New Dark Troop - The Agent!
http://i.imgur.com/MOPhbWq.png
Quote:
Originally Posted by
AnthonyVince
Good job! I like the concept. Also love the detail! You have my seal of approval :p
BEFORE COMMENTING OR VOTING, PLEASE ENSURE YOU HAVE READ THE WHOLE THREAD, ESPECIALLY THE FAQ!
Introduction
Hello all, this is my first troop idea thread so any feedback, positive or negative, is appreciated. I’d also like to thank TheOneTheyCallSmasher and AnthonyVince for helping out with statistics, approving the idea and just well... Helping out :smirk:. So let’s get started! Presenting you…
I know what you’re thinking. “Oh, it’s another one of those spy troops which shows you trap locations via the visit button…” But it isn’t! In this thread I will go into great detail about the troop, its statistics and attack and defence strategies that would now be introduced. WARNING- Long thread!
Backstory
Have you ever wondered where all the male villagers are? And why only the women are seen roaming around our bases? Recent exploration has discovered something truly mind-blowing. Lairs, spies, secret HQs, agents… don’t forget the rats! Spying on others, these mischievous males can ensure their defence and offence are up to scratch with the rest of the clash population… No wonder our bases are near to identical…
The Basics
The agent releases rats that head straight for traps, while dealing damage of its own to surrounding buildings.
This dark elixir troop releases groups of rats every ten seconds. These rats head straight for the nearest trap in an attempt to set it off, however they may not always make it! Scurrying over walls and using parachutes to hit the air traps, these rats can do it all. The Agent also deals considerable damage to buildings, with no favourite target.
NOTE: To avoid lag, a maximum of 20 rats are allowed to be present at a time. The agent will wait until he can release a full group of rats.
NOTE 2: The rats stay at the location of the trap until it is set off and the damage has been dealt.
Statistics
Agent-General
Favourite Target- None
Damage Type- Single Target, not ranged, ground and air
Targets-Ground
Housing Space- 10
Training Time- 6 minutes
Movement Speed- 18
Attack Speed- 1.5 seconds
Unlocked-Dark barracks lvl 3, th7 (1,500,000 elixir, 5 days 12 hrs)
Agent-Upgrades
| Level |
Damage Per Second |
Damage Per Attack |
Number of rats per 10 seconds |
Hitpoints |
Rat Hitpoints |
Training Cost(DE) |
Research Cost (DE) |
Lab level required |
Research Time |
| 1 |
38 |
57 |
3 |
300 |
50 |
170 |
N/A |
N/A |
N/A |
| 2 |
46 |
69 |
4 |
350 |
55 |
185 |
30,000 |
5 |
8 days |
| 3 |
58 |
87 |
4 |
425 |
60 |
200 |
40,000 |
6 |
10 days |
| 4 |
72 |
108 |
5 |
500 |
65 |
215 |
60,000 |
7 |
12 days |
| 5 |
86 |
129 |
5 |
675 |
70 |
230 |
80,000 |
8 |
14 days |
Rats
Favourite Target- Traps (ground and air), PLEASE NOTE: This does not include teslas
Damage- None
Movement Speed- 26
Attacking Strategies
- You should always bring about three of these agents with you, in order to cover as much of the base as possible
- Do not place the Agents all in the same place, as this means the rats will struggle to set off traps on the opposite side of the base
- They should not be placed as a tanker troop, as they have fairly low HP
- I would personally not recommend using Agents in a primarily air attack as ground only defences would take them out immediately
- Virtually any ground attack would seriously benefit from Agents helping out
Armies including The Agent
HogAg– WAR - Deploy an Agent near possible double giant bomb locations to set them off before the hogs hit them
GoWiPe/GoWiWi/GoWiVa/any other variant – WAR - Agents mixed in with your army will prevent your vulnerable wizards, witches and valkyries from dying due to traps
Barch and similar strategies – FARM – Add a couple of Agents into this army to prevent large groups of your low HP barbarians and archers disappearing fromone giant bomb
Defence Strategies
There’s not really much to say here, other than keep your traps spread out to maximise the possibility that the rats will die on the way, and keep your most vital traps such as giant bombs centralised.
In your Clan Castle
This troop could work fairly well in your clan castle, with the rats distracting while the Agent attacks. Remember however that these rats are very well tamed so do no damage.
Graphics
Changes per level
At level one, The Agent looks like the picture shown at the top of the thread
At level two, his knife gets bigger
At level three, his trousers turn white, along with his shirt and satchel
At level four, his boots and gloves get gold decorations
At level five, his knife and the rats grow even bigger, and the rats receive red and gold collars
The Agent receives major graphical changes at levels three and five.
How he attacks
The Agent uses his knife to slash at buildings and runs similar to the style of an archer. He releases rats from his satchel.
Trivia
- Rats are the only trap targeting troop
- Rats are the only troop that can be both ground and air
- You can fit 24 Agents into maxed out army camps, increasing to 27 if you include the 3 that can fit into a lvl 5 or 6 clan castle
- A max agent will spawn 108 rats if it were to stay alive for the full 3 minute battle
FAQ
Here are some questions that might/have been asked:
What do the rats do after all traps have been set off?
The Agent will stop spawning rats but will carry on attacking as usual. Any surviving rats will “die”.
Isn’t this basically a witch?
No,witches do less damage, have less HP and they can attack through walls. Their skeletons also do damage to the nearest building, whereas rats do no damage and head straight for traps.
This is way too OP as all the traps will be set off...
This is not true for the following reasons:
- The Agent has a fairly low HP so is not invincible to being attacked, therefore could die straight away
- The likely hood that rats can make it to the opposite side of the base on 80HP is near to 0
- Rats running into a big bomb, spring trap or air bomb will automatically die so would only set off one trap
- When the rats reach a trap they must wait there until it is set off and damage is dealt so can only set off a singular trap at a time
Why is this troop unlocked at th7, not th10?
This troop would not be used so much at th10, as barch and hogs, the strategies this troop helps most, are not used so much in such high level game play. Th7 seemed to be suitable as this is when hogs and barch come into play and you get two giant bombs to insta-kill hogs. Th8 and 9 also heavily feature hogs and gowi- armies.
What about skeleton traps?
When the rats encounter a skeleton trap, they will set it off, however the skeletons will ignore the rats and head to the next nearest troop.
Conclusion
If you read all this, thank you so much! I have spent a lot of time planning and making this thread and would really appreciate any comments or suggestions you have about the troop or the thread.
How can I help?
- 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 this unit
- Description suggestions
- Questions about how this troop works
- Explain why you do or don’t like this troop
Again, please comment, vote on the poll and give all the feedback you can! And also give this thread a 5* rating :smirk:. This is how Supercell will notice the idea and hopefully add it to the game.
Many thanks, Livvy