The Spirit-If someone can think up a better name please comment. It is a similar to a ghost in its ability, it has a low DPS and a medium health, maybe a bit lower than a giant?! Appearance is some sort of cliche ghost/grim reaper thing, floating round in a black cape.
WHAT MAKES THIS TROOP DIFFERENT!! This troop takes damage differently depending on what attacks it, certain defensive buildings will do virtually no/no damage to this troop BUT will still fire on it! My initial thoughts were to have buildings such as mortars, wiz towers, archer towers and cannons do no damage, and then more core buildings will do damage such as infernos, bows and teslas! This is a ground troop so Air Defence don't damage it anyway, traps also do no damage to it, but it wouldn't set them off-does this counter it?! This troop could be included in a variety of attack strategies, it could join in a batch attack, being able to draw fire from splash damage whilst the barch does the damage. It could be used in gowiwi attacks in place of witches, giving wizards cover from archer towers and cannons whilst golems set of traps, teslas, xbows and infernos!
One of the new strategy I thought up would be to combine this troop with healers! Against TH9s and below the healer would provide sufficient health to keep this troop alive, whilst troops such as talks or wizards do damage to the base behind it!
Ways to counter this troop would be to have defence buildings that can damage it more spread out, a core set of buildings of teslas infernos and xbows would be avoided as a freeze spell would stop all of these!
Problems I have thought of, and would like some help improving are that I'm thinking from a TH10 POV, against lower town halls this could be OP if they have low level teslas and no xbows or infernos, maybe counter this by making it a TH10 (/TH11) upgrade? Also unsure what to do as with CC troops?
All thoughts welcome!!
TJ

