View Poll Results: Would this idea make Clash better?

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  • Genius Idea!

    3 23.08%
  • I would like if SC added this.

    3 23.08%
  • Too OP

    6 46.15%
  • Wouldn't affect the game much...

    0 0%
  • SC shouldn't add this...

    0 0%
  • Terrible!

    2 15.38%
Multiple Choice Poll.
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Thread: ALL TROOP (Special Ability)

  1. #1
    Senior Member XProGamerX's Avatar
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    ALL TROOP (Special Ability)

    Hello everyone! Welcome to my newest thread, "Troop special abilities!"
    Note, this idea is completely original, so I don't think anyone has used this exact idea before. My apologize if I missed one.
    So, moving onward, here is my newest idea: Similar to the hero's abilities, once you have dropped all of a specific troop, you can tap on the deploy troop icon again to activate their ability.
    All the troops a special ability. But since, this would be WAY TOO OVER POWERED, so you can only use TWO of the troops abilities per raid.


    Barbarian: "Raged"

    Once activated, tap on a wave of barbarians to keep them raged for the duration of time.
    The "rage spell" would follow the barbs, similar to the King's ability.
    Lvl 1 Barbarian: NOT AVAILABLE
    Lvl 2 Barbarian: NOT AVAILABLE
    Lvl 3 Barbarian: NOT AVAILABLE
    Lvl 4 Barbarian: 5 seconds
    lvl 5 Barbarian: 8 seconds
    lvl 6 Barbarian: 10 seconds
    Not enhanced when under a regular rage spell or the King's rage spell



    Archer: "Range"
    Archers will have their range increased for the duration of time
    Tap on a wave of archers to increase their range for a duration of time.

    Lvl 1 Archer: NOT AVAILABLE
    Lvl 2 Archer: NOT AVAILABLE
    Lvl 3 Archer: NOT AVAILABLE
    Lvl 4 Archer: Duration: 5 seconds
    ...................Range: 4 tiles
    Lvl 5 Archer: Duration: 8 seconds
    ...................Range: 4.5 tiles
    Lvl 6 Archer: Duration: 10 seconds
    ..................Range: 5 tiles


    Goblin: "More MONEY"

    All money stolen by all goblins on the screen, will be doubled during the following duration of time:Lvl 1 Goblin: N/A
    Lvl 2 Goblin: N/A
    Lvl 3 Goblin: N/A
    Lvl 4 Goblin: 5 seconds
    Lvl 5 Goblin: 8 seconds
    Lvl 6 Goblin: 10 seconds


    Giant: "Quake"


    All giants that have been deployed, jump once in unison, damaging all buildings on screen.
    The giants can only use their special ability once in a raid.

    If 1-5 Giants are on the battle field when "Quake" is activated, each lvl 4 Giant will damage all structures 5%.
    Lvl 5 Giants would damage all structures 6%
    Lvl 6 Giants would damage all structures 7%

    If 6-10 Giants are on the battle field when Quake is activated, each lvl 4 Giant will damage all structures 8%.
    Lvl 5 Giants would damage all structures 9%
    Lvl 6 Giants would damage all structures 10%

    If 11-15 Giants are on the battle field when "Quake" is activated, each lvl 4 Giant will damage all structures 11%.
    Lvl 5 Giants would damage all structures 13%
    Lvl 6 Giants would damage all structures 15%

    If 16-20 Giants are on the battle field when "Quake" is activated, each lvl 4 Giant will damage all structures 17%.
    Lvl 5 Giants would damage all structures 19%
    Lvl 6 Giants would damage all structures 21%

    If 21-25 Giants are on the battle field when "Quake" is activated, each lvl 4 Giant will damage all structures 23%.
    Lvl 5 Giants would damage all structures 25%
    Lvl 6 Giants would damage all structures 27%

    If 26-30 Giants are on the battle field when "Quake" is activated, each lvl 4 Giant will damage all structures 29%.
    Lvl 5 Giants would damage all structures 31%
    Lvl 6 Giants would damage all structures 33%

    If 31-35 Giants are on the battle field when "Quake" is activated, each lvl 4 Giant will damage all structures 35%.
    Lvl 5 Giants would damage all structures 37%
    Lvl 6 Giants would damage all structures 39%

    If 36-40 Giants are on the battle field when "Quake" is activated, each lvl 4 Giant will damage all structures 41%.
    Lvl 5 Giants would damage all structures 45%
    Lvl 6 Giants would damage all structures 47%

    If 41-45 Giants are on the battle field when "Quake" is activated, each lvl 4 Giant will damage all structures 50%.
    Lvl 5 Giants would damage all structures 53%
    Lvl 6 Giants would damage all structures 55%

    If 46-50 Giants are on the battle field when "Quake" is activated, each lvl 4 Giant will damage all structures 60%.
    Lvl 5 Giants would damage all structures 63%
    Lvl 6 Giants would damage all structures 65%

    If 55 Giants are on the battle field when "Quake" is activated, each lvl 4 Giant will damage all structures 67%.
    Lvl 5 Giants would damage all structures 69%
    Lvl 6 Giants would damage all structures 70%

    Keep in mind, if you have MAX Giants in MAX army camps and a MAX cc, you will either be farming or cup pushing. If you are farming with that army in a low league... You're going to most likely three-star any player anyways. And if you are TROPHY PUSHING WITH ALL GIANTS, You're pretty screwed, aka: not gunna win, and you'll need the extra 70%, assuming you can break through all the walls in time...



    Wall Breaker:
    "Bombs Away!"


    Any wall breaker on the field will immediately throw their bomb at their target, blowing up the wall. This will occur if the wall breaker is targeted by a defense. (The wall breaker will only be able to throw the bomb if they are within 3 tiles of the wall).

