"Immunity"
Use of this spell confers invisibility to the troop type selected. To activate, you select this spell, and then select the troop type from your troop placement buttons. All of that troop currently in the battle become invisible.
Duration:Same as freeze spell durations per level. 5 seconds plus 0.75 seconds per level.
Effect:Same as Archer Queen Rage invisibility effect. Defences and CC defence troops de-target and target something else.
During the effect of the spell, new troops of the type selected subsequently placed will be immediately be under the effect.
On expiration, all troops will cease being under the effect at the same time. Duration is measured from activation of the spell, not from time of placement.
No protection is given against bombs or spring traps. The invisible troop sets of traps and suffers the damage, no matter who set off the trap.
No protection from incidental damage from area effect damage (mortar, wizard tower, Eagle, defence wizards and dragons) - no protection, apart from not being targeted.
Air bombs, Seeking Air Mine
If the target of an air bomb or seeking air mine becomes invisible, the air bomb/mine will behave the same as if the target were destroyed.
- The air bomb will continue to the last known position of the initial target and explode, doing damage to all troops within the damage radius, including invisible troops.
- The Seeking Air Mine will re-target, even to an air troop far far away. If their are no air targets, the mine will fail without doing damage to anything.
Troop limitations:
No limitations on troop numbers. Temporary immunity can be given to a single hero, a single strong troop, 60 wizards, 240 goblins, etc.
User protection against misuse: The spell will fail to activate if there are zero living troops of the type selected. There must be at least one troop of the type selected in the field.
Level of availability:
Could be available at any level, but SC is anticipated to make it the next highest (fourth) dark spell.
As with all dark spells, one may be donated to a level 4+ clan castle. The spell will therefore be available by donation at TH8.
Multiple uses:A high level army may carry up to 11 Invisibility Spells. These may be used in any combination of different uses on different troop types, and staggered repeated use on the same troop type. For example:
- On 11 troop types, near simultaneously or staggered, or
- Repeatedly 11 times on the same troop type,
However there must be 5 seconds between repeated uses on the same troop type.
(55 continuous seconds of 60 invisible wizards would be overpowered.)
Rationales:This spell is broadly a DE version of the heal spell. Currently, no dark spell protects or heal troops. (NB. This spell protects, but doesn't heal.) I feel a need for troop protection when using a pure DE army.
The protection effect is a variation on the freeze spell (and thus copies the freeze spell duration). Freeze spells affect defensive buildings, this spell differs by affecting attacking troops, to a somewhat similar effect.
This spell will have strong implications to troop choice in armies. To maximise the effect, you maximise the number of the troop type on the field. However, maximising the number of a single troop is usually detrimental to overall strategy, and so this creates strategy complexity.
Anticipated effects on battles and battle strategies
Extend the lifetime of low HP damaging troops (wizards)
Primarily, it is anticipated that this spell will extend the lifetime and attacking ability of the most damaging troops. In war, the wizards are an obvious candidate. Other candidates include: The heroes, this spell may save the warden or the queen just when it is about to be destroyed. It will save the queen with healers in tow, allowing her to be significantly healed before taking more damage.
Single use escape from IT targeting
It can be used as a defence against inferno towers. If your strong troop is taking single-target inferno tower damage, use of this spell will cause the IT to de-target.
Mass hogs:
This spell may be overpowered if used on mass hogs. While it fails to protect from giant bonds, its protection from ITs, and the ability of hogs to do considerable damage in 5 seconds, and to be healed considerably in 5 seconds, may be severely unbalancing to mass hogs. Options:
- Does not work on hogs, or
- Duration on hogs is much shorter, or
- Spell works only in small circle (usual spell limitation). This would mean a third touch, to the field, is required to use the spell.
Tier 1 mass attack
This spell may have considerable benefit to a tier 1 mass attack, particularly if combined with heal spells. In a mixed army attack, tier 1 troops will still take damage from area effect defences, but if only one type of troops is in use, these defences will go inactive for the duration.
Wall breakers
Use on wall breakers will avoid the need to tank wall breakers. This is likely to be very helpful by enabling an initial rush of wall breakers.
Balloons
Could be very powerful in protecting balloons during their slow advance towards air defences. During the battle, you can have the option to use it on the balloons should their tanks fail.
Witches
This spell works on witches but does not affect their skeletons
Defence:A simple defence against this spell is not apparent. This spell should make it easier for the attacker, because it gives the attacker more options. However, it is not greatly balance altering, because it is not an additional spell slot. An additional dark spell slot is not being proposed.