View Poll Results: What do you think of my troop idea?

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  • I like it! It should definitely be added.

    1 33.33%
  • It's too strong, it needs a nerf.

    0 0%
  • It's too weak, make it stronger.

    0 0%
  • I don't like this idea, it shouldn't be added.

    2 66.67%
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Thread: The Grunt - A unique and never seen before troop idea!

  1. #1
    Senior Member
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    Mar 2017
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    The Grunt - A unique troop idea!

    Note: I'll be posting a picture of the Grunt eventually.

    Table of contents

    What is the Grunt?
    The Grunt's stats
    Important points
    How Grunts behave with different troops
    Wrapping up

    What is the Grunt?

    The Grunt is a Unique ground troop that pairs up with other troops!He gives the troop he pairs up with support and makes it much stronger on the battlefield. He's a troop for the normal base, not BB. He stabs at ground troops and buildings with his dagger and throws his mysterious potion at enemy air troops.

    The Grunt's stats

    Level Damage per second Team bonus DPS
    Hitpoints
    Training cost Research cost Laboratory level required Research time
    1 5 10 50 30 N/A N/A N/A
    2 10 20 55 40 10,000 6 3 Days
    3 15 30 60 50 20,000 7 5 Days
    4 20 40 65 60 30,000 8 8 Days

    Important points


    • When the grunt pairs with another troop, it doesn't give that troop additional Hitpoints. It dies when the troop it's paired with dies.
    • The Grunt behaves differently depending on what troop it pairs with (further explained later in the post).
    • It can act like a normal troop if there aren't any other troops for it to pair with, but it's stronger when paired.
    • It's range with the throwable potion is the same as the archer's range with her bow.
    • Grunts can't pair with each other, and there can only be one grunt paired with another troop.


    How Grunts behave with different troops

    Grunts change how they attack depending on what kind of troop they're paired with:


    • For troops that only target things on the ground (E.g. Barbs or Loons): The Grunt will start focusing on enemy air troops such as CC troops and Skeleton traps; this will help defend Ground only troops from flying enemy CC reinforcements. When there aren't any air troops around the Grunt it will start attacking buildings and enemy ground troops like normal.
    • For troops that target Ground & Air: The Grunt will act normally and target Ground & Air troops.


    Wrapping up

    I hope you like the idea! If you can see any improvements I could make or mistakes in the post please comment them! I'm open to any ideas on how to improve the Grunt.

    Last edited by TheCrumpetMan; July 9th, 2017 at 12:06 AM.

  2. #2
    Pro Member rishi2001's Avatar
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    I would like to know its housing space .
    Can it be even combined with barbs and arch coz it will look weird with them I think it should be only allowed to combine with troops having 5 housing space.
    SIG MADE BY SONIC
    TH 9 LVL 132 WAR STARS ABOVE 1000

  3. #3
    Senior Member
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    Quote Originally Posted by rishi2001 View Post
    I would like to know its housing space .
    I was meaning to add in housing space, I'm going to try improving the post some time today.
    Quote Originally Posted by rishi2001 View Post
    Can it be even combined with barbs and arch coz it will look weird with them I think it should be only allowed to combine with troops having 5 housing space.
    With barbs and arch it would just be standing next to them, following whoever it's paired with.

  4. #4
    Forum Veteran jaronhudson15's Avatar
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    I think players at TH11 would find better success by bringing more offensive troops for that extra damage and support than what the Grunt would bring. If I were bringing Valks, this troop could be bigger and slower since it's a support troop. It may not be able to keep up. If I brought this troop I may be sacrificing more offensive power by not bringing more of a specific troop.

    I don't really know how a small damage buff support troop will work, because the Rage Spell works just fine. Granted, we have healers, why not a troop for rage? Well, healers can be shot down and hit by air bombs; they can't last anywhere near as long as they used to. But, I don't want a rager in the form of a healer. I know that's not what this idea is but you get my point. Plus, a spell can rage all the offensive troops, if I had a troop that raged troops I would be left with less offensive troops anyhow. It just can't be as effective as a rage spell with more troops.

    This concept is also very expendable. I don't understand why the Grunt needs to die if the group of troops it's with are all killed. Quite inefficient and wouldn't be worth bringing outside of a kill squad or very large group of troops.

    The Grunt is also very very weak DPS and HP-wise, I would definitely find better substitutes. The name doesn't make any sense for what it does but that's just a nitpick.

    Those are my currents thoughts on it. Good luck and thanks for sharing.
    Last edited by jaronhudson15; July 10th, 2017 at 03:23 AM.

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