    Only available lvl 4+

    War Balloon: "Remember me"
    When activated, all balloons on the screen will be given a boost for when they die. Rather than causing damage to the structures beneath the balloon,when the balloon dies...The building beneath the balloon will be automatically terminated for when the balloon goes down.

    Only available lvl 4+

    Wizard: "Fire"

    When activated, all buildings that have been shot by a wizard will continue to take "X" amount of damage, even after the building is no longer being shot at.

    Lvl 1-3 Wizard: N/A
    Lvl 4 Wizard: After the wizard dies, the building he was shooting at will receive 10 damage per second for 5s.
    Lvl 5 Wizard: After the wizard dies, the building he was shooting at will receive 20 damage per second for 5s.
    Lvl 6 Wizard: After the wizard dies, the building he was shooting at will receive 50 damage per second for 3s.

    As you can see in the pictures below, a wizard is attacking the camp, yet the wizards ability has not been used yet.
    (enter the urls into separate pages to view the images)

    file://localhost/Users/paulshepherd/Desktop/IMG_2698.PNG
    file://localhost/Users/paulshepherd/Desktop/IMG_2700.PNG
    In the next photo, I ask you to click the wizards ability:
    file://localhost/Users/paulshepherd/Desktop/IMG_2699.PNG
    And in the final photo, the wizards ability is activated. Since, you activated his ability before he died, the camp continues to take damage, even after he is dead:
    file://localhost/Users/paulshepherd/Desktop/IMG_2694.PNG





    Healer: "Sana"

    Once activated, any healer already deployed, will automatically heal all troops to FULL health.
    Only can be activated ONCE per raid.

    Lvl 1-2: N/A
    Lvl 3-4: AVAILABLE


    Dragon: "Lacina"

    Once activated, all dragons on the field will flap their wings twice as fast. This will misdirect all air-targeting defenses to shoot the wrong way.

    Lvl 1-2: N/A
    Lvl 3: 3 seconds
    lvl 4: 5 seconds


    Pekka: "Strength"

    Lvl 1 Pekka: Doubles the health of one Pekka on the field
    Lvl 2 Pekka: Doubles the health of up to two Pekkas on the field
    Lvl 3 Pekka: Doubles the health of up to three Pekkas on the field
    Lvl 4 Pekka: Doubles the health of up to four Pekkas on the field


    DARK TROOPS:

    Minion: "Wrong Spot!"

    When activated, the dark elixir the minion shoots out, will fire from their butt, rather than mouth.
    This allows the minion to fire twice as fast.

    Hog Rider: "Designed!"

    Just a new graphic design.
    Due to the the fact that the hogs are currently so OP, their special ability is:
    His Hog has golden teeth, red eyes, and flaming hooves.


    Valkyrie: "Swing!"

    When activated, the Valkyrie will SPIN SPIN SPIN herself and her axe.

    Lvl 1 Valkyrie: 5 seconds (158.4 damage per second)
    Lvl 2 Valkyrie: 8 seconds (178.2 damage per second)
    Lvl 3 Valkyrie: 10 seconds (199.8 damage per second)
    Lvl 4 Valkyrie: 12 seconds (223.2 damage per second)

    She will constantly be doing damage this way, in other words: 223.2 damage per second, when maxed out.
    http://clashofclans.wikia.com/wiki/Valkyrie (This link proves the valkyrie does X damage per swing. I simply moved the damage she does per swing to the damage she does per second).
    Golem: "Barrier"

    If activated, the golem will absorb more damage, having "X" more health.

    Lvl 1: 10% more health
    Lvl 2: 20% more health
    Lvl 3: 30% more health
    Lvl 4: 40% more health
    Lvl 5: 50% more health

    Witch: "Summon!"
    Each witch summons extra skeletons once when the ability is activated.

    Lvl 1: each witch summons 8 extra skeletons
    Lvl 2: each witch summons 12 extra skeletons


    I created this idea to put more of the "s" for "strategy" into the "s" for Clash of clans.
    Last edited by XProGamerX; May 30th, 2014 at 05:49 AM.
    Keep Calm, and Clash On


  2. #2
    Fresh Spawn
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    Lightbulb Brilliant Idea

    I think it would be good and helpfull but I dont see this happening too fast as it would take the developers a good bit of time to make ( i think so anyway). I hope supercell will add these features as it will actually be usefull and make raiding easier ( Giants jumping yeah I guess some people will abuse it if they strong but aslong as there is something good people will abuse)

  3. #3
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    Hah, Wring spot. Made me laughfor a good few minutes.

    Honesly, its ppretty good. But tone down the damage on the giants.

  4. #4
    Super Member EmeraldRange's Avatar
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    I feel all of me are OP with the current defences, but if defence is improved and strengthened, this would be a great idea. I think the special abilities are all slightly OP even then, because they feel like heroes now....

    Giants are too much. Even if all of the world's people stood in one place and jumped, it would have a magnitude of 1(really really tiny earthquake that no one can feel),so it's also unrealistic.
    Logic is cold ............... Embrace it.
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  5. #5
    Senior Member MrSmart's Avatar
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    Giants are WAY TOO OP. I usually use around 16 lv6 giants. They would stomp the whole base down! Other than that the idea doesn't sound bad.

  6. #6
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    The abilities would need to be nerfed i think too powerful. Also can you use both hero allies and two troop abilities?
    Last edited by Phinagin; January 6th, 2015 at 04:40 AM.

  7. #7
    Junior Member Theblob123's Avatar
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    Way to op and supercell would never make such a complex idea in the game. Giant pekka attack would get someone destroyed plus the heros
    Last edited by Theblob123; January 6th, 2015 at 04:47 AM.
    I am the one and only blob123 and I will dominate all
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  8. #8
    Millennial Club
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    Sc is all about simple, that is way to complex

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