4 Troop ideas:
So these are some of my ideas for new troops for clash of clan. It is really long and quite detailed.
Remember to reply and comment on the idea.
EDIT: None of these troops are ruled out, although they are in the sticky, they aren't in the ruled out section.
Alchemist:
Type: Ground
Favorite target: Ally troops
Damage type: Area Spalsh (it has an range attack)
Housing Space: 8
Training time: 15 minutes
Speed: 16
Description: The alchemists will join the battlefield to help make the troops stronger and defence weaker.
Stats: Level 1 Level 2 Level 3 Dps 20 30 40 Hp 75 100 120 Cost (d.e) 150 175 200 Reasearch n/a 40,000 50,000 Regeneration 30 25 20
Special ability: The alchemist will form a 3 tile circle around them. Any troop (except any alchemists) or defences will get affected, and their levels would change. How much its level would increase or decrease would be random, but it would depend on the level of the alchemist. The troops or defences would have a chance to get healed 50HP or poisoned (lose 50 HP). After it’s special ability it would need to wait 30 seconds for its ability to regenerate.
The tables below shows how much the troops level would increase or defence level decrease.
For example if a level 1 alchemist affects a level 3 P.E.K.K.A, the P.E.K.K.A would have 320DPS and 3750HP as it's 50% between level 3 and 4. If the troop is already max level, the 'new' level would be calculated based on the highest two level (e.g. A level 6 P.E.K.K.A would have 420DPS and 5000HP, (it would be calculated by level 6 = level 5 + (level 5 - level 4)).
Troops
Level change
(troops)Percentage to next level (Healing chance %) Level 1 alchemist 75% 1 Level 2 alchemist 100% 3 Level 3 alchemist 125% 5
Defences
Level change
defences)Percentage to previous level (Poison chance %) Level 1 alchemist 80% 1 Level 2 alchemist 115% 2 Level 3 alchemist 150% 3
What kind of army comps would these troops be used in:
It can be used with most troop, but this troop would work best with ground troops in masses (so it can level up more troops).
The alchemist would need tank troops, as it has a low HP.
How could players design their base to defend against this troop:
The alchemist is very vulnerable to defenses, especially splash.
Wolf:
Type: Ground
Favorite target: Traps (x2 damage to tesla)
Damage type: Single target
Housing Space: 8
Training time: 25 minutes
Speed: 20
Description: The canines will sniff out any traps or tesla, and will try to attack it.
Stats: Level 1 Level 2 Level 3 Dps 35 50 75 HP 800 900 1000 Training cost (d.e) 300 325 350 Reaserch 0 50,000 75,000 Smelling radius (tiles) 5 6 7
Special ability: Any traps or tesla within the range will be detected, and the wolf will try to detonate it and will jump over any wall in its way. As the tesla could be considered a trap, the wolf will do double damage to the tesla. The wolf will get affected by the traps as any troop, but it would only take 50% damage from traps.
Bonus special ability: When the wolf's HP goes below 100, it would become raged and its attack will double.
What kind of army comps would these troops be used in:
The wolf would work well with ground troops that are vulnerable to trap e.g. hog riders.
How could players design their base to defend against this troop:
A player could use the traps to distract the wolf.
Thunder Falcon:
Type: Air
Favorite target: Any (but it does x2 damage to dark elixir storage :p)
Damage type: Single target
Housing Space: 20
Training time: 20 minutes
Speed: 40
Description: In an attempt to make the fastest troop, the alchemist created the thunder falcon.
Special abilty: Any defence this bird is attacking, it would get a shock before it can start attacking again. The shock would only work once per defence (so it can't get shock twice). Once the defence is starts to attack again from its shock, it speed would reduce by 20%.
Stats: Level 1 Level 2 Level 3 Dps 70 90 100 HP 750 800 900 Training cost (d.e) 500 600 700 Research n/a 75,000 100,000 Shock time 1 second 1.5 seconds 2 seconds
What kind of army comps would these troops be used in:
The thunder falcon would be used in an air raid such as balloonian or dragons, and could be used as a support troop.
How could players design their base to defend against this troop:
Putting the air defence in the central would be used to stop thunder falcons.
Troll: :rolleyes:
Type: Ground
Favorite target: Defences (but prefers centralised defence) (also does x1.25 damage against defences)
Damage type: Single target
Housing Space: 25
Training time: 50 minutes
Speed: 10
Description: The troll will anger those nearby whether it’s foe or friend, making it stronger in the process.
Stats: Level 1 Level 2 Level 3 Dps 200 250 300 Hp 2000 2250 2500 Training cost 700 750 800 Research cost n/a 100,000 150,000 Rages ally (attack increase) 5% 10% 15% Rages enemy attack increase) 1% 2% 3% Troll attack increase 10 15 20
Special ability: The troll will have a small circle (3 tile) of rage around it, and any troops or defence in the circle will get raged and their attack increased (e.g an increase of 5%) for 15 seconds.. For every troop that rages, the troll attack will increase (e.g. 1 raged troop will increase the troll dps by 10). To prevent the troll from being to OP, it would make any surrounding defences. It would not stack with any rage spell.
When troll die its club will be thrown to the nearest object causing 500 damage.
What kind of army comps would these troops be used in:
The troll would be used with high DPS troops such as wizards to increase damage.
How could players design their base to defend against this troop:
The troll rage ability means that it would be used with support troops, so it would be vulnerable to splash damage.
· Some of these statistics could make the troops OP or UP, but the number could be edited.
· Remember to reply to my ideas and tell me why you did/didn’t like it.

