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Thread: New Dark Spell ideas! (with pics ^^)

  1. #11
    Senior Member DerQuincy's Avatar
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    Wait, for the revive spell, what if there was a situation where a witch was attacking a storage behind a wall, and the summoned skeletons rushed to attack the wall. However, there was a defense there that took out the skeletons, leaving behind hundreds of skeletons which are able to be revived. Then, all of the skeletons, maybe hundreds of them, overpower the base.

    (made this pic like 2 years ago, need a better one)

  2. #12
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    +1 i love them keep it up

  3. #13
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    This thread is truly great.

  4. #14
    Senior Member BoomWitch's Avatar
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    The Revive Spell and Cold Spell should be added the most
    The rest, they're great but i dont think it's necessary..

  5. #15
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    Quote Originally Posted by jagetzu View Post
    Hello and welcome to my thread. Today I want to share some of my ideas for the next Dark Spell(s)!



    Firstly, I'd like to ask you not to focus too much in my photoshopping skills, I know they are not the best. Thank you.

    Everyone knows that we have two empty slots for dark spells in our Dark Spell factories. I started thinking about some ideas and here are some stuff I came up with. Enjoy! Note: the numerical values may be imbalanced and some of them might need some tweaking, the idea is more important than the numbers.

    Let me introduce: CURSE SPELL
    The Curse Spell curses the enemy's defensive structures making them take more damage from your troops. At level 1 defences affected by the Curse Spell take extra 10% damage from your troops' attacks. At level 2 15%, and at level 3 20%. Note that the cursed defences don't take extra damage from your damaging spells such as the lightning spell and the earthquake. Also the spell only affects defensive structures, not economy- or other buildings such as Town hall, collectors, etc. The curse's effects wear off after 10 seconds.

    Improvements for Curse Spell: In addition for extra damage taken, maybe it should also lower the structure's attack speed.

    One might think why this spell would be a good idea in Clash of Clans since it is almost the same as Rage Spell (instead of buffing troops, it debuffs defences). Well, it is a dark spell and takes only 1 spell storage space. The attack speed slowing effect would also make the spell much different to the rage spell.
    Here's the curse spell in action:

    Cursed buildings turn purple and are orbited by small curse orbs.

    Next up: CONFUSION SPELL
    This is very interesting idea in my opinion. The Confusion Spell is similiar to Poison Spell since it is intended to be used against enemy's Clan Castle troops. The Confusion Spell turns your enemy's Clan Castle troops fight against THEIR own defences for a short amount of time. Sounds cool doesn't it! Let me tell you more. This spell is probably very hard to balance, I'll try my best here to make it as balanced as possible but if you have some improvement ideas for this (or any of these spells in this post), please post them in the comments!

    This spell also has 3 levels. At level 1 it confuses troops to attack their own defences for 1 second. At level two 1,5 seconds and level three 2 seconds. One might think that 2 seconds even at max level seems very low, but it actually is pretty balanced in my opinion. I made up the numbers based on troops attack speeds. My top principle in balancing this was that once the defending troops start attacking their own defences, strong troops should only be able to attack once under the duration of one Confusion Spell.

    Let's look at the attack speeds of some troops:
    A wizard's attack speed is 1,5 seconds. A max lvl Confusion Spell allows the wizard to attack once per spell.
    P.E.K.K.A.'s attack speed is 2,5 seconds. The P.E.K.K.A. can only attack if the player drops two Confusion Spells (lvl2 or 3) since the effect wears off before it starts attacking if they only deploy one spell.
    A balloon's attack speed is 4 seconds. It would take 2 max lvl Confusion Spells to allow those to attack (if it doesn't have to move to a building).


    A P.E.K.K.A. being confused. A symbol appears above the confused troops. The P.E.K.K.A. would start attacking the Clan Castle or the wall shortly.

