The Game Changer at Town Hall 12: The TeleporterWritten by Slapshot Stewie
- -Introduction
- -Teleporter: The Mechanics
- -The Balancing Benefits
- -Potential Defensive Uses
INTRODUCTION
I would have never thought an idea so great would have sprouted my mind from a Pixar Movie. While watching Big Hero 6, one of the final scenes captured a teleporter that the main character travelled across a new dimension. This got me thinking- what if troops travelled across the map in the same way?
For 5 years now, I have enjoyed Supercell’s game and seen the addition of 3 new town hall levels. Each has unlocked a new component to the game, including the Inferno Tower and the Eagle Artillery. New objectives for attackers were introduced, while these objectives were carefully defended by base builders. However, for myself and many other clashers, Town Hall 12 lacks the differentiation that is experienced at the other levels (not counting the town hall bomb). If a game-altering defense is going to be included, it must change the way people play the game.
TELEPORTER: THE MECHANICS
The new defense I am proposing is called the teleporter. Here are some important mechanics that are important to be noted before I explain the effect this would have on the game.
The defense consists of 2 separate buildings, the size of each is 3x1, and it is able to rotate.
Troops are only able to enter each teleporter one way- chosen by the defender
It is a regular building type, so defense troops and goblins do NOT agro. It is meant for defense targeting troops to pass through it, while others stop to destroy it.
It has a ground and air mode, so that on ground mode, melee, range, and balloons can destroy it (only ground troops, excluding miners, go through). On air mode, only melee troops can hit it (air troops fly through).
Once one teleporter is destroyed, the other would automatically break, but the building would remain standing.
It would allow only a certain number of troops to enter at a time (ex. 30 troop space) Level 2 increases the amount of space that can pass through at once.
Level 2 Teleporter would increase the hitpoints of the structure, changing its portal color from blue to purple (matching the theme of town hall 12!)
Above is an example of how the defense would function.
THE BALANCING BENEFITS
This building would do wonders to balance overpowered strategies while promoting the use of a kill squad at the same time.
Bowler Witch: When set to air mode, the teleporter would make healers disappear (given a hound holds up the queen from destroying the teleporter).
Miners: As miners are not affected, it gives them a slight buff too be seen more at the competitive levels.
As the siege machines add an incredible amount of offensive power to attacks, the teleporter could help disperse the kill squad in an attack (mainly the siege machine and the defensive targeting tank). Kill Squads must be used to take them out so second phase does not have to deal with them (Ultimately up to attacker).
POTENTIAL DEFENSIVE USES
These are some uses I came up with in a matter of 10 minutes. I am sure you can come up with more.
Sweepers faced towards each other to funnel healers, balloons, and dragons into the teleporter.

A giant bomb through the teleporter.

An enemy queen or CC troop lures regular troops inside. Just another idea 
If supercell is going to add a new townhall, the gameplay must be game-changing. This new concept adds truckloads of creativity and strategy to the game we all play and love. If you thought this was an interesting idea, please share this so we can reach supercell.
You can contact me on discord @Slapshot Stewie #0941.