BrainiacPro's Newest Troop Ideas Version 1.0 (In the development period)
Here are just a few troop ideas I came up with. There are only three troops here, and I did not include their training times. This is version 1.0 of these troops, so be prepared to read some dumb things. If you see something stupid, please point it out. If you like these troop ideas, don't forget to tell me so in the comments. Thanks!
Troop 1 (Night stalker*)-
Cost at level 1- 750 dark elixir
Hp- 990
Damage per second- 190
Housing space- 24
Single target- ground
Favorite target- heroes
Movement speed- 26
(I'm not going to be naive enough to pretend that I can make up better troop names and designs than Supercell. Which is why my troops will have no names other than what I originally thought of for them, and I won't tell you what they look like. None of the troop names are final or even suggested. They are only named for ease of reference.)
The night stalker is a monster. And as we all know, there's nothing a monster loves more than fighting heroes. This troop will create new gameplay strategies, in both attack and defense. Finally, the hog rider isn't the only troop that can ignore walls.
Breakdown- the night stalker has decent health, about that of a level 2 Valkyrie. These troops were born from the night and consist of mostly shadow. The night stalker can phase through walls, (walk right through them) like a ghost, and is invisible when not attacking, but as soon as it takes damage, it becomes permanently visible. (Similar to the royal cloak ability). This means that stalkers will beeline straight to the nearest hero unseen, but once it starts attacking, it will begin to draw a lot of fire, as heroes are generally placed in the center of bases. Due to their high housing space, Stalkers are unable to swarm like hog riders. They will get into the bowels of a base sooner than other troops, and be targeted by plenty of defenses. That, in addition to the fact that they will be fighting heroes right off the bat makes their health seem modest. Their damage per second is necessary to take down heroes. On an attack scene, it won't last long without other units around it to draw fire, which might introduce some HogStalker strategies. In a defense, however, a Night Stalker coming out of the clan castle and distracting a hero for as long as something with its kind of health lasts for can really make a difference in the tide of the battle. But on the other hand, a hero with any troops around them would quickly and easily take out a stalker.
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Troop 2 (Ravager)-
Cost at level 1- 22 dark elixir
Hp- 1
Damage per second- 1
Housing space- 1
Single target- ground
Favorite target- any
Movement speed- 24
(+1 Hp and damage per second for every other ravager on the battlefield)
For a long time, I have tried and failed to create the perfect dark infantry troop, a dark troop with 1 housing space and an ability that sets it apart from barbarians, archers, and goblins. Well now I think I have reached the final product. I will still post some of my other ideas for dark infantry troops.
At first sight, this troop seems fairly non threatening. But then his friends join him. And all of a sudden, he seems very, very frightening. The ravager is the weakest unit in the game when he is by himself, but in a crowd of other ravagers, he becomes strong and tough. 22 dark elixir may not seem like very much for a unit of this caliber, but the math shows that in the swarms necessary for the ravager to be effective, the cost is actually very fair. To fill 4 maxed out army camps with max level hog riders costs 3,120 dark elixir. To fill the same housing space with level 1 ravagers would cost 5,280 dark elixir. In addition, if a level 2 ravager had a cost increase of even 3 DE per unit, that cost would rocket up to 6,000 dark. In high numbers, this troop is very powerful. Like every troop, it has a weakness. Every time a ravager dies, all other ravagers get weaker. A level 1 giant bomb is strong enough to take out a ravager with 239 allies. The maximum number of ravagers that can be on a battlefield at once is 275. Which means at level 1, a ravager's maximum stats are 276 damage per second and 276 Hp. This is assuming that a player is a fully maxed out town hall 10 with full army camps and a level 6 castle full of ravagers. I personally think this troop is well balanced, as it is not only one of the (proportionally) most expensive units In the game so far, but also requires a large number of its allies to be much of a threat. This troop has the potential to add several strategic faces to the game. A moderately large group of ravagers would be a fantastic cleanup troop, due to their high movement speed and damage, and after all traps have been set off and most defenses destroyed, their low hp won't matter much. GiantRav strats or ravHealSpell strats would also bloom beautifully into existence
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Troop 3 (Master)-
Cost at level 1- 4000 dark elixir
Hp- 4200
Damage per second- 24-1000
Housing space- 60
Single target- ground/air
Favorite target- any
Movement speed- 10
Max troops summoned- 4
I know that it will be a long time before there is a slot for the final dark troop, but I have come up with one anyway. I am in the process of writing an entire background story for the clash world. It involves an exiled wizard from across the sea, the abuse of the power of dark elixir, magical infernos summoned from the center of the earth, and a weak race of gods known as the Chiefs... Anyway, the first dark troop is the minion. In the story I am writing, the minions once had a real name of their own, but as time went on, they were enslaved and their name was forgotten by all. It would make sense then, that the most powerful dark troop in the game would be their master. After all, who else would they answer to? The master wears a horned helmet. (in the story, the horns are why the minions respect the masters. Pekkas are the daughters of the masters, they wear horned helmets as well. Horns which were originally on the heads of the minions.) He carries a staff with the power of an inferno tower. The staff cannot be switched to multi target, making the Master extremely vulnerable to attack by small troops such as barchers. He is very slow, but his armor is thick. The cost for this troop is decent, it would take 16,000 dark elixir to fill 4 maxed army camps with them. They each take up a camp of their own. Should the level of army camps increase, so will the housing space of the Master. His armor is made to protect against the earthly weapons of the world, x2 damage from Xbows. It is the opinion of some players who have read the stats that this is a well balanced troop. I will not go into as much detail as I did with the previous two troops. Thank you for reading, PLEASE provide some feedback, ideas only become better when their flaws are challenged. Keep on Clashing!