OK, I've been working on this for a while, and have finally gotten permission for enough ideas for my TH11 plan. Now before I go into any ideas, let me say this: I DO NOT OWN ALL OF THESE IDEAS! If you see an idea you like, but is not one of mine, click the name in the intro. It will bring you to the actual idea link where you can talk to the real creator. However, if your idea DOES get added in, please post here so I can update my thread. Also, sorry for the long post, but a lot goes into a new TH. What will follow will be the 2 new TH10 troops, which are not in yet, a new trap, a new defense, and a new spell. I do not have any TH11 troops, as no one has made a DB9 or 10 troop that I have seen. First off, is the DB7 troop, Anthony Vince's Volcano Mage:
The DB8 troop is one of my own, the Acid Alchemist. Unfortunately my thread is to long, so to save space you have to click the link to see the troop.Quote:
Now officially the most popular troop idea on the forums!http://forum.supercell.net/attachmen...4&d=1433206227
Hello everyone! Welcome to my newest troop concept, the Volcano Mage. Throughout this thread, I'll go into tons of detail to make sure you know how this troop works and how this will affect the game. You'll also get to see offensive and defensive strategies including this unit, and some example stats. *Subject to change at any time*.
Beware, this thread is long! For those of you that have to time to read this thread, I thank you. All in all this idea took me a couple of weeks on finalizing this thread and making sure it was ready for presentation. Before I begin, I'd like to thank Charbeldegr8 for the artwork of Dark Barracks level 7! (If you'd like to suggest your own troop, check out the official sticky I have made for this subforum).
So, now that that's all done with, let's get to the Volcano Mage!
Description
Having mastered the art of ancient lava magic, the Volcano Mage follows your troops into battle, while also making buildings take more damage.
Summary
✔ The Volcano Mage follows your units into battle
✔ Although he does little damage on his own, the Volcano Mage can help buildings be destroyed much faster
✔ The Volcano Mage will change his speed depending on the unit he is following
✔ Unlocked at Dark Barracks level 7, Town Hall level 10
http://forum.supercell.net/attachmen...4&d=1431863974
What kind of strategies this unit would enable
✔ Drop the Volcano Mage behind a couple of Wizards or Archers near a Barbarian King at the start of the attack to quickly get rid of him.
✔ Volcano Mages have high enough health to withstand a few attacks from splash defenses, but point defenses can destroy him rather quickly. Therefore, place him behind more durable troops such as Giants or P.E.K.K.As (or support him with the Healer).
✔ A good strategy is to use some Giants as a meatshield, then deploy several Wizards supported by Volcano Mages to quickly get rid of outside buildings.
✔ The Volcano Mages can help rid of defenses much quicker, however it would be advised to keep him in groups of high-damaging troops as they will cause loads of damage together.
✔ Although Volcano Mages can help troops do a massive amount of damage and only take up 14 spaces, they are very vulnerable to Giant Bombs and can be affected by the Spring Trap.
Army compositions including this unit
✔ GiWiVo (Giants + Wizards + Volcano Mages) The Giants will provide a meatshield while groups of Wizards supported by two Volcano Mages do the real damage.
✔ GiVoBarch (Giants + Volcano Mages + Barbarians + Archers) Send in a group of Giants supported by one Volcano Mage to help quickly get rid of defenses and keep the Barbarians and Archers safe; use another Volcano Mage to help large groups of Barbarians and Archers clean up quickly.
✔ GoVoWiPe (Golems + Volcano Mages + Wizards + P.E.K.K.As) Golems will act as a meatshield for the Wizards and the Volcano Mages as they make a path for the P.E.K.K.As to the middle of the base.
How to redo your base to protect from this unit
✔ Protect your splash defenses, as Volcano Mages predictably stick to groups and can be killed off easily by Multi-target Inferno Towers, Mortars, and Wizard Towers.
✔ Place holes in your base where Giant Bombs could be, to make the attacker choose more wisely on where to place his Volcano Mage. Giant Bombs are the single most dangerous defense against them. They can be even more dangerous when the Mage is paired with Hog Riders: it will kill the Mage in one shot and do extra damage to the Hogs.
