Hi.
This is an idea for a tier of elemental units.
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1. FIRE
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The first unit is a fire elemental ( named Fire Demon ) with an alternating behavior.
The Demon uses it's body as a ranged spell
expending 5 % hp ( per spell ) until it reaches < 50 % hp and enters melee.
In "melee mode" half of the damage regenerates health,
and it becomes a caster ( again ) if it can reach > 90 % hp.
If the Fire Demon takes damage while in "caster mode" ?
it runs out of hp at an increased rate while extracting it's hp to attack with,
and, if it's under moderate fire in melee mode ?
it won't be able to become a caster until the defense has been destroyed or avoided.
The Fire Demon doesn't have a visible health bar.
To estimate it's health the player can gauge the intensity of flames and behavior.
The Fire Demon is immune to healing and beneficial spells,
because it's based on "self healing" and it's immune to the damage of Inferno Towers and Dragons.
Inferno Towers will still target the Fire Demon ( not prioritize )
and slowly heal it instead of doing damage but Dragons ignore the Fire Demon.
The Demon benefits when attacked by Inferno Towers,
but it's a poor team player that fits badly in a core attack.
It can not receive haste, rage or healing and it's unable to clump with melee units.
The Fire Demon has an ability of "redirection".
Once per battle, all of the Fire Demons in melee mode can be redirected to a corner of the base
where they can ( preferably ) consume isolated structures and regenerate.
Stats.
Ground unit. Fire elemental. Housing space 20.
Caster mode : medium dps, attack speed 2, movement 12,
burn radius: 2 tiles from the impact of ranged dps ( at 30 % damage ) 7 tiles range. No favorite target.
Ground + air attack in "caster mode" but can not damage Storages.
In melee mode : medium dps, attack speed 1, movement 20, single target ground attack.
If the Demon is in caster mode and there is nothing to attack but Storages ? it enters melee.
Demons are immune to other Demons "ranged damage".
Maximum deployment. 4.
Visible effect.
The Fire Demon removes a molten lava from its torso and flings it in an arch.
In melee. The Fire Demon breaks pieces from buildings and devours them,
and against tier 1 units ( of all levels ) it swallows them in 1 melee cycle.
*Anomaly*
Sometimes the Demon will snag a friendly tier 1 unit, if the Demon is low on hp and the units are close.
Demon Gravestones are made of gold and include > 2 "fire tokens".
The fire token is stored in the Town hall and is a currency
that is used to speed up the progression of summoning and gaining xp with the elements.
The token can also be used to spawn a "Fire Minion" which is a Golden Archer unit.
The Golden Archer has a permanent immunity to Inferno Towers and Demon spell damage ( but not Dragons )
and is unable to receive heals and beneficial spells.
The Golden Archer carries a shield that absorbs 1 x splash damage from any source, except bombs.
The Golden Archer has a housing space of 2 and a lower running speed, to compensate for this.
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2. EARTH
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The second unit is an earth elemental with a Troll avatar.
After being active for 25 seconds,
if any damage is taken ? the Troll becomes immune while lowering it's attack speed by 400 %.
"Immunity" lasts for 9 seconds, after which the Troll starts to attack at "base speed" for another 25 s
( or a longer interval if it doesn't receive damage )
The value of periodically turning into stone
is to rally defenses ( and healers ) on the unit,
because all defenses and troops keep firing at the Troll in the "immune phase" but healing is reduced by 50 %.
In addition. The amount of theoretical damage that the Troll would receive while petrified,
provides a damage buff that lasts for the next "active phase".
If ( in theory ) the Troll is damaged for more than 35 % ( of the unbuffed and non upgraded hp ) while immune ?
the Troll goes berserk and receives a +100 % damage buff.
If damaged for at least 15 % it receives a +50 % damage buff.
The Troll creates an additional "battle speed" in the active phase.
It's movement and attack speed increases by 20 % for each unit, wall or building that the Troll destroys,
or, that any unit destroys within 4 tiles of the Troll.
Stats.
Ground unit. Earth elemental. Housing space 25.
Medium dps, medium hp, attack speed 2, movement 12, single target ground attack, no favorite target.
When petrified: immune to all damage, a reset of Troll specific buffs,
attack speed reduced by 400 %, movement speed and healing reduced by 50 %
Berserk buff: +0 % +50 % or +100 % according to the "theoretical damage" received during immunity.
The battle speed has 5 stages.
Each level adds + 3 movement and subtracts 0.2 seconds from the attack time,
while keeping the effects of base dps, berserking and any spells.
Maximum deployment. 2.
Visible effect.
The first Troll is a male or female. If a second Troll is deployed before the initial one dies ?
it's summoned by the first one throwing a bone ( or a lock of hair ) on the ground,
3 tiles behind it and on the opposite side to where the bulk of attacking units are.
