spell and its attributes depend on the spell itself. The Alchemist will attempt to stay within 6 tiles of the largest group of allied troops using similar AI to that of a healer. If you happen to not have spells unlocked in your spell factory that you do have unlocked for the troop itself it will simply not use those spells and cycle through only the spells the user has unlocked.
Lightning spell
When an Alchemist throws a lightning spell he will throw it at whatever structure or opposing troop is the closest. The spell itself will cause a single lightning bolt to hit where the potion lands. The damage dealt depends on what level your lightning spell is currently upgraded to.
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Alchemist(Single Bolt) 50 55 60 65 70 75 Full spell (6 bolts) 300 330 360 390 420 450
Healing Spell
When an Alchemist throws a Heal spell he will target the largest nearby group of allied troops. If no allied troops are within 6 tiles he will drop it at his feet healing himself. The radius of the heal spell will be 2 tiles, the duration will be 1.2 seconds and the amount of damage healed will be equal to 10% of the total of your current heal spell level.
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Damage Healed 60 80 100 120 140 160
Rage Spell
When an Alchemist throws a rage spell he will aim it at the largest nearby group of allied units. If no allied units are within reach he will drop the spell at his feet in order to increase his own movement speed The spell itself will have a radius of 1.5 tiles and will be active for 1.8 seconds. The Damage increase and speed increase caused by the spell are equal to that of the currently unlocked rage spell level in your spell factory.
Level 1 Level 2 Level 3 Level 4 Level 5 Damage Increase 130% 140% 150% 160% 170% Speed Increase 20 22 24 26 28
Jump Spell
When an Alchemist throws a Jump spell he will target the nearest section of walls that troops are currently attacking, if no walls are currently under attack then he will simply target the nearest closed section of walls if he gets trapped in a section of walls where he cannot reach any troops he will use it to aid his own progress in order to get closer to the nearest allied troops. The Radius of the jump spell will be 1.5 tiles and the duration of the jump spell will be 5% of the duration of your currently unlocked jump spell level.
Jump spell level Level 1 Level 2 Level 3 Duration 1 seconds 2 seconds 3 seconds
Freeze Spell
When an Alchemist throws a freeze spell he will target the nearest defensive structure or enemy troops. If there are no defensive structures within range He will toss it behind him where it has no effect on anything.The spell will only affect the structure targeted, will have a radius of 1 tile, and will have a duration equal to 10% of the duration of your current freeze spell level.
Freeze Spell Level Level 1 Level 2 Level 3 Level 4 Level 5 Duration .4 seconds .5 seconds .6 seconds .7 seconds .8 seconds
Why this troop is not as op as it sounds:
I know that on first glance this troop sounds really really overpowered. But trust me, I thought a lot about what I could do to balance it.
Firstly: most of the spell stats have been dropped to 10% of their original value for example, the heal spell, the rage spell, the jump spell, and the freeze spell have all had their durations dropped to 10% of the full spell's durations and in the case of the heal spell this means that its healing is also only 10% of what it originally was.
Secondly: The area of effect for every spell has been greatly reduced , this means they can not affect as many troops or structures as the actual spell would. For example the heal spell, rage spell, and jump spell are only 3 tiles wide (about the size of one building), The freeze spell is only 2 tiles wide meaning it is only large enough to affect any one defense at a time, when you consider that the duration is less than a second and it is only used once every 10 seconds (more than enough time for a single target inferno to kill a maxed golem) you can see why it isn't as helpful as it seems.
Third: The stats for the troop's spells are based on the stats of your spells meaning that if you have a level one heal spell, his heal spell will not heal your troops as much as if you had a level 6 heal spell. And if you don't have a specific spell unlocked in your spell factory he simply can't use that spell at all no matter what level he is. This is particularly important because this troop can be donated to town halls as low as town hall 6 and it would be really overpowered to have a town hall 6 using a troop that drops mini rage jump and freeze spells even if they do only happen once every 10 seconds.
