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Thread: Spell Cannon (Defense)

  1. #1
    Pro Member Flgatorboy's Avatar
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    May 2014
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    Spell Cannon (Defense)

    I know that the idea of defensive spells has already been circulating through the forums but this is a new spin on it!


    Description: "Fire spells to support your defenses or do damage to enemy troops!"
    Range Radius: 5


    Name: Spell Cannon
    Town Hall Unlocked: 9
    Cost: 2,000,000 Elixer


    Spell CannonLvl1 Stats:
    Spell Capacity: 3
    Firing Speed: 1 every 7s
    Hitpoints: 1600


    Spell Cannon Lvl2 Stats:
    Spell Capacity: 4
    Firing Speed: 1 every 7s
    Hitpoints: 2000
    Cost to upgrade: 2,500,000 Elixer


    Spell Cannon Lvl3 Stats:
    Spell Capacity: 6
    Firing Speed: 1 every 7s
    Hitpoints: 2500
    Cost to upgrade: 3,000,000 elixer


    How each spells react:
    Lightning Spell: Straight Forward except does a bit less damage to make it less OP (say 10-25% less)
    Healing Spell: Heals your injured buildings
    Rage Spell: Gives your defenses a stat boost of the rage spell
    Jump Spell: Can't be loaded
    Freeze Spell: Freezes Enemy troops

    Appearance: Lvl1: It would look like a spell factory and cannon mix. With the spells swirling in the back and the slot for shooting on the front. Colors are yellow with white stripes
    Lvl2: Colors change to gray with white stripes
    Lvl3: Colors change to black with yellow stripes


    Notes:
    - Spells must be manually loaded like x-bows
    - Spells can't be reused after being used in a defense but those that aren't
    - Traps (other than spring traps) ARE affected by the spell cannon (only really matters with rage though)



    Constructive Criticism is appreciated
    Last edited by Flgatorboy; June 1st, 2014 at 07:29 PM. Reason: Addition

    Maxing TH9
    Level 85
    [196 Crystal] [4 Skulls] [BK Level 10] [AQ Level 6]
    Click ---->[Wind Spell] | [Dementor] <---- Click

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