The Goblin Guardian, New spells and a Counter Measure
GOBLIN GUARDIAN is a hero that acts as a defensive building that collects your loot and hides in his cave when your base is under attack.
It's range is 4-12 tiles (The effect of the blind spot is you cannot place the GG too close to the storages for it will only block the path of his cave), once an enemy troop enters his range, It will come out of it's cave and collect the loot, the Goblin Guardian will instantly run to his cave after he fills up his bag capacity. (It will not do anything if the loot has been taken already, it will just stand and wait for the troops to destroy the village)
For you to build his cave, you need TH 8 and 25k DE, if you upgrade the Goblin Guardian, his bag capacity and health increases.
SKILL: The Goblin Guardian attracts troops very easily, so he automatically activates his "Thief Senses" once the enemies gets close. He gains medium amount of health and speed, and he also spawns goblins to distract the incoming troops, but be careful, the Goblin Guardian becomes slower after he completely loots the storages!
NOTES: his speed is 28 (34 if skill is in effect), only a bit slower than a normal goblin, but becomes 16 when his capacity is full. The GG will automatically return to his cave if his health goes down to 25%(No matter how much loot he gained , he will still rush back to his cave). The Goblin Guardian CANNOT be used in raids for it has low health and doesn't attack. It is much like a healer, it doesn't inflict damage to opponents. The Goblin Guardian WILL completely attract troops that are airborne (Dragons, Balloons, Minions.) but the said troops will be fooled once he he spawns his goblins.
The guardian can be set to collect a certain type of loot but can also be set to target all loot but with a more limited capacity. (It approximately takes 12.5 seconds for the goblin guardian to fill a type of loot if set to take a certain type of loot but is halved if set to all loot.)
The collected loot will be returned to their respective storages after the raid.
(After the GG gets into his cave, it is impossible for the enemy to collect the loot that he has taken.) A rage spell is very effective against a GG for it will make dragons, balloons and minions faster.
(His cave is deep and is in contact with the Ley Lines, which means you cannot destroy his cave for it will only heal quickly due to the contact with the Ley Lines)
CURSE FACTORY is a spell factory driven by dark elixir unlocked at TH 7.
(The shape of the containers are like vials)
LVL 1: Unlocks Force Curse
LVL 2: Unlocks Enhance Curse
LVL 3: Unlocks Flame Curse
THE FORCE CURSE is a curse that forces your troops to attack a building or retreat to a certain part of the map (Adds speed to your troops), but once it's effects are used up, the troops will attack the nearest building if it fails to reach it's destination.
LVL 1: 3 seconds, +6 speed
(First to unlock in a CURSE FACTORY, costs 200 dark elixir each)
LVL 2: 5 seconds, +7 speed
(10,000 DE to upgrade, costs 250 DE each)
LVL 3: 8 seconds, +9 speed
(20,000 DE to upgrade, costs 350 DE each)
NOTE: The jump spell will go great with the Force Curse for there will be no walls to slow down the troops. So it is ideal for clan wars. (Easy one star if the troops attack the TH first)
THE ENHANCE CURSE is a curse that enhances other spells by deploying the Enhance Curse first and the desired spell on top. (It is unlocked in LVL 2 CURSE Factory)
The Enhance Curse will only deplete if the enhanced spell is not in effect anymore.
LVL 1: +180 damage to Lightning Spell
+350 heal to Healing Spell
+35% dam. increase, 8 speed to Rage spell
+4 seconds to Jump spell
+3.5 seconds to Freeze spell
(Unlocked at LVL 2 CURSE Factory, costs
500 DE each)
LVL 2: +220 damage to Lightning spell
+500 heal to Healing spell
+45% dam. increase, 10 speed to Rage spell
+5.5 seconds to Jump spell
+5 seconds to Freeze spell
(15,000 to upgrade, costs 550 DE elixir)
LVL 3: +280 damage to Lightning spell
+750 heal to healing spell
+50% dam. increase, 13 speed to Rage spell
+7 seconds to Jump spell
+6 seconds to Freeze spell
(25,000 to upgrade, costs 600 DE each)
NOTES: A rage spell is VERY effective if combined with the enhance curse for it will further increase the damage capabilities of a unit. You cannot enhance 2 spells at a time (Except the lightning spell, 2 lightning spells can be enhanced with a single Enhance curse, but if you only use 1 lightning spell, you can use another spell other than the LS) with a single Enhance Curse and you cannot stack effects of the Enhance Curse. You cannot enhance any Curse with the Enhance Curse.
THE FLAME CURSE is a curse that modifies any unit/hero's attack with a burn effect.
(It takes 3 spell capacities)
LVL 1: 6 seconds burn effect, 60 damage per second, 4 affected troops.
(Unlocked at LVL 3 Curse Factory, costs 650 DE each)
LVL 2: 8 seconds burn effect, 75 damage per second, 6 affected troops.
(25,000 DE to upgrade, costs 750 DE each)
LVL 3: 10 seconds burn effect, 85 damage per second, 8 affected troops
(45,000 DE to upgrade, costs 950 each)
LVL 4: 12 seconds burn effect, 100 damage per second
(70,000 DE to upgrade, costs 1200 DE each)
THE SPELL FIELD is a trap that creates a ring of protection against spells, it will negate any spells' effect if deployed in its' range. (Its range is 7 tiles and costs 5000 DE to build and 300 to rearm, it is unlocked at TH 8.)
NOTES: it is not recommended to overlap the spell field's range/activation area because it will detonate at the same time if a spell is deployed on the overlapping are.