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Thread: Damage radius info of spells

  1. #1

    Damage radius info of spells

    Why the damage radius of spells (in number of tiles) is not mentioned in the game? This is an important information. Why do we have to go to the wiki to find this information out. There's plenty of space in the spell tooltip to fit this information there.
    For example the lightning spell should have a row beneath "damage type" that says " Damage radius: 4 Tiles" and so on.

  2. #2
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    Quote Originally Posted by Phoenixxfire View Post
    Why the damage radius of spells (in number of tiles) is not mentioned in the game? This is an important information. Why do we have to go to the wiki to find this information out. There's plenty of space in the spell tooltip to fit this information there.
    For example the lightning spell should have a row beneath "damage type" that says " Damage radius: 4 Tiles" and so on.

    Good point.

    The earthquake spell, which has varying radius, tells it’s current radius. It would be good if all spells info stated their radius.

    I have learned to here, https://clashofclans.fandom.com/wiki/Poison_Spell, for example, to check the radius (poison radius is 4 tiles). Is this an official supercell site? It seems accurate. Will it always be accurate? It is tedious to have to go to a website to find game data.

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    Quote Originally Posted by Phoenixxfire View Post
    Why the damage radius of spells (in number of tiles) is not mentioned in the game? This is an important information. Why do we have to go to the wiki to find this information out. There's plenty of space in the spell tooltip to fit this information there.
    For example the lightning spell should have a row beneath "damage type" that says " Damage radius: 4 Tiles" and so on.
    its an interesting idea indeed and is such as small thing that I wonder that hasnt been implemented yet

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    Quote Originally Posted by Phoenixlp44 View Post
    its an interesting idea indeed and is such as small thing that I wonder that hasnt been implemented yet
    It's probably cause it's something you get to know after using a while. Like how you can get to the range of defences after attacking a certain number of times.

  5. #5
    THis would definitely be helpful for the lightning spell and the freeze, but that's probably it. Heals, rages, jumps are the most common spells, and you usually get a sense of what their radius is.

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    Quote Originally Posted by Cookiemonster123123 View Post
    THis would definitely be helpful for the lightning spell and the freeze, but that's probably it. Heals, rages, jumps are the most common spells, and you usually get a sense of what their radius is.
    It’s helpful for beginners to have the information available immediately.

  7. #7
    Quote Originally Posted by George1971 View Post
    It’s helpful for beginners to have the information available immediately.
    At the same time though, you're not gonna have time to measure out how to place your heals, beginner or not. So my previous point stand, only useful for freeze and lightning. Maybe EQ and jump? Those are the only spell where a 1 tile difference can really matter.

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    Quote Originally Posted by Cookiemonster123123 View Post
    At the same time though, you're not gonna have time to measure out how to place your heals, beginner or not. So my previous point stand, only useful for freeze and lightning. Maybe EQ and jump? Those are the only spell where a 1 tile difference can really matter.
    Definitely relevant for Haste in Balloonions.

  9. #9
    Quote Originally Posted by George1971 View Post
    Definitely relevant for Haste in Balloonions.
    Not really. A 1 tile difference won't make too much of a difference in an attack. This differs from freeze, as you might have thought you could freeze a multi and a wiz tower, but you can't. Also for lightning, you might have thought that you could zap the cc and eagle, but you can't. See what I mean? A one tile difference in all other spells except freeze and lightning (and maybe jump and EQ) won't make or break an attack.

  10. #10
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    Quote Originally Posted by Cookiemonster123123 View Post
    Not really. A 1 tile difference won't make too much of a difference in an attack. This differs from freeze, as you might have thought you could freeze a multi and a wiz tower, but you can't. Also for lightning, you might have thought that you could zap the cc and eagle, but you can't. See what I mean? A one tile difference in all other spells except freeze and lightning (and maybe jump and EQ) won't make or break an attack.
    It's totally wrong to think that 1 tile difference isn't a big deal . Rather it matters for every single spell. For healing spell , just think you have a bowler left and an Tesla remaining as the last defence as well as last building. So your bowler is about to die but he has got a heal spell dropped just 1 tile away from him . So what if he stands just 1 tile outside the heal spell radius and gets hit by the Tesla and gifting you a 99% . That won't be good , right?

    Okay let's say you dropped a jump spell at a junction of walls and unfortunately it failed to get the reach of your troops inside a compartment for 1 tile and thus your troop gets busy in breaking the walls for no reason although you have jump spell dropped there. So that can become a major problem to your attack .

    What if the defensive Cc troops get out of the poison effect area of poison spell and thus resulting in being normal instead of getting intoxicated?

    And if you see earthquake spell , you can fail to open up another closed compartment for 1 tile of the radius doesn't reach the edge of the walls.

    And ask the loonians what happens when loons aren't hastened just for 1 tile , which can affect the entire attack causing you loons to die early before they can take out their nearest defences and make throw backs to their damages.

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