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Thread: Spell Corrupter (Anti-Spell Trap)

  1. #21
    Trainee
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    Jul 2014
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    20
    Quote Originally Posted by Khuzy View Post
    Wow brilliant idea, but don't you reckon unlocking it at TH7 would be a bit too op ? Maybe TH9 or TH10 ? I heard they are making a TH11 so it could be released with that
    Thanks for the positive feedback! I really appreciate it. I think this should be available at a mid Town Hall level, like level 7, but Town Hall 8 or maybe even 9 would work as well. I don't think it would be as effective if it was unlocked at Town Hall 10, though. But that' just my take on it, and I understand your opinion on it. Maybe 7 is a little too early, maybe not; that's for Supercell to decide if they choose to add this.
    I would love to be a visionary because I have lots of ideas. Check them out!

    *Spell Corrupter (Anti-Spell Trap)
    *Brainwasher (Turns enemy troops to your side)

  2. #22
    Trainee
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    Jul 2014
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    Quote Originally Posted by Hascerflef View Post
    Great idea! But shouldn't this be in Ideas and Feature Requests? It would get more attention there. Just copy and paste.......
    I did originally post it there, but it was moved for some reason to wherever it is now. Where even is this post now?
    I would love to be a visionary because I have lots of ideas. Check them out!

    *Spell Corrupter (Anti-Spell Trap)
    *Brainwasher (Turns enemy troops to your side)

  3. #23
    Junior Member
    Join Date
    Apr 2014
    Posts
    95

    Want to make hogs weaker?

    In my eyes this would be a trap that would hurt all raids, but the one that stands out to me is hogs. Put one by your paired up big bombs and your base is solid against hogs. To me this would kill giant raids and give the decisive blow to making hogs worthless. War would be in chaos, it could have too big of a effect in war.

  4. #24
    Senior Member
    Join Date
    Aug 2015
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    377
    TH10s would just place it near Inferno towers,and this would make it very hard to even 2 star TH10s.

  5. #25
    Fresh Spawn
    Join Date
    Oct 2015
    Posts
    4

    A Suggestion

    Quote Originally Posted by elektrikpulse61 View Post
    To answer your questions, I shall make a list of spells and what their reverse effect could be.

    *Lightning Spell - Heals buildings or clan castle troops
    *Healing Spell - Damages the attacker's troops
    *Rage Spell - Makes the attacker's troops deal less damage; I think slower movement would be too OP
    *Jump Spell - Either slows the attacker's troops down or makes them heavy keeping them close to the ground...effectively a gravity spell.
    *Freeze Spell - Makes the defensive buildings attack more frequently; infernos would have more targets in both modes
    I think that's all of them...

    These are just ideas though, and I believe it would make spells more strategic. Also, it can help power down troops like the Hog Rider without having to actually nerf the troop itself. Of course, everyone has their own opinion, and I respect that. Keep in mind though that this trap would have a small range, meaning that it needs to be strategically placed for maximum coverage.
    For the jump spell, I think the opposite effect should make troops heavier and slower, effectively creating a gravity spell. The stronger the spell, the stronger the effects of the 'gravity spell'.

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