New Barracks: Magic Academy
Here is an idea that I think would really bring a lot of flavor and diversity in attacks: The Magic Academy. The Magic Academy would be a new barracks that lets you create eight different types of wizard - based troops. They would all be able to cast weak versions of all eight spells. For example, the storm mage, life mage, chaos mage, agility mage (that one was lame but oh well), ice mage, death mage, earth mage, and swift mage (that was lame too). The Magic Academy would be available at town hall 7 and have two upgrades at each town hall level. The elixir based mages would cost elixir, while dark elixir based mages would cost dark elixir. Instead of taking up four spaces like a Wizard, they would take up 8 (to avoid overpoweredness), and you could only have one or two of each type in your army camps and clan castle (again, to avoid overpoweredness). A unique feature that I thought of is the ability to perform short teleportations, maybe up to eight squares in any direction, and only every 15 seconds (this could be controlled similarly to a hero's abilty). This teleportation idea could be either very good, or very bad for the attacker :P. The upgradeable things on a mage would be health, spells potency (depends on mage), and cast speed Here is a brief description of each of the mage's attacks:
Storm Mage
Offense: Sends a random bolt of lightning down on a random building (not storages) anywhere on the base. The bolts may accidently hit friendly troops.
Defense: Sends a bolt of lightning down on any attacking troop. May hit friendly buildings.
Life mage
Offense: Sends a single heal wave towards a random single troop (no splash healing) every two seconds. This target changes after every heal.
Defense: Heals a fellow clan castle troop or building in the same manner as on offense.
Chaos Mage
Same as life mage, but with damage and speed increase.
Agility Mage
Offense: Allows one random troop to jump a wall every five seconds.
Defense: Pretty much useless
Ice Mage
Offense: Freezes a defense or enemy troop for up to 4 seconds. It may attack every 8 seconds.
Defense: Same as offense.
Death Mage
Offense: Unlike the poison spell, it may damage buildings as well as troops. It sends a beam of poison lasting for three seconds at an enemy building or troop, with a five second cooldown.
Defense: Same as offense.
Earth Mage
Offense: Sends a minor tremor at a group of enemy troops, buildings or walls.
Defense: Same as offense, but only with troops.
Swift Mage
Offense: Sends a three second speed boost of speed to a single random troop. The target changes after every cast.
Defense: Can speed up the attack speed of defenses as well as speed up troops.
I think that this could be a better alternative to defense spells. Please give any suggestions, as this idea could always improve! Thanks