War Elephant: Leading the Charge. A New Largest DE Troop In Town
Used to inspire fear in the enemy, these gargantuan creatures led the charge in ancient wars, and maybe once again in COC.
These monstrosities are so tall that walls are just a mere hinderance, the War Elephant would have the ability to attack over walls a very short distance, with defenses and buildings adjacent to walls they reach over their enormous heads and thrash about with their tusks and trunk (single target), their favorite target is anything directly on the other side of a wall... But that's not all, as these massive beasts are following the perimeter of walls seeking their next closest target with each step creates an impressive earth shaking attack that damages anything beneath their mighty tree sized legs. (AOE)
So if I didn't stress it enough already, the War Elephant is huge lol, so I'd say is has to have even more health than a golem or lava hound, it would also likely be unlocked at th10 within the dark barracks. It would take up 30 housing spaces. It would also be able to attack both ground and air units due to its incredible height.
I see the W.E. Having a weakness to arrows maybe a 2x damage multiplier for any arrow based attacks upon it (making the sadly underwhelming x bow more potent, along with AQ, Archer Towers, and even archers in CC.) With there being a high number of archers/bows within defenses it can balance out it's outrageous health, therefore not OP.
Attack wise the single target attack (thrashing of its tusks) would be a much stronger attack than its AOE of stomping around, but seeing as its not really targeting what it's walking over to get to the walls or not even pacing over the same spot it shouldn't be a wildly pathetic or useless attack. W.E. Would be extremely effective with many troop configurations, and could essentially replace the Golem in any golem based attack and an all out elephant/drag attack would be absolutely sick to watch, but make sure to bring all rages because these guys are slow as drags or golems. Witches and Wiz, just witches, barch accompaniment, healer friendly, the list really goes on and on.
Defending against them would make preparing a base interesting because now maybe not so many arch towers would be used so close to the perimeter for they're immense range, but maybe use them more towards the core of a base to thwart W.E. attacks or at least layering them with xbows deeper. Also with a short reach over walls a one or two tile gap between wall and structure may detour would be W.E. attacks (anti W.E. Base) which could cut down the amount of compartments if you waste walls doing so. So the key would to be to put the gaps in strategic places. W.E.'s would rarely attack walls directly until the first layer of reachable perimeter defenses were taken down.
Due to multiple requests I will add some stats, but they are in no way, shape, or form what the final product may look like so take it easy on this portion, I will edit as time goes on when I receive more feedback.
And since I'm doing a majority of this from my phone atm the order will be as follows (Level- health, movement speed, direct attack DPS, movement based damage AOE [damage per step], DE cost)
Level 1- 7000, 14, 46, 26, 575
Level 2- 7150, 14, 50, 26, 625
Level 3- 7350, 14, 56, 32, 675
Level 4- 7500, 14, 64, 40, 750
Disclaimer: None of the numbers stated are sure things, they're just there to help conceptually grasp it.
But please do comment and add your suggestions this was just a rough idea so helping to refine it would be much appreciated or if the idea just plain sucks, tell me that too lol.
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Adjustments so far:
Housing Space- from 35 to 30
Damage by arrows from x1.5 to x2
Ditch Inferno Resistance completely
(Thanks from the sound advice from AnthonyVince)
Overlooked possible troop Cost
(Thank you for helping me realize this MasterApprentice)