✔ Plan your base by setting it up to protect from the highest damaging ground units (Wizards, Hog Riders, Valkyries) as those troops are the ones Volcano Mages primarily follow.
Statistics
✔ Favorite target: Any
✔ Attack type: Splash
✔ Targets: Ground and air
✔ Range: 3 tiles
✔ Attack speed: 1 second
✔ Movement speed: Default of 16
✔ Housing space: 14
✔ Training time: 15 minutes
✔ Dark barracks level required: 7
✔ Cost to upgrade DB: 4,250,000 elixir
Level Damage per second Damage boost Hitpoints Training cost Research cost Laboratory level required Research time 1 25 30% 164 220 DE N/A N/A N/A 2 35 40% 176 240 DE 60,000 DE 7 10 days 3 50 60% 190 280 DE 80,000 DE 8 14 days
Trivia and Frequently Asked Questions
Q: How can I use the Volcano Mage the most effectively?
A: I would suggest using the Volcano Mage in large groups of units that are the same. Some units it works well with would definitely be Wizards and Valkyries, but also Giants and Hogs. It won't be as useful behind tier 1 units such as Barbarians or Archers.
Q: Does the Volcano Mage follow Lava Pups, Golemites, or the Witch's skeletons?
A: The Volcano Mage does not follow any air unit, so that already rules out Lava Pups. Yes, the Volcano Mage can follow Golemites and skeletons but keep in mind that when multiple types of units are near the Volcano Mage, it will always follow the highest-damaging ones.
Q: If I deploy the Volcano Mage behind some units, then place a group of higher-damaging units on the other side of the village, will the Mage turn and follow them?
A: No, the Volcano Mage does follow the highest-damaging units, but only if they're close enough. For example, let's say your Volcano Mage is behind a group of Giants and you deploy 1 Wizard on the other side of the village. The Volcano Mage will only leave the Giants if both the Wizard is close enough, and it is the highest damaging unit.
Q: Won't the Volcano Mage fall behind Hog Riders if that's who it's following?
A: No, the Volcano Mage can jump over walls when paired with the Hog Rider.
Q: Why does the Volcano Mage have such an odd housing space of 14?
A: Just like a Healer, the Mage is a support troop. Having an odd number of spaces that won't fit evenly into a set of fully upgraded Army Camps encourages people to use other troops with him.
Q: If the Volcano Mage sees Clan Castle troops, Heroes, or Skeleton Traps, will he turn to target them?
A: Volcano Mages have no preferred target when attacking; as technically his favorite target is whatever that of the troop he is following. When they become aware of enemy Clan Castle troops, Heroes or Skeleton Trap skeletons they will only leave their targeted building if their pack begins to attack the enemies.
Q: What if the Volcano Mage is by itself (there are no other troops in the village)
A: The Volcano Mage will then just become a general ranged troop. He will do very low damage though, and his favorite target will be anything, since he doesn't have a pack anymore.
Thank you SO much for reading this thread and troop idea! If you read all of it, I really appreciate it as it took quite some time to finalize all of this.
Supercell is a great company and always takes into account people's suggestions, so I believe if this thread gets enough support the Volcano Mage could end up in the game. I'd love to hear what SC thinks about this idea – and thanks for commenting too, Daddy!
Here is how you can help! I'd love to hear your comments, opinions, suggestions, and questions as I can always improve upon this idea. Here are some things that would be great to comment on:
✔ Suggestions to make this troop more balanced
✔ Ideas you have for strategies this could enable
✔ Ideas you have for setting up your base to defend from this unit
✔ Description suggestions
✔ Questions about how this troop works
✔ Explain why you don't like this troop, or even why you do
If you like this idea, tell your friends! Your parents! (Not that they'd care) Your Clanmates! That is how you can get SC to see this idea.
Thanks for reading and happy clashing, everyone!
