New Troop! The Necromancer
Description: The Necromancer is a powerful dark unit that is available at Town Hall 10, and has the power to revive its fellow units to a certain amount of health in seconds. The mystical field around the Necromancer makes it impossible for single target inferno towers to deal more damage as time goes on!
Level 7 Dark Barracks Required.
The Necromancer is a cloaked figure that hovers above the ground, at level one and two the cloak is pure black. However, at level three the cloak is outlined in dark green. The Necromancer's head is covered by the cloak's hood, and their eyes remain dark green.
Statistics:
Housing Space: 15
Level One
Training Cost: 300 Dark Elixir
Hit Points: 150
Units Revived: 1
Amount of Health Unit Recovers: 1/2
Upgrade Cost: 80,000 Dark Elixir
Level Two
Training Cost: 400 Dark Elixir
Hit Points: 200
Units Revived: 2
Amount of Health Unit Recovers: 1/2
Army Composition:
NeGo-WiPe
This strategy is obviously the same as Go-WiPe, however it incorporates the Necromancer. In this specific situation the attacker has two level five Golems and a level two Necromancer. Once the two Golems are deployed, the attacker must deploy the Necromancer right behind them. Now that the Necromancer is behind the golems, it will only follow them. It will stay a couple of tiles behind, waiting for the Golems to be taken out. Once the first Golem is destroyed, it will break into Golemites like normal. However, this is when the Necromancer comes in. The Necromancer holds its hands in the air, and brings the Golem back by combining the Golemites in a few seconds. Since the Necromancer is completely maxed, the Golem is revived with 3,150 Hit Points. Now the Necromancer will continue to follow the other Golem until it dies, and it will do the same thing. Now that the Necromancer has reached the maximum amount of units it can revive, it bursts into a cloud of darkness and heals units around it by 100 Hit Points.
This is just one specific situation and army composition where the Necromancer could be used.
Note:The maximum amount of units that can be revived in one battle is equivalent to the maximum amount of units that can be revived by one Necromancer, so you can not stack Necromancers. Also, due to the fact that multi-target inferno towers could easily destroy the Necromancer, they are unable to lock onto them. Watch out for giant bombs, as they can make a joke out of your Necromancer along with spring traps.
-What makes this unit/spell unique compared to the other units/spells in the game
It is able to revive units, unlike any other unit in the game.
- What kind of strategies this new unit would enable (concrete examples are best)
It would allow your tanks to come back to a certain amount of health, or your damage dealers such as a Pekka.
- How someone could redo their base to protect against attacks from this unit
By utilizing giant bombs and spring traps in specific spots, it could take care of the Necromancer with ease. Also, allow base funneling in order to split up the troops that the Necromancer locks onto, in order to make the Necromancer break away with some of the troops. (This is where you could use more than one Necromancer, in order to assign one to a certain group of troops.)
Edit #2
In order to combat the Necromancer's low health, I decided that it would be immune to inferno towers. Seeing that it could be over powered I added more Hit Points to the unit, and made it vulnerable to inferno towers. However, single target inferno towers would not be able to switch modes when locked onto the Necromancer, it would only be able to stay in stage one. But when an X-bow is locked onto the Necromancer it would essentially break the Veil around the Necromancer, making it possible for Inferno Towers to deal more damage.
Next, there was a question involving damage. The Necromancer is not meant to deal damage, it is simply a support troop so it would not be able to deal damage.
lastly, I made a few changes to the description and stats of this unit, so go ahead and check those out.
Thank You :D