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The Defuse spell
Effect type, area splash
Time to create, 15 minutes
Housing space 1
Targets, 'traps'
Spell cost, 70 Dark elixir
Radius 5 tiles.
(Specifically restricted 1 per attack)
Duration of spell 8 seconds
The level cap of the spell is 4, same as the other dark elixir spells, each upgrade of the spell will increase the duration of the spell 1, 1.5 and 2 seconds and the cost will go up 10, 15 and 20 Dark elixir
Level stats of defuse spell,
Level 1 spell cost, 70 duration 8 seconds.
Level 2 spell cost, 80 duration 9 seconds.
Level 3 spell cost, 95 duration 10.5 seconds.
Level 4 spell cost, 120 duration 12.5 seconds.
Available at dark elixir spell factory Level 2
Defuse spell level 2(laboratory level 7) Defuse spell Level 3 & 4 (laboratory level 8)
The purpose of the defuse spell is to stop traps ruin your attacks in both raids and wars, when placing a defuse spell in an area where you think a trap/traps would be, the spell will stop the traps from working until the duration of the spell runs out, also the spell will not reveal any traps its all just a guessing game.
If any other things need improving or fixing supercell can fix the issue.
Thanks for your time and I hope this spell has the potential to be in this terrific game and stop those pesky traps and lead up to victory.
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People need to stop making these ideas.
I wonder if this idea is ruled out, let me take a look -.-
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Defuse spell
Seriously its not even that bad, its not over powered, cause it can all fail you realise that right... So please give feedback about my idea or please don't comment.