I would like to see a dark Spell added into the game that slows down defensive building attacks. This may be like the freeze Spell, but instead slows buildings down for a set amount of time (ex: level one for 5 seconds, level two for 8.) I call it the Frost Spell, only available to th10 and 11, which would also bring in the level four Dark Spell factory, a topic I will explain in a different place in the forums. It costs 85 dark elixir at level 1, and goes up to level 3, unlike the rest that go up to 4. Each level increases the amount of time and the decrease of building attacking speed.
Breaker Spell Description
Give your troops the upper hand with this ice-like spell!
This Spell lacks the ice-age frost from Freeze Spells, but instead slows buildings and troops down with many small flurries of snow. And since it takes less space than Freeze Spells, you can take more with you for even more devastation!
Color, Brewing Time, Radius, and Building Color when under effect
The color of the Spell is a bright icy blue, and like other Dark Spells, it takes 15 minutes to brew. The radius of this Spell is 7 tiles, small because of the effect it has on defensive buildings. The color of the buildings under the effect is blue. Fire streams from inferno towers under the effect(doesn't show if the level isn't high enough) turn into a brighter orange. If a defending hero is hit with the Spell, it will act like a poison spell without damaging them and also turns them a lighter blue. Buildings attacking while under the effect(excluding the eagle artillery) also have their projectiles colored the same as the building. The effect does not stack like the Poison Spell.
Levels and times per level
Level one starts off at 7 seconds, slowing down buildings (excluding the inferno towers, which extreme heat completely blocks the effect until level 3 and the eagle artillery blocks it entirely at all levels to keep the game more competitive for getting the anti-artillery achievement) by 15%. Getting it to level 2 costs as much as the initial price for the Archer Queen and takes 8 days.
Level 2 lasts 10 seconds, costs 130 dark elixir, and slows buildings down by 20%. To get it to level 3, it costs as much as the upgrade for golems to level 2 and takes 12 days.
Level 3 lasts 14 seconds, costs 190 dark elixir, and slows down all defensive buildings (even inferno towers, but lowers number of targets to 3 targeted by the inferno tower instead of speed(multi-target mode only), and lowers speed of reaching maximum damage by that much if set to single target mode) by a whopping 28%! The Spell gets its first upgrade level at th10, and is also unlocked at that level.
Offensive Methods
The best way to use this Spell is with low health troops closer to defenses than the higher health ones. Since defenses target the closest target in its range after its original target has either died or left said range, use the Frost Spell to slow down the building, and give the low health troops(wizards, goblins(if all resource buildings are destroyed)) time to destroy that defense(Archer Tower, Cannon). A solid gowipe or gowiwi can easily three star strong bases, especially funneling styled bases, as this can increase the amount of health they have after the building is destroyed using the Spell. It also slows down clan castle troops as much as the defensive buildings, and does not affect the attack speed. Lavaloon, Dragloon, and Dragloonian can benefit from air defenses firing slower, therefore doing less damage to troops and making it a little easier to get more than one star. Gowipe and Gowiwi also benefits from teslas and stronger defenses firing slower, and gives heal Spells time to heal more than they would if they were being fired upon at the normal rate.
Defensive methods
Spread out defenses, and have Tesla's between certain defenses. Since it acts like a Freeze Spell, any Tesla that pops up after the effect begins will not be affected. It also slows down clan castle troop speeds, but not the attack speed, and does not linger like the Poison Spell, meaning quicker troops can get to the enemy troops after they leave the radius more quickly. It also does not affect traps, and can in turn be your only savior from a 3 star Attack with someone using Breaker Spells, if all else fails and the troops take a wrong turn. Having tank troops in the clan castle also is a good idea, since they only lose 1-2 speed points, and they leave any buildings not affected by the Spell(Inferno Towers until Max Breaker Spells) able to attack with full speed(or reduced targets, since it reduces it for Inferno Towers instead of slowing them down(only for multi-target mode)) while they are dealt with. Poison Spells are nullified by this Spell, so troops under the effect of one cannot be under the effect of the other, since that would make killing clan castle troops far too easy.
How to use Frost Spells to maximize efficiency
Brewing a poison and Frost Spell is a good idea, until you try to use both on the same thing(hero, clan castle troops, skeletons), since one will cancel out the other(whichever was placed first) to prevent getting extremely easy 3 stars by using them both on one specific thing. It's better to use the poison on clan castle troops, and then use the Frost Spell to slow defensive building firing at your troops. This, however, depends on what buildings are firing. Eagle Artilleries are immune to all levels of the Spell, and Inferno Towers are immune to the first 2 levels.
The best defenses to use these on are (at th10) splash-damage defenses and teslas. The best defenses to use these on at th11 are infernos(only at max, don't try it without max Spells), cannons, and xbows. At TH9 or TH8, the best thing to use them on(if donated by a clanmate(for TH9)) are xbows and teslas, and for TH8, splash damage and point defenses.
That's all I have for you guys about this Spell. I hope you guys hope this gets added, and check out the post for level 5 healers!