Anthony
http://supercell-forum-content.s3.am.../paperclip.png Attached Thumbnailshttp://forum.supercell.net/attachmen...1&d=1433370623
Now, for the ACTUAL TH11, you would need a new defense, 2 new troops (Which I do not have), a new spell, and a new trap. Not to mention the upgrades for all existing buildings, which will be at the bottom. To start, the new defense, which is the last of my ideas, is The Icer:
Quote:
Now, before I get rants on how "We don't need a new defense idea, raids are hard enough as it is", this idea is to be for after new troops are up, so this will no longer be the case. This defense would shoot an icicle at a person, freezing the troop it hits, and slowing down the rate of fire and movement speed within a 2 tile radius. The defense would target air and ground troops, have an 8 tile radius, and would have a very small actual damage to balance the freeze section. The health would be above an inferno tower, and would have a 4 second reload time, with a 2 second effect time. However, if an Inferno tower is targeting the troops which an icer is targeting, the icer has no effect as the inferno tower's fire melts the ice. This would be good for slowing down and stopping larger armies in close proximity. The best way to defend from this defense would be to space your army out, so they don't get caught in large groups. Stats would be below:
Level Damage per Second Damage per Shot Time for freeze Slow Down Percent Hitpoints Cost http://img3.wikia.nocookie.net/__cb2...20px-Gold.webp Build Time Experience Gained http://img1.wikia.nocookie.net/__cb2...g/22px-XP.webp Town Hall Level Required 1 10 40 2S 30% 1,750 6,000,000 9 days 1000 11 2 15 60 2S 35% 1,900 7,200,000 11 days 1293 11 3 25 100 2S 40% 2,100 8,700,000 15 days 1509 11
Range Attack Speed Damage Type Unit Type Targeted 9 4s Single Target Ground or Air
Now, for the new trap I found, it would be Xconner58 Ice Bomb trap:
Quote:
http://forum.supercell.net/attachmen...038434&thumb=1Its coming for the air troops to
Hello i have a new trap. It is the Ice Bomb what it does is when a ground troop is in its radius it will explode a freeze potion which will freeze the enemy's troops for a period of time. The infernos will cut the freeze duration in half if the troop is frozen and is hit by infernos. This trap affects only ground troops. You will have the option to switch between ice bomb and regular bomb so its incorpated into the regular bomb. As an example lets say you have 4 bombs, you could have 4 bombs set on ice or 4 set on regular.but you cant have 4 regular and 4 ice. Or you could have 2 regular 2 ice.
at Th 8 you can have 1 of these traps,
at Th 9 you can have 2,
and Finally at Th 10 you can have 3.
Thanks and hope you like it!
It cost 30k to buy it. No time to build
Lvl 2 upgrade cost is 100k. 1 day to upgrade
lvl 3 upgrade cost is 500k. 3 days to upgrade
lvl 4 upgrade cost is 1mil. 5 days to upgrade
As a regular giant bomb, this ice bomb will have the same exploding delay.
Level Trigger radius re-arm cost freeze duration 1 3.5 10,000 1 sec (heroes not affected 2 3.5 15,000 1.5 sec (heroes not affected 3 3.5 17,500 2 sec (heroes not affected 4 3.5 20,000 3 sec ( heroes not affected
http://forum.supercell.net/attachmen...005711&thumb=1This archer just got trapped & frozen by the ICE BOMB!!! Beware You could be next
http://forum.supercell.net/attachmen...915109&thumb=1Giant bomb all the way!!
http://forum.supercell.net/attachmen...947144&thumb=13 going off at the same time!!! RUN
And for the final new idea, the newest spell, Lukemin1999's Range Spell:
Now I was planning on adding in a bunch of upgrades, but that is just stats, which SC wants to be left to them, so instead, let me say this: If you have any new troops to add, or and ideas to replace these current ones, PM me. I am open to changes, but I do NOT want people advertising there ideas here. If you are going to make a troop for this thread, try ice themed, as most of these TH11 ideas are. Just no new hero ideas. I feel that heroes would unbalance the game at TH11, and the next one shouldn't be until TH12, but that's just my opinion.Quote:
STOP!
If you intend on voting on the poll, justify your reason for voting as you did in a post, regardless if you voted as it being a good or bad idea. This is a public poll and I will know if you didn't justify your vote.
