View Poll Results: Do you like the idea of a Spellcaster?

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  • Yes

    74 69.16%
  • Maybe, needs a few adjustments (please comment what)

    26 24.30%
  • No (please comment why)

    7 6.54%
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Thread: New Troop: Spellcaster

  1. #11
    Centennial Club JumpyLumpy's Avatar
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    Very good idea, no change needed. Well done!
    Pop-Up Walls Suggestion: http://forum.supercell.net/showthread.php/169711-Pop-Up-Walls%21-A-unique-trap
    Kamikaze Goblin Suggestion: http://forum.supercell.net/showthread.php/160866-Kamikaze-Goblin%21-The-Wallbreaker-Goblin-Hybrid-of-the-Skies
    Spell Vacuum Suggestion: http://forum.supercell.net/showthread.php/172122-The-Spell-Vacuum-DE-Lighning-Victims-Have-No-Need-To-Worry%21


  2. #12
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    Souchou, the audience likes it. I think you should start working on defense now

  3. #13
    Senior Member Spazzy's Avatar
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    Too much

    I think 250 dark elixir is too much and they shouldn't be able to cast so many spells. Like healing spell is covered by healer.

  4. #14
    Senior Member Awes0meB0b's Avatar
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    I dont know, people use this with pekkas and my base is done... We would need a new defense to go with this
    Clan leader of Cheesy Troopers, TH9 Lv. 110

  5. #15
    Forum Superstar 966souchou's Avatar
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    Quote Originally Posted by MathewWang2012 View Post
    Souchou, the audience likes it. I think you should start working on defense now
    Finished the Defense Spells! They might be bad, please critique it.
    Quote Originally Posted by Spazzy View Post
    I think 250 dark elixir is too much and they shouldn't be able to cast so many spells. Like healing spell is covered by healer.
    Should I lower it to 200? 240?
    Should I increase the time between each spellcast to 12 seconds?
    The Healer can't heal air troops. This will.
    Yahallo
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  6. #16
    Senior Member Spazzy's Avatar
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    Quote Originally Posted by 966souchou View Post
    Finished the Defense Spells! They might be bad, please critique it.

    Should I lower it to 200? 240?
    Should I increase the time between each spellcast to 12 seconds?
    The Healer can't heal air troops. This will.
    180-200 would be good but healing flying units is a little OP. For example dragons. Would it heal healers too?

  7. #17
    Super Member Jaden99's Avatar
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    Nice job on this one of the best I've seen.

    Bump for a friend
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  8. #18
    Senior Member CocTactics's Avatar
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    One of the best ideas I've seen. I think this should be in the game!

  9. #19
    Millennial Club Hnv's Avatar
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    Awesome thread,

    i love the idea.

    this is just like making a drink called melonade.

    No one has thourght of that yet lol

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  10. #20
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    Quote Originally Posted by 966souchou View Post
    I realize there are several threads similar to this, but I decided to make one using my own ideas.

    Spellcaster

    Training Cost: 250 DE
    Training Time: 30 minutes
    Housing Space: 20
    HP: 300
    DPS: 0
    Movement Speed: 18

    Carries spells, uses one every 10 sec. Uses spell when it fits requirements. Except for the Jump Spell, none of these spells will affect itself or other Spellcasters.

    Rage Spell:
    10 Movement Speed Boost
    +10% DPS Boost
    Range: 3-unit radius, will follow the Spellcaster
    Lasts for: 5 sec.
    Activation Requirement: at least 30 housing spaces worth of troops are within a 3-unit radius.

    Heal Spell:
    Total Heal: 300
    Heal per Pulse: 15
    Time Between Pulses: 0.25 sec
    Range: 3-unit radius, will follow the Spellcaster
    Lasts for: 5 sec.
    Activation Requirement: none

    Jump Spell:
    Number of Pulses: 20
    Time Between Pulses: 0.25 sec
    Range: 4-unit radius, will follow the Spellcaster
    Lasts for: 5 sec.
    Activation Requirement: at least 15 housing spaces worth of troops in range are attacking walls

    Freeze Spell:
    Range: 3-unit radius
    Lasts for: 3 sec.
    Activation Requirement: at least 2 defenses are in range

    Lightning Spell:
    Range: 3-unit radius
    Number of Strikes: 6
    Damage per Strike: 40
    Time Between Strikes: 0.4 sec
    Activation Requirement: the Spellcaster loses all of its HP

    Spell Importance List(when requirements for more than one spell is met, then the spell higher up on the list will be used):
    1. Lightning Spell
    2. Freeze Spell
    3. Rage Spell
    4. Jump Spell
    5. Heal Spell


    --------------------------------------------------------------------------------------------------------------------


    The Troop on Defense:

    Carries spells, uses one every 10 sec. Uses spell when it fits requirements. Except for the Jump Spell, none of these spells will affect itself or other Spellcasters.

    Rage Spell:
    20% DPS boost to defenses
    4-unit radius
    will follow Spellcaster
    Lasts for: 5 seconds
    Activation Requirement: there are at least 3 defenses within range

    Heal Spell:
    Total Heal: 300
    Heal per Pulse: 15
    Time Between Pulses: 0.25 sec
    Range: 4-unit radius, will follow the Spellcaster
    Lasts for: 5 sec.
    Activation Requirement: none

    Jump Spell:
    allows cannons, ground facing X-Bows, etc. to attack air targets
    4-unit radius
    will follow Spellcaster
    Lasts for: 5 sec.
    Activation Requirement: the are at least 2 defenses in range that cannot attack air troops

    Freeze Spell:
    freezes all troops within range
    3-unit radius
    stays in one area
    Lasts for: 2 sec.
    Activation Requirement: there are at least 10 troops within range

    Lightning Spell:
    damages all troops within range
    Range: 3-unit radius
    Number of Strikes: 6
    Damage per Strike: 40
    Time Between Strikes: 0.4 sec
    Activation Requirement: the Spellcaster loses all of its HP


    Spell Importance List:
    1. Lightning Spell
    2. Freeze Spell
    3. Rage Spell
    4. Jump Spell
    5. Heal Spell



    Unlocked at Dark Barracks Level 6
    Unlocked at TH9
    Build Time: 9 days
    Build Cost: 3M elixir
    HP: 450
    Maximum Unit Queue Length: 90
    it should have small spells that it randomly throws and they would be level 1 so it wouldent be OP and it wouldnt have an extreme amount of health but tries to avoid air defenses if it flies but i like the overall concept

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