Name of Troop: Assassin
assassinicon.jpg
Description: Trained in the ancient arts of [D'hark-Eliktsur], the assassin is a lightning-fast and stealthy warrior. Specifically trained to hunt the royal enemy guardians, she will stop at nothing until they are vanquished.
Damage Per Second: 40
Hit Points: 300 [tweak for game balance/mechanics]
Training Cost: 500 Dark Elixir
Favorite Target: Heroes (Damage x20)
Damage Type: Single Target
Targets: Ground
Housing Space: 15
Training Time: 20 Minutes
Movement Speed: 48
Special Abilities: The assassin's greatest strengths are her incredibly quick movement speed and the ability to randomly fade in and out of enemy sight (similar to queen's cloaking ability). The Assassin can quickly scale walls (jump), avoid all traps (traps are not triggered by her ~ credit to STUFF7684 for the idea) and will target only enemy heroes until they are slain. Assassins cannot be targeted by enemy Heroes or Clan Castle Troops but are weak, however, against enemy defense towers when visible.
Other thoughts: Who doesn't like ninjas?!I came up with the idea for the assassin shortly after the new Hero Defense AI came out a couple months ago. Adding this simple unit could potentially add the much-needed balance for offensive strategy against bases with centralized Hero locations (in particular~ adding balance to the ill-fated Hog Attacks.)
I believe this unit would be fun and would not offset the balance of the game too much, as they are only powerful against heroes, and rather weak (offensively and defensively) against everything else. The unit is designed to be a "2nd wave" troop, as sending them in alone, or in front would be quick demise for the assassin. The special ability to fade in and out of site at random would need to be tweaked for balance (ie. 1-3 second on/off intervals) as would the unit's base hitpoints. If anyone here remembers the "Tanya" unit from the Command and Conquer series, you'll know how fragile she was, but if used correctly, could shift the outcome of the battle drastically. Thoughts?
Reference art below:


I came up with the idea for the assassin shortly after the new Hero Defense AI came out a couple months ago. Adding this simple unit could potentially add the much-needed balance for offensive strategy against bases with centralized Hero locations (in particular~ adding balance to the ill-fated Hog Attacks.)

Remember though, the difficulty is protecting the assassin, its not as easy as it sounds. Once she reaches the hero, she should be powerful enough to make quick work of them 1-4 hits.

But I agree, she should have a cloak, and her eyes should be hidden. Thanks!
