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Dark Spell Factory
So we have regular troops and dark troops and regular spells. Why not dark spells as well, it would expand on the capabilities of attacking and farming through some of my ideas.
1. The Inferno Spell - much like the lightning spell but rain fire down from the sky dealing damage to everything in it's radius.
2. Invisibility Spell - During battle the invisibility spells renders your troops within the radius of the spell unseen and unavailable to be attacked.
3. Comet - Drops a comet on the enemy base dealing damage to base and stunning defenses for a few seconds afterwards.
4. Teleport spell - Teleports troops to opposite mirrored side of the enemy map, (good for at the end of battle or anytime you are left with slow moving troops, and the remaining section of the base needing to be destroyed is on the other side of the map). Hence the teleport spell will drop your troops right in the thick of the remaining base, if timed and placed right.
Now this last one i was excited about and i hope all of you like it as much as I do.
5. Earthquake Spell - Forces an earthquake within the radius of the spell dealing damage to all buildings and exposing and disarming all traps including big bombs and testlas. after the earthquake enemy buildings and defenses remain stunned for a few seconds.
I did not want to focus on damage dealt more the concept and advantages to how these spells can be helpful to clashers moving forward. I hope everyone likes my idea and as I come to more I will post them.
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dark spell factory
Ok so I posted my ideas for not only a Dark Spell Factory but 5 ideas of spells to go with it, unfortunately I have come up with a couple more ideas that can go along with this as well:
Lava guyser spell - ground opens up and stars spewing a guyser of lava from the depths below, releasing small lava hounds to deal damage to surrounding buildings, works in the same way as recruiting troops but for a spell and the guyser itself will deal a minimal amount as the small hounds should deal some damage as well.
Absorb spell - all damage dealt to attacking troops is absorbed in to the spell so when time runs out the spell releases a EMP kind of surge dealing the damage that would have been taken to enemies back to the defenses. Damage done based on attacks to attacking troops within the radius diameter and time limit, say a damage cap of 1500 HP can be the max amount absorbed when the spell is maxed out.