http://i46.photobucket.com/albums/f1...ps85d8f31d.jpg
I've read other threads about having new heroes, as well as ideas for having an assassin type dark troop, but none of these have really jumped out or caught my attention thus far.
However, I think combining these two concepts together may work out in a way that fits strategically into the game, and satisfies clashers needs well.
So for your consideration... Here's my take on the Assassin. (Lvl 1 stats only)
DPS-70 (about 95 dam per hit)
HP-1400
Cost-18000 dark elixir for lvl 1
Attack type-single
Targets-ground
Fav target- barb. king & arc. queen
Mov-20
Abilities:
possesses the leap power so he jumps over an opponent's walls
Causes deadly poison.... An effect against heroes that causes them to lose 10 life per second at level one once damage has been dealt (every 10 levels this is increased by 5, level 40 assassin deadly poison drains 25 life per second to an affected hero) even if the assassin dies deadly poison will continue for the rest of the match until hero dies (or clock runs out)
Critical hit chance; against enemy heroes has a % chance to do x3 damage, level 1 has 1% chance, goes up 1% with every level (max is 40%)
Has the ability to summon Shadowrunners, dark apparations that also have the leap ability but do not attack.... Their sole purpose is to run around a base and activate as many traps as they can before the defenses take them out; as well as double as meat shields/distractions for the assassin.
http://i46.photobucket.com/albums/f1...ps03acbd7f.jpg
Shadowrunner stats (HP grows by 2 with every level; level 40 assassin's Shadowrunners have 175 life)
HP-95
Mov-26
(After 30 seconds if the Shadowrunner hasn't died it will vanish on it's own out of the match)
At lvl.1 the assassin summons 6, and every 10 lvls gains an extra summon (lvl 40 has 10)
***if the assassin is successful in his mission of taking out both enemy heroes (or one if thats all thats present) the assassin drops a smoke bomb and disappears from the match, leaving behind a jump spell at the point of departure; which could help any ground troops you have in the area get to the center of the base.
****the assassin does not attack any buildings or defenses, but will attack cc troops that come after him (deadly poison and critical hit do not apply to cc troops)
****assassin cannot be used against bases that do not have enemy heroes.
***assassin does not defend your home base, he can only be used for offense.... his alter stands as an extra filling space and nothing more on defense... Assassin's are busy plotting out their next kill they have no time to sit around and play babysitter for a base.
Weaknesses:
Spring traps DO affect him, so beware of these
Doesn't do any damage to the base itself
Cannot attack flying cc troops
Can only be placed on the map so long as an enemy hero lives... And jump spell reward is only activated if he lands the killing blow.... If the hero(s) get killed before he can land the last blow he will disappear with a smokebomb but without dropping the jump spell.