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Thread: Lv.10 Dark Troop: Original Custom Artwork included

  1. #1
    Super Member Asmdus88's Avatar
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    Lv.10 Dark Troop: The DOOMKNIGHT

    The original doom knight thread......

    Idea has evolved and become much better check the link Here to see the current version of the concept

    ******************************************
    I know we are only at lvl 6 dark barracks right now, but eventually we will reach level 10 and this is just a theoretical idea for what that final dark troop might be..... the legendary Doomknight!!

    Lvl.1
    DPS.225 (per hit about 350 damage)
    HP-3200
    Training $- 500 Dark
    Attk Type: area splash
    Targets: ground
    Fav. Target- Any
    Housing- 35
    Train Speed- 1 hour
    Mov- 10

    Lvl. 2
    DPS-280 (per hit about 425 damage)
    HP-3600
    Training $-580 Dark

    Lvl.3
    DPS- 330 (per hit about 500 damage)
    HP-4000
    Training $- 660 Dark

    Troop Description: This malevolent powerhouse is the most feared warrior in all the land; smashing everything it lays eyes upon. Only Magic can slow down his terrible wrath.

    ***The Doomknight is the Dark counterpart to the P.E.K.K.A, and the way I picture the dark barracks at lvl 10 would be with a Doomknight's helmet on top the same way the P.E.K.K.A's helmet is atop the regular lvl 10 Barracks. (Concept art above)


    Strengths:

    Spin Attack similar to the Valkyrie

    X2 damage vs Defenses

    Immune to spring traps

    bombs and big bombs deal 1/2 damage

    Weaknesses:

    Wizard Towers do X10 damage
    (At level 6 this is about 410 damage, at the max level 8 it's about 600).....
    And have a 1 in 5 chance to stun for 2 seconds


    Doomknight moves very slow

    It has High housing, training cost, and training speed.

    ****Update added to give the Archer Queen a "Magic Arrow" upgrade, increasing her overall damage output (applies to every level increment by +15 Damage) but also makes her do X2 damage to Doomknights AND makes her have a 1 in 10 chance to stun them for 2 seconds when she hits them.

    At lvl 40 this means she does about 330 damage per hit (which to a Doomknight is 660) AND has a chance to stun them
    Last edited by Asmdus88; August 30th, 2015 at 10:28 PM. Reason: Add concept art

  2. #2
    Junior Member RemyEls's Avatar
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    Not sure if that's only me, but that's looking way too OP, 2-shotting every defense and having only wizard towers do triple damage which is technically nothing to worry about when using this troop.

    You may wanna reconsider health and damage.
    CoC: TH10; Leader of #Ou3aTezhateh

  3. #3
    Super Member Asmdus88's Avatar
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    Agreed

    I know this initial stat presentation comes across as OP, and damage-wise I agree I'll probably need to tweak it down to like 175 since it does X2 vs defenses, but even as strong as it sounds it's weaknesses create a solid balance in my opinion.

    It's as slow as a balloon but it's not flying, which means it'll have to deal with getting around walls

    It's A.I. Is to attack anything, so it'll have that nasty tendency to go around instead of pushing forward into a base

    And it takes up 40 housing; that's not just some side unit that's overpowered and going to one shot a base on it's own. It's powerful sure, but it would need to be used right to be effective. Otherwise it's going to get taken out faster than it can bring down the defenses, and you'll be out 40 points worth of troops.

    The intended use for this troop is to act as a wrecking ball (alternative to PEKKA) your other troops clear a path for, so it can get into the center of a base and unleash hell.... But doing that would require strategy and depends on the set up of the base.

    And if your army capacity is 200, and you just make 5 of them and rage and leap them the whole match, sure you might win; but your looking at 2500 DE down the drain if you do, AND against a well laid out base even with that strategy there's no guarantee you'll win.

    I think lowering it's damage will better balance the troop; but 3200 is fine for HP in my opinion because that's not invincible, wizard towers will be a huge obstacle for this troop, and it can't do anything about a cc full of dragons or minions because it can't attack flying.

    Is this troop concept really strong? Yes, and it's supposed to be, but it's not as overpowered as it might seem.

    Plus I think it looks cool and would be a fitting lvl 10 dark troop
    Last edited by Asmdus88; October 6th, 2014 at 03:59 PM.

  4. #4
    Super Member Asmdus88's Avatar
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    Actually

    I've been giving it more thought, and it actually doesn't seem OP at all to give this troop a massive damage output.

    Maybe not 280 DPS like I originally had, at least not for level 1, but for it to get up to that amount should be ok.

    Consider this, a Valkyrie at lvl 4 does 220 splash damage per hit, has like 900 life, 16 move speed; AND you can have up to 30 of them on the map at once.

    Also consider, that at it's max level a PEKKA has 380 DPS, which per attack is like 900 damage, and it has 4500 HP.

    Conceptually, The Doomknight would do less than a PEKKA per hit even if they had the same DPS because it has a lower movement speed, but would make up for this by dealing out 360' splash damage like the Valkyrie.

    Essentially, the Doomknight is supposed to be to the Valkyrie, what the PEKKA is to the barbarian.

    At 175 DPS I'd say the Doomknight dealt about 260 to 270 per actual hit; which VS defense is 520 to 540 which puts it right into PEKKA territory in damage.

    I really don't think it's that OP given it's movement speed, housing, and training cost
    Last edited by Asmdus88; October 6th, 2014 at 05:51 PM.

  5. #5
    Fresh Spawn
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    Interesting but to me it doesn't really have the wow effect. Notice how the dark troops have special features that are unique.

  6. #6
    Super Member Asmdus88's Avatar
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    True

    You do make a valid point about that, this idea of a Doomknight is more a hybrid of a Valkyrie and a PEKKA than a stand alone unique concept.

    do you have any suggestions that might give a unit like this a "wow" effect? Without making it anymore borderline OP than it is?

    I still think it's a pretty cool idea for a level 10 dark troop

  7. #7
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    40!

    I say you shouldnt have something that takes more spac then cc can hold.Thats just not fun.I wanna have a doomknight pop out when someone tries to gowipe me.

  8. #8
    Super Member Asmdus88's Avatar
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    Haha

    I only say 40 because I wanted to make it as much as a powerhouse as possible so it would limit how many could be on the map at once.

    Perhaps 30 would sound more plausible? Would still limit it to a max of 8 Doomknigjts if you had your army camps maxed out... Which actually sounds like a scary/badass invasion lol

  9. #9
    Super Member Asmdus88's Avatar
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    Agree?

    Can't deny this is a cool idea

  10. #10
    New Guy
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    Op

    E is a little too op seeing as even if wt's do 3x as much, th's forst compare to the 2x received by a pekka from a tesla, maybe make it so that teslas and wizard towers do 2 x so it's more balanced and yet less

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