The Final Dark Troop: The Doom Knight
Updated artwork (July 2018)
https://imagizer.imageshack.com/v2/1...922/U7NroF.jpg
Original artwork....
http://i46.photobucket.com/albums/f1...ps3e0fae2c.jpg
I Know currently we are only at a dark barracks level 7, but supercell will continue to develop clash of clans and eventually we will reach a dark barracks level 10 (or higher)..... this is my idea for what that future troop should be; PLEASE CONSIDER IT SUPERCELL because I believe this would be a fantastic addition to the playing experience.....
With the might of a Pekka, toughness of a golem, ferocity of a Valkyrie, and ominous approach of a Balloon.... this undead menace is the most dreaded warrior of all...... crafted from the powerful necromancy of ancient witches, this fearsome and legendary combatant is known as the Doom Knight! As a troop, the Doom Knight would be an alternative choice and Dark counterpart to the P.E.K.K.A, and as such would function as a slow moving powerhouse which in my opinion would be very fitting for the final dark troop in the game.
Stats and characteristics:
*In Game Troop Description: This malevolent powerhouse is the most feared warrior in all the land; smashing everything it lays its eyes upon. Upon Death its vengeful wrath is unleashed in a terrible explosion!
*Unlocked from the level 10 dark barracks
(Suggested cost for it would be 10,000,000 elixir and unlocked from Townhall 12)
*immune to spring traps
*Attack speed is 2.5 seconds (same as pekka)
*Attack type is identical to the Valkyrie, but with a 2.0 tile radius
*special ability: self destruction upon death that deals out splash damage within a 3.0 tile radius.
*Max Troop Upgrade to lvl 4
-lvl 2 cost would be 165,000 dark
-lvl 3 cost would be 195,000 dark
-lvl 4 cost would be 215,000 dark
(dark storage 7 required to max)
(Lvl.1 and Lvl.2 appearance would be with the white bone armor, at Lvl.3 and lvl.4 the color of the armor would change to a dark grey or charcoal)
*Level 1
DPS 260 (per hit about 650 damage)
HP-5400
Training $- 750 Dark
Attk Type: area splash (same as Valkyrie); 2.0 tile radius
Targets: ground
Fav. Target- Any
Housing- 35
Train Speed- 5 minutes
Mov. Speed- 10
Self-destruct: 300 damage at 3.0 tile radius
*Level 2
DPS-340 (per hit about 850 damage)
HP-6000
Training $-925 Dark
Self-destruct: 425 damage at 3.0 tile radius
*Level 3
DPS- 425 (per hit about 1062 damage)
HP-6600
Training $- 1100 Dark
Self-destruct: 550 damage at 3.0 tile radius
*Level 4
DPS- 510 (per hit about 1275)
HP-7200
Training $- 1275 dark
Self destruct: 675 damage at 3.0 tile radius
Weaknesses......
*wizard towers deal x2 damage and cause a .5 sec stun to movement vs doom knights
*high troop space, so easy to activate eagle artillery and with slow movement its an easy target
*slow movement makes it vulnerable to inferno towers
*New Trap: The magic bomb
Only ONE is available, which takes up the same area as a giant bomb on the map (2x2)... (th 12)
1,000,000 gold to build
Lvl.1 does 150 damage with 3.5 tile splash radius
1,800,000 gold to upgrade (3 days)
Lvl.2 does 200 damage with 4.0 splash radius
Against the Doom Knight this trap would do quadruple damage (600/800) AND have an additional affect that applies only to doom knight troops.... a 4 second stun effect (same as lvl.1 freeze spell)
The way I picture the dark barracks at lvl 10 would be with a Doomknight's helmet on top the same way the P.E.K.K.A's helmet is atop the regular lvl 10 Barracks.
(Concept art below)
https://imagizer.imageshack.com/v2/1...921/EPT5q2.png
Example of how it would appear in game:
https://imagizer.imageshack.com/v2/1...924/a1dUH5.jpg
Original concept art:
http://i46.photobucket.com/albums/f1...ps01fe533c.jpg
Animation and Sound:
*The doom knight would lumber around like a zombie with each step.... dragging its heavy ball and chain alongside it. When first deployed a ghoulish "doooom" will echo out from this troop in a deep and menacing voice. Every time it attacks there will be a low zombie-like growl.... and when it dies it will let out a ghastly hiss for a split second before it explodes
Possible alternative names for this troop: The Bone Crusher, The Creeper, The Juggernaut, The Death Knight, The Smasher, The Lich, the Tyrant, or the Revenant
***FAQ SECTION***
1.Why is magic the Doom Knight's weakness?
