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Thread: New Dark Elixir Troop - the Nightblade

  1. #1
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    New Dark Elixir Troop - the Nightblade

    Hello everyone, random idea throwing it out there. It will probably need tweaking or balancing but feel free to critique.

    I was imagining a stealthy type unit that is fast... can deliver heavy melee damage that is comparible or slightly better then a wizard, but being more sturdy then a wizard to a small degree. It's infantry based so nothing crazy for HP's. However being melee it needs time to close the gaps between targets while taking fire or perhaps... a bit of a disappearing act.

    A dual wielding assassin with jagged curved swords, wearing a cloak and light armor in dark colors to help blend into the shadows.

    Introducing the Nightblade

    Lurking in the shadows these assassins deliver devastating blows to their targets and then disappear in the chaos leaving no trace of their presence.

    Special Ability - Upon taking damage goes invisible (or stealth/cloaked) to enemy defenses for a short time before reappearing. Must wait a certain amount of time before being able to re-enter the shadows.

    This would give them an edge on some defenses such as an inferno tower and xbow where sustained fire really cranks out lots of damage being able to evade some of their damage. However point defenses would still pose dangerous to them as they deal good single target damage. The Nightblade would not be immune to damage while cloaked (ex... Mortar splash damage or Wizard Tower splash if they were bunched up on other troops taking splash damage)

    Stats:
    Movement 32
    Favorite Target Any
    Melee Single Target
    Training Time 12minutes
    Housing Space 6
    Attack Speed 1s

    Level 1
    HP 200
    DPS 90
    Cost 50

    Cloaking - Upon taking first hit damage enters into cloaking. Cloaked for 2 seconds, cooldown 5 seconds. After cooldown refreshes, next hit triggers cloak.



    Level 2
    HP 230
    DPS 120
    Cost 60

    Cloaking - Upon taking first hit damage enters into cloaking. Cloaked for 2 seconds, cooldown 5 seconds. After cooldown refreshes, next hit triggers cloak.



    Level 3

    HP 265
    DPS 150
    Cost 70

    Cloaking - Upon taking first hit damage enters into cloaking. Cloaked for 2 seconds, cooldown 4 seconds. After cooldown refreshes,next hit triggers cloak.


    Level 4
    HP 310
    DPS 190
    Cost 80

    Cloaking - Upon taking first hit damage enters into cloaking. Cloaked for 3 seconds, cooldown 4 seconds. After cooldown refreshes, next hit triggers cloak.



    Level 5

    HP 350
    DPS 220
    Cost 90

    Cloaking - Upon taking first hit damage enters into cloaking. Cloaked for 3 seconds, cooldown 3 seconds. After cooldown refreshes, next hit triggers cloak.



    Appearance through level ups.

    Lvl 1 - Dual wielding curved jagged steel swords, green cloak with a dark yellow trim around hood, brown leather armor padding on legs and chest. Brown boots and gloves to match leather.

    Lvl 2 - Dual wielding curved jagged dark grey swords, dark green cloak with dark yellow trim around hood, brown leather armor padding on legs and chest. Brown boots and gloves to match leather.

    Lvl 3 - Dual wielding curved jagged purple swords, dipped in elixir (when the Nightblade attacks you see glints and streaks of purple from the slashes) Cloak is still dark green with a black trim. Brown Leather armor padding on legs and chest. Brown boots and gloves to match leather, and gains new brown shoulder pauldrons that are round.

    Lvl 4 -Dual wielding curved jagged black swords, dipped in dark elixir (when the Nightblade attacks you see glints and streaks of black from the slashes) Cloak is dark green with a black trim. Black leather armor padding on legs and chest. Black boots and gloves. Shoulder pauldrons are black.

    Lvl 5 - Dual wielding curved jagged black swords, double dipped in dark elixir (ya, I went there.) are now emitting unstable dark elixir energy around the swords which looks like black electricity coming off the swords. Cloak is dark green with black trim. Black leather armor padding on legs and chest. Black shoulder pauldrons with multiple spikes angled to the backside of the Nightblade.


    Admittedly it would need some balancing... its hard to say what stats are appropriate without thorough testing and the whole cloaking part would play a big role in the balancing part I am sure. The whole cloaking thing could also evolve into a cloaking spell of some kind but I'll leave that alone for now.

    Thoughts and reactions appreciated.

  2. #2
    Fresh Spawn TheClash's Avatar
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    Thumbs Up I like the idea

    Maybe it is better, to make his attack speed 1.2, but don't change his DPS. So it won't destroy buildings so fast, if people deploy 40 of them , but i hope supercell see this thread, it is an awesome idea!!!

  3. #3
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    Ya that's a good point about attack speed. Not sure what the right number would be... maybe 1.5seconds even...? I was trying to think if someone used 40 of them to attack if they would wipe a base or not. I don't think (again without thorough testing) they would wipe a base without proper tanking support or other distractions. But they are definitely destructive enough to get around quickly and mess up some things before they go down.

    I was also thinking you know someone could use this in their GoWiPe strategy... Although maybe Pekkas would get replaced.. or it would be a more mix... 2 Golems... 2 Pekkas, 10 Nightblades... 20 Wizards.... and rest WBs

  4. #4
    Fresh Spawn TheClash's Avatar
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    i am to low for golems, but...

    ...(I think) they will perform very well with witches and golems, because the golems will absorb the damage, while the nightblades and witches do a lot of damage and the NIGHTBLADES ain't get killed by defences due to their invisibility, but to make them somewhat less strong, add some cooldown, maybe 1 sec to all lvls and one question: will the healer heal him while stealth?

  5. #5
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    Quote Originally Posted by TheClash View Post
    ...(I think) they will perform very well with witches and golems, because the golems will absorb the damage, while the nightblades and witches do a lot of damage and the NIGHTBLADES ain't get killed by defences due to their invisibility, but to make them somewhat less strong, add some cooldown, maybe 1 sec to all lvls and one question: will the healer heal him while stealth?
    I tried to look at what a wizard does for DPS and gave it something very slightly better to make them a threat. All spells and healing abilities via healer would be able to effect your Nightblades... They are invisible to the enemy, not you. In the stats section I added Cooldowns under their cloaking section. If an increase/decrease to cooldowns are required... it would need proper testing. At lower levels their cloak is less effective, however that's what happens when you have a lower rank Nightblade... a high level Nightblade is more a master of stealth, thus it gets the ability to re-enter cloaking and for longer duration and have a shorter cooldown. - Again proper testing required....

    Thanks for your feedback, and question about spells and healing. Something I did not think about
    Last edited by WarriorsCall; September 20th, 2013 at 12:57 PM. Reason: bad spelling...

  6. #6
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    I like this idea but the dps is sorta high but this is a good idea
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  7. #7
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    Great Idea

    Maybe the DPS should be decreased by 30 each level? But I LUV the cloaking effect idea and you should definitely keep that. It should probably be increased to about 5 seconds at lvl 1 and keep going up 1 second per lvl. Cool down should remain the same. Also the HP is too much. Again, it's an infantry unit and you don't want it too OP. So I say calm down the HP to that of a wizards? Training Cost: It should be at least 100 Dark Elixir. Great idea anyways, we need more DE troops.

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