New Dark Troop - Dark Paladin
New Dark Troop Idea - The Dark Paladin
Description:
The Dark Paladin slashes through anything in his path with his Dark Elixir powered blade, and his dark aurora helps to keep your troops in the fight for a little while longer. He also applies a death mark to any building he attacks. Buildings with a death mark take additional damage from all sources for a short duration. Watch out for Inferno Towers though!
Statistics:
- Favourite Target: Any
- Housing Space: 15
- Movement Speed: 12
- Attack Speed: 1.5s
- Attack Type: Meleé, Single Target, Ground Only
- Dark Barracks Level Required: 7 (Unlocked at TH9)
- Dark Barracks Upgrade Cost: 5,500,000 Elixir + 14 Days
- Training Time: 12 Minutes
- Aurora Radius: 1.5 Tiles
- Death Mark Duration: 5 Seconds
| Level |
Hitpoints |
DPS |
Aurora HPS |
Death Mark |
Research Cost |
Research Time |
LL* |
Training Cost |
| 1 |
350 |
90 |
15 |
+15% Dmg |
N/A |
N/A |
N/A |
200 |
| 2 |
425 |
105 |
20 |
+20% Dmg |
55,000 DE |
11 Days |
7 |
225 |
| 3 |
500 |
120 |
25 |
+25% Dmg |
90,000 DE |
14 Days |
8 |
250 |
* = Laboratory Level
Pros / Cons:
Pros:
- The Dark Paladin is great for providing a bit of healing support to nearby units. He can heal units like Giants from a Giant Bomb attack without the need of a Healer of Healing Spell. He is even more effective at healing Dark Elixir troops, being able to heal them twice as much.
- The Dark Paladin can be very useful when incorporated into attacks like GoWiPe. The Death Mark on the Townhall can ensure other units take it down even faster. He is also useful for helping low DPS units to get through higher hitpoint structures more quickly.
- He has a decent amount of hitpoints, which ensures that he can survive for a decent amount of time while being targeted by defenses, allowing him to survive for much longer, and support units for longer.
- Upon death, he applies the death mark to all buildings within a short range. This is especially effective when there are a large number of buildings in the area, which can improve the effectiveness of all the troops in the surrounding area.
Cons:
- Dark Paladins can be severely damaged by Giant Bombs, and locations for Double Giant Bombs could be deadly, and be capable of wiping out several Dark Paladins.
- Dark Paladins are also especially vulnerable to Inferno Towers, taking 3x as much damage from them. The dark aurora is also ineffective when he is being targeted by an Inferno Tower, which can result in nearby lower hitpoint units to be vulnerable to the surrounding defenses.
- His ability to apply death mark to all surrounding buildings upon death is voided when he is killed by a spring trap. The fact that he is so vulnerable to spring traps mean that more tanky units should go infront of the Dark Paladin and trigger the spring traps beforehand.
- The Dark Paladin has a very slow movement speed, which means that it may take a while for him to catch up to, and start supporting other troops that are ahead of him.
Uses with Common Strategies at TH9/10:
Use with GoWiPe - Using 2 or 3 Dark Paladins with these strategies could be useful if they are deployed before the Pekkas and Heroes in the Townhall Rush part of the attack. Applying Death Mark to the Townhall, as well as other key defenses in the center could ensure that they go down even quicker.
Use with Hogs - They could be useful for cleaning up the surrounding buildings, but don't do much damage on their own, so they aren't the best choice. They also wouldn't be able to catch up with the Hog Riders without the use of several Jump Spells and Rage Spells.
Use with Lavaloonion - They could be used to support the heroes in the cleaning up part of the attack, as they could be able to give them a decent health boost to make them survive a little longer, but are otherwise useless at healing air units. Their high housing space also means that there is much less space for Balloons and Minions in the Army Camps.
Use with Barch - They have quite a high cost and long training time, and wouldn't necessarily be useful for farming. Training Cost and Time aside however, they could do a decent job at keeping the Barbarians up with the dark aurora, as well as helping the troops to get through the outside buildings more quickly with the death mark.
Trivia / FAQs:
This section is for any other information that may or may not be asked by reviews of the Dark Paladin, as well as some interesting facts about it. It also contains some extra information that isn't covered in everything above.
- The Dark Paladin takes 3x Damage from Inferno Towers, on Multi + Single.
- In the Clan Castle on Defense, the Dark Auroa heals damaged buildings and other CC troops, and the Death Mark causes troops to take extra damage from defenses.
- Upon death, the Dark Paladin applies the Death Mark to all enemy troops and buildings within a 3 tile radius.
- The Dark Aurora can heal other Dark Paladins, but not itself.
- If a troop affected by the Dark Aurora is targeted by an Inferno Tower, it cannot be healed, but other troops not targeted by an Inferno Tower can. If the Dark Paladin itself is targeted by an Inferno Tower, none of the troops inside the Aurora can be healed until the Inferno Tower is destroyed, or stops targeting the Dark Paladin.
- The Dark Aurora can also heal damaged heroes on defense, if they are within it's effective radius.
- The Death Mark applied upon death is effective for 5 seconds.
- The Death Mark can be applied to anything, even Walls.
- The Death Mark stacks with Rage Spells, Iron Fist, and Royal Cloak, but not with 2 simultaneously.
Final Notes:
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