Lightning Spells to trigger traps
Lightning spells take a back seat in the upper leagues to rage, heal, jump, and freeze. They lose their edge as strategy develops, primarily being used to take out troops or splash defenses in the early days, only to later take a back seat to the other four spells as troop strength increases and army composition evolves.
To bring back the usefulness of the lightning spell for TH9 and TH10 players, I would like to suggest the following change:
* Lightning spells should trigger traps within the casting radius
- Yes, trigger. Within the 2-3.5 random tile radius, set off the spring traps, set off the bombs unleash the skeletons, reveal the Hidden Teslas and do appropriate damage to the Hidden Teslas during the spell's execution
Trap placement can indeed make or break a raid. And as such, there should be a way to counter-act them, especially when traps can be the difference between 99% with one star and 100% with three stars. This would bring an entirely new set of strategy to the game, making deprecated tactics vs stronger bases once again viable options without having the micro re-balancing of individual troop adjustments on the back-end (read: lots of coding, testing, re-coding, etc).
A few examples of offensive uses and benefits:
BArch / BAG - set off giant bombs first to make barch/bag a possible method of trophy climbing without sniping
Low-level balloonion (level 4 balloons and below): trigger close-proximity groups of air bombs to prevent balloon cluster instant death
hog/giant rush - prevent instant death by double giant-bomb clusters
GoWiWi - destroy big bombs that devastate witches and their skeletal spawn
GoWiPe - reveal and partially damage hidden teslas to understand and approach the base in the most tactical way
LaLoonIon (LavaLoonIon) - trigger air bombs that would otherwise destroy the pups on explosion
VS Troll bases - revealing and setting off traps helps neutralize the threat of troll bases, to a slight degree
Example of benefits to the defender:
Of course, this small change is only as good as the general commanding it. If you drop the spell in the wrong place and don't trigger any traps, that's your own fault and that waste of a spell is one less heal/rage/jump/freeze you could've carried.
It is indeed a double-edged sword for those that want to utilize it. If you decide to bring one, what spell will you sacrifice from your arsenal to make room? If you don't utilize it, will the enemies trap placement result in you obtaining less than you wanted, or even failing entirely?
I suggest, for balance purposes, making the number of traps triggered equal to:
int traps_triggered = 1;
traps_triggered = (lightning_spell_level / 2);
This way, the traps triggered will round up, giving the following final stats of the lightning spell chart:
Spell Development could then look like this:
| Level |
Total Damage |
Damage per Strike |
Traps Triggered |
Cost http://img4.wikia.nocookie.net/__cb2...px-Elixir.webp |
Research Cost http://img4.wikia.nocookie.net/__cb2...px-Elixir.webp |
Research Time |
Laboratory Level Required |
| 1 |
300 |
50 |
1 |
15,000 |
N/A |
N/A |
N/A |
| 2 |
330 |
55 |
1 |
16,500 |
200,000 |
1 day |
1 |
| 3 |
360 |
60 |
2 |
18,000 |
500,000 |
2 days |
2 |
| 4 |
390 |
65 |
2 |
20,000 |
1,000,000 |
3 days |
3 |
| 5 |
420 |
70 |
3 |
22,000 |
2,000,000 |
4 days |
6 |
| 6 |
450 |
75 |
3 |
24,000 |
8,000,000 |
14 days |
8 |
*Source of graph http://clashofclans.wikia.com/wiki/Lightning_Spell
In conclusion, the lightning spell could use a small improvement. This small improvement could lead to big changes in the Clash of Clans world, with players of all levels being able to work the new function of the spell into their strategy, for better, or for worse, depending on their strategy, with both the attacker and the defender gaining a chance at better tactical advantage, depending on the placement of the spell.