-from a lore perspective, it would make sense that magic would hurt the Doom Knight since magic is what brought it to life in the first place (dark magic of ancient witches). From a functional perspective, Doom Knights deal out the most destruction when bunched up together in groups, however by doing so the splash damage of a wizard tower will make them vunerable with its stun effect and added x2 damage.
2. This troop just seems like a mix of troops we already have what's unique about that?
-It's true that the Doom Knight is a kind of hybrid of troops (mainly between that of a valkyrie, pekka, and golem) which may seem kind of simplistic, but that doesn't make it any less unique. By being based off similar characteristics of existing troops, the Doom Knight is able to function well with them without breaking the game; and will have a sense of familiarity to players in the way that it attacks... making it easier to incorporate into attack strategies.
3. Would this troop make pekkas or golems useless?
-Not at all. While the Doom Knight is a formidable alternative to a pekka, it's primary advantage is it's ability to damage multiple targets in one hit. The Pekka however will still move much faster on the map, use up less army space, and deal out a higher damage output against single targets. Both troops will have strategic value depending on how players want to attack. Additionally, while at max level its health might be comparable to a golem, it would not be as effective at filling the meatshield role given that its even slower than the golem, doesn't target defenses, and doesn't spawn lesser meat shields when it dies. Its also more expensive in dark than a golem so that would be something else to consider.
5. Why does the Doom Knight self destruct when it dies?
-Honest answer to this is just because it's a cool ability to have, and gives the troop something else about it to stand apart from other troops (without making it overpowered). Doom Knights aren't robots or anything but the idea is it's an undead being held together by dark energy, so when it dies that energy is released causing an explosion that sends it's bone splinters out like shrapnel.....
6. Why add the magic bomb trap?
-the point of the magic bomb is primarily to help counter against a group of doom knights that are grouped together, particularly if they are being powered up by a rage or haste spell, because in this state they would tear right through everything in their path. If triggered however, The magic bomb would stop them in their tracks, and cause the spell to be wasted. It's simply an added measure to help keep the Doom Knight from being an OP troop
**********************************************
Share your thoughts and opinions :)
Also, if you ever want to contact me in game look up the clan Ultimate Ninjaz, of which I am the leader; Master Ninja
Appreciate the suggestion
Quote:
Originally Posted by
WhatwouldJesusdo
It should be more distinct than the valkyrie
What do you think could improve the attack type or make it more distinct? Originally I liked the idea of the troop doing a valkyrie like swing as a "wind up" that dealt minor damage followed by a heavy overhead smash that dealt even more damage than pekka..... however I favor the current set up I have it with.
Having the valks attack type gives it a sense of familiarity to players, it'd be easier for supercell to program, and makes more sense for the troop given its as slow as a balloon. If it could only take out one building at a time it'd be a bit impractical to use.
Also, with the pekka still being superior in dps and in movement speed this troop wouldn't take away any relevance from it. I don't want the dark alternative to completely blow the pekka out of the water and have it's only disadvantage being a higher cost.
I think this set up is a practical and overall balanced one, and gives both the pekka and doom knight strategic value for different raid set ups
Not a legitimate criticism
Quote:
Originally Posted by
Antdroid
I agree, make it stop defenses for awhile.. Too similar to our idea....
I didn't come up the stats for this troop based off anything you or anyone else has posted, so I'm not going to change anything about it just because someone thinks I've copied them in some way.
Too much damage (from wizard towers)
Quote:
Originally Posted by
Asmdus88
Appreciate the vibe guys I'm glad that you like the idea, I did put a lot of thought into it.... would love to see a troop like this in game someday
I think the x5 attack damage from wizards would make the Doom Knight to vulnerable and that it should only be x3 or something like that just an idea hope this troop does get added though good luck!
Needs few changes, To OP and to much to upgrade
this troops is to powerful and your saying an outragous price to upgrade it and from lvl 1 it is 800 then lvl2 its 1050 thats to steep of a hill to go up bro but cool thought... look at my idea its near the top its called: The Harpy - Not OP - rough draft - Good Addition to COC