Lastly: While this troop does sit in the back away from defenses it also has quite low overall health meaning that if it does happen to get targeted chances are it's not going to live long unless you're willing to sacrifice one of your heal spells just to keep one troop alive for a little bit longer, also since it sits behind most other troops this means that when other troops get close to mortars it will be the one to get targeted and while mortars don't do much damage, you have to take into account this troop's low health as well.
Thank you all for actually reading this entire thing, It took a long time to type it all out and create the tables and look up spell statistics and do math to find 10% of literally everything and tons of other stuff so I hope you like my idea! If you have any comments, criticisms, concerns, questions, or just support please post it! I'd love to hear anything you have to say!
http://i46.photobucket.com/albums/f1...pscdc5101e.jpg
Hello Guys!! I have a new idea for the 7th Dark Troop! I hope you like it!
My idea for a new Dark Troop is a Trap Hunter named the "Cyclops". He is a Cyclops with brown, pimply, cut skin and a wooden club, which he swings around to attack. He is unlocked at Dark Barracks Level 7, which requires Town Hall 10, and would cost 5 Million Elixir. The Cyclops hunts for bombs, Air Mines, and Spring Traps, and disarms them before they go off by stabbing his club on the trap. He will do anything to get to a Trap, even put himself in a massive rage that allows him to destroy walls with one swing of his club, but if there are back to back walls, he must break them normally, doing the same damage as he does to normal buildings. But when he is done destroying Traps, he is unable to rage-break walls at all. He takes double damage from Wizard Towers and Mortars (Splash Damage). He deals 60 damage at Level One. The Cyclops costs 375 Dark Elixir to train, and takes 30 minutes at Level One. He has 1700 health (Level One) and has 14 speed. Here are the full Stats:
Name: -- Level: -- Damage Per Second: --- Hit Points: --Trap Disarming Time: - Disarming Damage:
Cyclops --- One ------------- 60 -------------------- 1700 ------------ 2 Seconds ------------------- 20 Hit Points
Cyclops --- Two ------------- 70 -------------------- 1750 ------------ 2 Seconds ------------------- 25 Hit Points
Cyclops -- Three ------------ 80 -------------------- 1800 ------------ 1 Second -------------------- 30 Hit Points
Cost: ------------- Training Time: -------- Laboratory Level: --------- Upgrade Cost:
375 Dark Elixir ------ 30 Minutes ------------------- N/A --------------------------- N/A
400 Dark Elixir ------ 35 Minutes ------------------- 8 --------------------- 60,000 Dark Elixir
425 Dark Elixir ------ 40 Minutes -------------------- 9 --------------------- 75,000 Dark Elixir
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Favorite Target: Traps
Description: Beware the Cyclops! His mighty club shows no mercy for your pesky Traps!!!
Weakness: Splash Damage (Double damage)
Housing Space: 15
Movement Speed: 14
http://i46.photobucket.com/albums/f1...psa3ea80f0.jpg
After the disappointment of the lava hound, I've been thinking of what id like to see in the game. Something that's new, but gos along with the whole scheme/premise of COC. We already have wizards and witches. so there are already a couple of "magic bases" characters. The Voodoo prince would work well as a third, and work well as a dark troop, fitting the dark elixer into the "black magic" genre.
The voodoo prince would himself do no damage. Instead every 2-4 seconds would summon a wall/shield of invincibility. This shield would redirect the shots(attacks) aimed at him back onto the attacking defense, at 30% damage at level 1. So a level 8 tesla attacking would be hit by its own attack at 33 DPS.
Level 1 would do 1/3 return damage. Have 300 health.
level 2 would do 1/2 return damage. Having 400 health.
level 3 would do 7/10 return damage. Having 500 health.
the voodoo prince would take up 10 troop space.
costing 500 DE at level 1
costing 600 DE at level 2
costing 750 DE at level 3
10 minutes train time also.
any additions or comments are greatly appreciated. Just throwing my ideas out there. I love playing COC and new stuff is always fun. I think this would be a really good addition, and would help change up base set ups and attack strategies