If the summoner is male ? he summons a female with a bone,
and if the summoner is female ? she summons a male with a lock of hair.
The Troll is a bulky creature with plants growing into its body.
After upgrading it uses logs in melee ( whatever it can find in a forest )
and when the hp is upgraded the body becomes soiled.
Special ability.
Once per battle the player can press the icon and the Trolls will try to meet and share "speed buffs".
This ability can be used to lure a wandering Troll into a centralized location,
because the ability prioritizes a core attack, according the where the bulk of troops are.
If 2 trolls are active and one of them dies within 4 tiles ? the survivor gains immunity. ( resetting the cycle )
The Troll staggers ( sleepwalking ) until it goes berserk or receives a battle speed.
The Troll Gravestone includes dark elixir and 3 or more earth tokens.
The "Voodoo Doll" ( that can be spawned with the earth token ) is a barbarian-like unit of 2 housing space,
with a movement speed of 20 and enemy troops as a preferred target.
The Voodoo Doll is invisible on the battle field ( to players of both sides and to all defenses except the Tesla )
until it attacks a troop. ( or the closest building if there are no ground enemies )
There is a soft limit of 10 active dolls.
The rest can be stored in the Town hall ( as tokens ) or donated ( max 5 ) to a Clan Castle.
If the limit is exceeded ? the Dolls will randomly attack both friendly and opposing units ( and themselves )
until the numbers are reduced.
This aggressive behavior can be used to buff the Troll unit.
However. Voodoo dolls that are leftovers from "Troll buffing" are permanently visible and easy targets.
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3. AIR
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The third unit is an air elemental with the appearance of a "Swirling Wind".
It occupies an area of 4 tiles meaning that it can not enter through a single break in a wall.
The Swirling Wind has an area damage to the adjacent ( approx ) 20 tiles,
at a medium dps for it's relative housing space of 30.
The purpose of this unit is to tank or to trigger traps that are inside a base,
because it has the unique ability of being deployable in red areas that are not directly walls or buildings.
This allows for remote triggering of bombs at a unit cost of 30.
Stats.
Ground unit. Air elemental. Housing space 30. Medium aoe to ground and air.
High hp, movement 10, no preferred targets.
The Swirling Wind suffers only half of the damage from "physical attacks", like archers, cannons etc..
with the exception of the Mortar, Balloons, Bombs and the Valkyrie, that do 150 % damage to it.
Wizards, the Grand Warden, Eagle Artillery, Minions, Dragons, Tesla etc.. do ordinary damage to the Swirling Wind.
The Swirling Wind is immune to healing and the jump spell, but can receive rage and haste.
The Swirling Wind has a life span of 55 seconds to counteract the tanky hp
and resistance to tier 1 units and other forms of damage.
Limit. 2 per battle.
Special circumstance.
Flying units are affected by the rotation of wind, 10 tiles from the edge.
If 2 ( or more ) opposing Swirling Winds end up in a battle, they will ignore all targets
and move towards each other, resulting in 2 ( or more ) lightning spells.
If a defender uses a Swirling Wind in the CC ? the attacker can deploy a wind at the opposite side
from where the attack is and the units will cancel and damage nearby buildings with a final burst of lightning.
Special ability. "Self destruction" producing a lightning spell.
This ability can not be triggered for Swirling Winds that are below 40 % hp.
Self destruction can not be used in the first 15 seconds of deployment
and it can not be used while another Swirling Wind is still in the army camp.
( because then the icon will "deploy" instead of detonate )
When the Swirling wind dies ( or dissipates because of the time limit )
a minor lightning spell is produced, at half damage.
Before this happens the icon flashes for 5 seconds,
so that the player is made aware of detonating for a higher spell effect.
The Gravestone of the Swirling Wind includes unique decorations,
and ( a limited nr. of ) decorations that can be used as walls and 2 or more "Wind Tokens".
The Wind Minion ( spawned by the token ) is a flying unit with a housing space of 8.
It's similar to a Valkyrie
but it's immune to healing and chaotically bursts into a ( 33 % ) lightning spell regardless of having a target.
If 6 ( or more ) Wind Minions are deployed
the entire battle map enters a stormy dusk mode that affects opposing air troops with ( random ) effects,
as long as >6 Wind Minions are active.
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4. WATER
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The fourth unit is a water elemental in the form of an icebound rock with a Golem appearance.
It has a periodic "ground slam" ability that triggers an earthquake-like spell named "Ice Eruption".
The timer for the unit based aoe won't start until the Ice Golem is attacking.
Once the spell timer starts it recycles for the entire battle.
To cast an Ice Eruption the Ice Golem needs a target and it needs to be stationary.