I hope you like my new Spell Idea. Please; even the smallest thought or comment will make my day happier.
http://forum.supercell.net/attachmen...137248&thumb=1
Spell: Sight Spell
Spell Radius: 5 tiles
Time to Create: 35 minutes
Level One
Spell Cost: 21,000
Spell Duration: 20 seconds
Range Boost: 1 Tile Increase
Splash Boost: 40% Tile Increase
Cost to Upgrade: 1,000,000
Time to Upgrade: 3 days
Level Two
Spell Cost: 24,000
Spell Duration: 23 seconds
Range Boost: 1.5 Tile Increase
Splash Boost: 60% Tile Increase
Cost to Upgrade: 2,000,000
Time to Upgrade: 4 Days
Level Three
Spell Cost: 27,000
Spell Duration: 26 seconds
Range Boost: 2 Tile Increase
Splash Boost: 80% Tile Increase
A troop has two important parts to their attack. One is how powerful one hit is. Two is how far away they can hit their object, and how many the can hit at once. While RAGE SPELL focuses on the first part of the attack, the SIGHT SPELL will focus on the latter.
The Sight Spell boosts the range in which any troop that uses projectiles as means of attacking. The Sight Spell will also
increase the splash damage range of troops that normally have splash damage.
The Archer, for instance, can only shoot up to three tiles away. If an Archer, who can normally attack buildings from up to 3.5
tiles away, walked into the radius of a Sight Spell, the Archer would now be able to shoot down buildings from up to 4.5 tiles
away.
Some of My Ideas of Offensive Strategies:
Normally, Archers or Wizards would not be able to attack this Wizard Tower. They would have to destroy one of the walls on the first row. This would also lead to more problems if there were traps in the area between the two walls.
http://forum.supercell.net/attachmen...808493&thumb=1
However, If a Sight Spell were used on a group of Archers, no walls would have to be broken, and the defensive units could be destroyed much faster.
One of the main weaknesses of both Healers and Witches is that they are terrible when it comes to one on one, close combat. The witch is too weak without her horde of skeletons, and the Healer may as well be dead the second it is in the line of fire. With Sight Spells, weak troops like these do not have to be as close to defensive units as much, and can let close combat, high health troops like Giants, Barbarians, or any other non-projectile troops go in and take the hit points.
For reference, here is a list of all projectile using, Splash damage troops. Troops that create splash damage when dying will not have their death splash increased. As a result, Golems will not be affected. Balloons will be affected, but only the bombs they drop, not their entire balloon when they fall to the ground and die.
Archer
Default Range: 3.5 Tiles
Wallbreaker
Default Splash Damage: 2 Tiles
Balloon
Dafault Splash Damage: 1.2 Tiles
Wizard
Default Range: 3 Tiles
Default Splash Damage: .3 Tiles
Healer
Default Range: 5 Tiles
Default Splash Damage: 2 Tiles
Dragon
Default Range: 3 Tiles
Default Splash Damage: .3 Tiles
Minion
Default Range: 2.75 Tiles
Valkryie
Default Splash Damage: 1 Tile
Witch
Default Range: 4 Tiles
Default Splash Damage: .3 Tiles
Lava Hound
Default Range: 1 Tile
Lava Pup
Default Range: 2 Tiles
Archer Queen
Default Range: 5 Tiles
If you have any other offensive strategy ideas or improvements for this spell, please comment below and I may consider adding it. I will try to respond to your ideas/ criticism as soon as possible.
Some Commonly Asked Questions:
Q: I don't think it would make sense for a barbarian to have extra range!
A: It will not have extra range! Only troops with projectiles will have their range increased, and troops with splash damage will have their splash damage range increased.
Q: Won't troops have such a large range now that they can take down buildings without being hit?
A: Absolutely not. Look at the Archer Queen, who has the largest range currently in the game of 5 tiles. The lowest ranged defenses are wizard towers and Hidden Teslas, with a range of 7 tiles. Even inside a maxed out Sight Spell, boosting the Archer Queen's range to 6.5 tiles, the Archer Queen will never be out of the line of fire.
Q: How is this any different from a spell that decreases the range of defensive buildings?
A: There are many differences, actually. If you have read my list of ways this spell could be used in an attack, you will see that it could be used against anti-archer walls, as shown in a picture above, rendering those walls useless and the wizard tower shown completely undefended. For a spell that simply decreases a building's range, the wizard tower would still be defended by the walls. There are other reasons, of course, that they are different. This is only one of them.