    My third spell idea is: REVIVE SPELL
    The Revive Spell does exactly what you might think: It resurrects dead troops. Just flat out resurrecting all dead troops in an area would be very imbalanced, so it only resurrects troops to a certain amount of hitpoints. At level 1 it revives all troops in the area to 10% health. At level 2 to 20% and at lvl 3 to 30%. The Revive Spell only resurrects troops that have died in that area you drop the spell. It doesn't resurrect any troops that die after dropping the spell. Resurrected troops can not be brought back to life again.

    We all know that Witches got nerfed pretty hard recently. This spell would bring them back from oblivion, also the percentage values are not too high to make the spell overpowered if used on golems for example. In my opinion this spell would make variety to the ordinary 2x rage, 1x freeze, 4 earthquake spell composition. (We all have probably used that comp. sometime haven't we ;D)


    A Dragon has just been resurrected with the Revive Spell.

    Lower the temperature with: COLD SPELL
    Yes, the Cold Spell is here. The Cold Spell is not as effective as the regular Freeze spell since it only slows down the attack speed of enemy troops and defences. It's like a Poison Spell and the Freeze Spell combined (but it doesn't do any damage). The slow amount increases with every level from 30% to 50% at max level (+10% every level) and lasts for 6 seconds. I got this idea from Clash Royale's Zap spell (which would also be a neat addition to CoC). The Zap spell is like a mini-lightning spell so why not add a mini-freeze spell also Instead of just killing all enemy troops like the Poison Spell, it slows their attack speed down and as a bonus, the nearby defences as well. That makes the difference to Poison and Freeze.


    Towers affected by the Cold Spell appear blue, just like the freeze spell. Instead of being fully frozen, the towers are still able to shoot but at a lower rate.

    Protect your troops with the:
    IMMUNITY SPELL
    The Grand Warden's special ability comes now in a fully pocket-sized compact spell flask! The Immunity Spell does the same thing as Grand Warden's Spell Tome, makes troops inside an area invulnerable to any damage for a short period of time. At level 1 for one second and at lvl 3 for three seconds. This spell should be used right when you see a Giant Bomb going off on your army of barbarians for example, or when your own Warden has wandered off to other side of the map or when you have his ability already being used. It is a very strong spell especially when you have a couple of these in your backpack.

    Improvement ideas for this spell: Maybe it should also "flash heal" troops for a small amount of health that you drop this spell onto. For example 50 hp or so. I think it would be a good idea because the Healing Spell doesn't really work at higher levels because of the Inferno Tower, so it would be nice if you could heal troops at least for a very small amount of health than nothing at all.

    ------

    HEY! Congratulations, you made it to the end of this thread. This has been my first ever suggestion thread and I'm glad that YOU have at least skimmed it through here I decided to add lots of pictures because not everyone likes to read a huge wall of text (including me). I had a blast doing this thread and I hope that you had fun too reading it. Hopefully it gave you some ideas too! I'd appreciate if you commented in this tread if you have something to share about these spell ideas. Thank you for reading, really!
    Very good young boy!
    I just liked the first two one
    SC needs to listen to this

  6. #16
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    I like all these ideas and they should be added into the game
    I am a YouTuber and Streamer whose goal is to show new ways of gaming.

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  7. #17
    Senior Member DragonBeast1000's Avatar
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    Love the ideas😄

  8. #18
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    Confuse/revive spells have been ruled out.

    Sorry to rain on this great thread, but... Some of these have been ruled out. The confusion spell could make them move in random directions or something maybe? Idk.

  9. #19
    Senior Member DatFalloutGuy's Avatar
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    Wow! All of those (except Revive maybe... MABYE....) are really good and should be considered!

    Thanks TheRoyaleClasher for the Avatar and thecoolkyle for my awesome sig.

    "One Does Not SIMPLY Play Fallout for 'Just a Few Minutes'!"

  10. #20
    Super Member Ayush308's Avatar
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    Great ideas friend.

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