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Thread: Seanster999's Dark Spell Factory (With 2 new spells!)

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    Senior Member Seanster999's Avatar
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    Seanster999's Dark Spell Factory (With 2 new spells!)

    The Dark Spell Factory is basically a Dark Barracks form of the Spell Factory. The Dark Spell Factory must be purchased with Elixir, and upgraded with Elixir, but the spells cost Dark Elixir and must be upgraded with Dark Elixir. The Dark Spell Factory would be unlocked at Town Hall 8, and includes one spell, the second spell would be unlocked at Town Hall 10.

    Dark Spell Factory
    Level: Hitpoints: Spell Unlocked: Spell Capacity: Build Cost: Build Time: TH Required:
    1 300 Shield Spell 1 2 Million Elixir 2 Days 8
    2 600 Magma Spell 2 4 Million Elixir 4 Days 10


    Spells:

    Shield Spell
    Level: Spell Duration: Cost: Upgrade Cost: Upgrade Time: Lab. Level Required: Time to Create Spell:
    1 6 Seconds 550 DE N.A N.A N.A 45 Minutes
    2 8 Seconds 600 DE 20000 5 Days 6 45 Minutes
    3 10 Seconds 700 DE 50000 7 Days 7 45 Minutes

    The Shield Spell casts a Ring of Protection. Place this spell on the battle field to make a limited number of units inside it temporarily invincible!
    *Number of Units capable of becoming Invincible:
    Level 1: 10, Level 2: 14, level 3: 18


    Magma Spell
    Level: Damage: Fire Effect Duration: Cost: Upgrade Cost: Upgrade Time: Lab. Level Required: Time to Create Spell:
    1 400 6 Seconds 600 DE N.A N.A N.A 60 Minutes
    2 450 8 Seconds 750 DE 50000 7 Days 8 60 Minutes

    The Magma Spell launches a wave of lava upon all targets within a certain distance. Place down the spell, and then swipe in the direction you wish the wave to disperse upon. The Magma Spell deals damage upon all building until a certain point, at which point the wave disappears. But the wave also causes a Fire Effect, which causes the buildings which the wave hit to catch on fire, and any unit that attacks a building with the Fire Effect upon it, deals double damage, however the Fire Effect lasts only a short time.

    Thanks for reading, hope you like my ideas!
    Last edited by Seanster999; July 12th, 2014 at 08:03 PM. Reason: Fixing stuff
    Seanster999
    Clash of Clans: iGN Sean Flik/ max th 10, except: (lvl 9/10 walls; lvl 25 BK, lvl 29 AQ)/ lvl 138
    Boom Beach: iGN Sean Flik/ almost max HQ 17/ lvl 50
    Clash Royale: iGN Sean Flik/ lvl 11/ highest trophies: 4600

  2. #2
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    Quote Originally Posted by Seanster999 View Post
    The Dark Spell Factory is basically a Dark Barracks form of the Spell Factory. The Dark Spell Factory must be purchased with Elixir, and upgraded with Elixir, but the spells cost Dark Elixir and must be upgraded with Dark Elixir. The Dark Spell Factory would be unlocked at Town Hall 8, and includes one spell, the second spell would be unlocked at Town Hall 10.

    Dark Spell Factory
    Level: Hitpoints: Spell Unlocked: Spell Capacity: Build Cost: Build Time: TH Required:
    1 300 Shield Spell 1 2 Million Elixir 2 Days 8
    2 600 ? 2 4 Million Elixir 4 Days 10


    Spells:

    Shield Spell
    Level: Spell Duration: Cost: Upgrade Cost: Upgrade Time: Lab. Level Required: Time to Create Spell:
    1 6 Seconds 750 DE N.A N.A N.A 45 Minutes
    2 8 Seconds 800 DE 20000 5 Days 6 45 Minutes
    3 10 Seconds 900 DE 50000 7 Days 7 45 Minutes

    The Shield Spell casts a Ring of Protection. Place this spell on the battle field to make all units inside it temporarily invincible!

