Djinn, flame affect, flame bomb, and inferno spell
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Flame affect: flame affect is basically a fire it does damage over time to buildings troops and heroes they also have a chance of spreading to adjacent buildingsand troops. When dragons, lava hounds, djinns, and inferno towers are on fire their health begins to rise over time(same stats but the flame heals). Flame also negates freeze spell and does more damage to dark troops and buildings. Triggers traps any traps it touches.
Flame bomb: an explosive that does no direct damage and instead shoots out flames when triggered this is good and bad as it also effects your buildings and cc troops
Level 1 Flame bomb
Radius: 3
Trigger radius: 5
Fire starting dps: 5
Fire dpsps: 2
last time: 20 seconds
Spread chance: 33%
Re-arm cost: 150 DE
Targets: Ground air
Dage type: area splash
Lore: This new device is a bomb with low amounts of gunpowder but high amounts of DE when the gunpowder goes off it ignites the DE and prapells it outward to burn what ever it can touch.
Inferno spell: a small radius small that drops a Pool of DE that on anything beneath it has a DE cost (allowing for either a DE spell factory or just more levels to the normal spell factory).
Level 1 Inferno spell
Radius: 5
Fire starting dps:6
Fire dpsps: 3
Spell last time: 3 seconds
Fire last time: 10 seconds
Spread chance: 33%
Cost: 2000
Damage type: area splash
Creation time: 1 hour
Djinn: when experimenting with DE on an unarmoured PEKKA scientists found interesting results. When the DE came into contact with the skin of the being, red flames emered from the body.The scientists predicted that if they were to refine DE the Djinn's (as they decided to name it) flame would change into deeper colours and power would increase.
NOTE: can't do damage to inferno towers and inferno towers can't do damage to it
Level 1 Djinn
Hit points: 666
Dps: 166
Training cost: 66
Favorite target: any
damage type: AoE
targets: ground and air
housing space: 6
training time: 7 minutes 6 seconds
movement speed: 18
fire starting dps: 100
fire dpsps: 25
fire last time: 6 seconds
spread chance 66%
upon death explodes in a ray of its flame (this can hit air)
radius: 6
for all fire stats: same as Djinn's normal stats but double the dps stats
The way the djinn attacks is by focusing an intense beam of flame on the ground or the air that does direct date to the selected troops and, in a radius of 2, does fire damage to all troops and buildings around (including the targeted troop or building. It shoots a beam about once every 2 seconds.
Djinn Attacking this unit would be used to buff up other flame troops with troop comps like LavaDjiDra
hou da first followed by drags and then Djinn's as back up you would drop a flame and a rage on each air defense taking the last one out with the cc troops
Djinn defending this unit could be used to take out large groups of attacking troops with flame
this troop is different because it's the first ground fire related troop, it supports and also attacks and it can be good and bad for both sides no matter who's using it
This troop can be defended from by placing lava hounds or drags in the cc