An outside building can be used to start the timer,
so that the cycle starts ( close to ) when the Ice Golem reaches an important section.
Stats. Ground unit. Water elemental. Housing space 35.
Low dps, medium hp, attack speed 2, movement 12, single target ground attack, no favorite target.
Creates an earthquake-like spell ( with it's melee target as a center ) every 20 seconds.
The Ice Eruption ( in addition to being an earthquake ) repels ground units with a flood of icy water
and slows them down by 50 % for 5 seconds.
2 seconds after the Ice Eruption a "wall freeze" effect follows
that causes a freeze on surrounding walls ( in a 7 tile radius ) increasing their damage taken by 25 %.
The Ice Golem can receive beneficial spells but the Ice Eruption is not affected by spells.
Maximum deployment. 1 elemental.
Additional AI.
The Ice Golem follows it's Golem relative
but if no Golems are alive or deployed ? it will have no preferred behavior. ( golemites do not count )
Special ability.
"Self destruction" for an instant Ice Eruption at 3x the power.
The special ability can not be used if the Ice Golem is below 40 % hp
but the Ice Golem ( unlike the Wind unit ) can be healed.
Visible effect.
The animation for the spell ability is an earthquake with ice erupting from the cracks.
The Ice Golem gravestone includes elixir and 4 or more "Ice Tokens".
The Ice Minion ( spawned from the token ) has a housing space of 8,
and chaotically performs random aoe spells, but weaker than it's father or the Spell Factory versions.
Sometimes it won't attack the closest target and sometimes it detonates immediately.
The Ice Minion is unruly.
If 6 ( or more ) Ice Minions are deployed ?
the battle map turns into a snowy landscape that inflicts enemy ground troops with a "-4" movement.
The snowy map is prolonged even after the Ice Minions are destroyed.
P.S.
The Elemental Minions are not meant for Clan Wars ( or raids ) but a different Tournament setting.
( see the next section )
This post has 4 elemental units ( with a high housing space )
and 4 respective elemental minions ( with a moderate housing space )
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General info.
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An altar can be included in the Town hall ( to avoid buildings )
where excess tokens are sacrificed for a faster access to elements and their minions.
The summoning rate is improved by gaining xp with the elements,
by doing random ( 1p ) maps or donating resources.
Elemental upgrades are performed in distant Villages of earth, wind, fire and water.
Each unit has 5 upgrades.
The Demon upgrade is. Spell damage +10, 20, 30, 40 and 50 %
or a similar increase in melee dps and "melee mode" walking speed,
which means a shorter time as a melee unit and a greater resistance to damage.
The player can choose 2 upgrades to spell damage and 3 to melee. Or. 0-5. Or. 5-0.
The upgrade for the Troll is, 10, 20, 30, 40 and 50 % additional dps
or 10, 20, 30, 40, and 50 % additional hp,
with each step of the hp upgrade neglecting 10 % of the healing penalty in the "immune phase".
The upgrade for the Ice Golem is 10, 20, 30, 40, and 50 % additional hp
or 8, 16, 24, 32 and 40 % increase of the periodic ( and activated ) Ice Eruption.
The upgrade for the Swirling Wind is an increase of it's life span by 5 seconds, 10s, 15s, 20s and 25s
or, an increase of its dps by 10, 20, 30, 40 and 50 % and a movement speed increase by half of that percentage.
( the spell effect can't be upgraded )
Only 1 element can be improved.
Switching takes time ( or resource ) and a replay of the initial campaign. ( this is different for each element )
The type of element that a player has upgraded is visible on a "planted flag" by the first unit,
and with a colored nuance of the Clan Castle.
With this elemental tier is an option to settle Clan Tournaments in "army vs army" battles.
Both sides are pre-deployed on a larger ( fog of war ) map and in the center are power ups
and neutral troops that will choose the side that defeats them first. ( reanimated )
Both sides attack each others army and the neutral fortification in their own time,
and the player with the best result wins.
If both players perform all objectives and achieve a 100 % destruction ? the fastest time wins.
The planted elemental flag ( by the first unit ) reveals a part of the enemy pre-deployment
and lifts the fog of war in a medium radius
to reveal all of the opposing elemental troops, if any are chosen.
( elemental minions are not revealed )
If no elements have been upgraded by the opposing player ? the flag is grey.
Battle rewards include tokens and resources.
The Army vs army option doesn't affect Clan Wars.
The "Elemental Minions" are exempt from Clan Wars so that the lower level player can upgrade in relative peace,
because the token units include invisibility, global map effects ( and other destructive abilities )
that are meant for the army vs army Tournament where a fast dps and lots of aoe is important.
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thx for reading
regards from Stoj