    Magma Spell
    Level: Damage: Fire Effect Duration: Cost: Upgrade Cost: Upgrade Time: Lab. Level Required: Time to Create Spell:
    1 400 6 Seconds 800 DE N.A N.A N.A 60 Minutes
    2 450 8 Seconds 950 DE 50000 7 Days 8 60 Minutes

    The Magma Spell launches a wave of lava upon all targets within a certain distance. Place down the spell, and then swipe in the direction you wish the wave to disperse upon. The Magma Spell deals damage upon all building until a certain point, at which point the wave disappears. But the wave also causes a Fire Effect, which causes the buildings which the wave hit to catch on fire, and any unit that attacks a building with the Fire Effect upon it, deals double damage, however the Fire Effect lasts only a short time.

    Thanks for reading, hope you like my ideas!
    wow... Really good idea. The fire effect is awesome, but you should decrease a lot the damage. Maybe 200 at level one? And decrease the cost: remember to you most powerful elixer spells don't cost two times the most powrful elixer troops, so theese spell should cost a bit less than the golem. Anyway, really good idea, theese spells looks like lightining and heal, but are less boring and more interesting!

  3. #3
    Senior Member Seanster999's Avatar
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    Thanks, I decreased the damage on the Magma Spell and decreased the costs as well.
    Seanster999
    Clash of Clans: iGN Sean Flik/ max th 10, except: (lvl 9/10 walls; lvl 25 BK, lvl 29 AQ)/ lvl 138
    Boom Beach: iGN Sean Flik/ almost max HQ 17/ lvl 50
    Clash Royale: iGN Sean Flik/ lvl 11/ highest trophies: 4600

  4. #4
    Senior Member Zmando's Avatar
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    The ring if protection is OP. Why use a freeze spell when you can have one invincible barb take all the shots. Also why would you use heal spells.
    If you ever come across with zmando in clash, even if he has a million loot, you should skip
    If you ever come across with 00zmando in boom beach, drop some troops then kill them so that I will get diamonds.
    if you ever come across zmando in hay day that is not me

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    Quote Originally Posted by Zmando View Post
    The ring if protection is OP. Why use a freeze spell when you can have one invincible barb take all the shots. Also why would you use heal spells.
    Yes, but of we follow this thinking, most spells are trash. Why should I use the lightning to damage a bit some buildings while i can destroy them with my troops using the rage? Why should I use the heal to fight the damage of defenses while I can freeze them and not suffer any damage? DARK TROOPS ARE ÉLITE VERSIONS OF ELIXER TROOPS, DARK SPELLS SHOULD BE ÉLITE VERSIONS OF ELIXER SPELLS, with more abilities, and I think theese two spells are ok, especially the second. Maybe, change the invincibility with a partial denial of the damage. For example: troops with shield spell at lvel 1 denies about 15/20 damages per attack, so no one will say it is too OP.

  6. #6
    Senior Member Seanster999's Avatar
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    In order to not make the Protection Spell so Op, I also added a limit of how many troops can become invincible. This limit would also increase with the upgrade of the spell.
    Seanster999
    Clash of Clans: iGN Sean Flik/ max th 10, except: (lvl 9/10 walls; lvl 25 BK, lvl 29 AQ)/ lvl 138
    Boom Beach: iGN Sean Flik/ almost max HQ 17/ lvl 50
    Clash Royale: iGN Sean Flik/ lvl 11/ highest trophies: 4600

  7. #7
    Pro Member Dan93's Avatar
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    Instead of making it a certain number of troops, make it a certain number of housing space. With how you have it now you could be making 10 Dragons at once invincible.

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    The protection spell is almost like healing spell i think. Troops inside a pretty good upgraded healing spell can't die except for troops that get killed in one hit, like archers, minions, goblins and low lvl barbarians. I still think the protection spell is too much like the healing spell. Mabye worse 'cause it doesn't heal troops but just keep them at their same health.

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