View Poll Results: What’s your Basic Opinion on this troop?

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  • The Troop is too OP

    0 0%
  • The Troop is a little OP

    0 0%
  • I want this is COC

    3 60.00%
  • The Troop is a little UP

    0 0%
  • The Troop is too UP

    1 20.00%
  • The Troop is Difficult to Use Well

    1 20.00%
  • The Troop is Easy to Use Well

    1 20.00%
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Thread: Something has emerged from the winter...

  1. #1
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    Exclamation Something has emerged from the winter...

    Something has emerged from the winter...



    Drawn by its craving for the Dark substances, the Yetis have emerged from the wilderness, ready to fight for those who will feed them the Dark substance that will ready them for battle. Built with an icy punch and a fiery rage, the Yeti un
    leashes a hammering fist that freezes anything it hits. Just remember… fire is their nemesis.


    Preferred Target Attack Type Housing Space Movement Speed Attack Speed Dark Barracks Range Training Time
    The Closest Assailant/ Dark/Regular Elixir Storage Melee (Ground Only)/
    Temporary Freeze
    25 12/
    20 if being attacked
    2.0s/
    1.5s if being attacked
    The Next One 1 tile 30 min


    • The Yeti generically aims for the Dark Elixir Sources (it really loves that dark elixir stuff), or regular Elixir first if there isn’t Dark Elixir
    • However, the Yeti will first attack anything that hurts it, the closest enemy defense, Hero or castle troop first, and only if they are attacking the Yeti




    • When the Yeti is being attacked, it will switch from a speed of 12 to 20, and immediately head for the closest thing that is attacking it (Wall placement does not affect this mechanic)
    • Furthermore, the Yeti will also switch its attack speed from 2.0s to 1.5s
    • This change is called Anger




    • When a Yeti hits a defense/troop/Hero, that single defense/troop/Hero will freeze and be unable to function. The affect lasts for 5 seconds
    • Furthermore, any damage done to that frozen defense/troop/Hero will be multiplied by 1.25 while it is frozen
    • The same affect goes for buildings it hits too: damage will be multiplied by 1.25


    Level Base Damage Per Second Base Damage Per Attack Hitpoints Training Cost Research Cost Lab Level Research Time
    1 36; Anger: 48 72 1,000 200 DE N/A N/A N/A
    2 39; Anger: 52 78 1,150 250 DE 50,000 DE 6 5d
    3 42; Anger: 56 84 1,300 300 DE 62,000 DE 7 6d
    4 45; Anger: 60 90 1,450 350 DE 74,000 DE 7 7d


    • The Yeti is weak to the Inferno Tower
    • Damage to a Yeti by the Inferno Tower is multiplied by 1.5


    Strategy
    • The Yeti generally does small amounts of damage, so it should be reinforced by other troops.
    • The Yeti will weaken and disable anything it hits, so it can be used to target certain defenses, weaken them, and allow other troops to use that weakness to an advantage in damage.
    • Remember, make sure that the defense you are sniping with the Yeti is continuously hitting the Yeti, because if it does not hit the Yeti and another Defense starts to hit the Yeti, the Yeti may run towards that Defense.
    • The Yeti can be used to snipe the Dark Elixir Storage/Drills or Elixir Storages/Collectors, as long as Defenses in range of the Yeti’s path are either destroyed or occupied. Since Dark Elixir/Elixir Storages can be found in the center of a base, Yetis can be decent pathmakers for other troops, into the center of a base.
    • Keep the Yeti away from Inferno Towers, or at least occupy the Inferno Towers with other troops.

    Attached Images Attached Images
    Last edited by RagnartheGreat; December 20th, 2014 at 07:29 PM.

  2. #2
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    Quote Originally Posted by RagnartheGreat View Post
    Something has emerged from the winter...



    Drawn by its craving for the Dark substances, the Yetis have emerged from the wilderness, ready to fight for those who will feed them the Dark substance that will ready them for battle. Built with an icy punch and a fiery rage, the Yeti un
    leashes a hammering fist that freezes anything it hits. Just remember… fire is their nemesis.


    Preferred Target Attack Type Housing Space Movement Speed Attack Speed Dark Barracks Range Training Time
    The Closest Assailant/ Dark/Regular Elixir Storage Melee (Ground Only)/
    Temporary Freeze
    18 12/
    20 if being attacked
    2.0s/
    1.5s if being attacked
    The Next One 1 tile 30 min


    • The Yeti generically aims for the Dark Elixir Sources (it really loves that dark elixir stuff), or regular Elixir first if there isn’t Dark Elixir
    • However, the Yeti will first attack anything that hurts it, the closest enemy defense, Hero or castle troop first, and only if they are attacking the Yeti




    • When the Yeti is being attacked, it will switch from a speed of 12 to 20, and immediately head for the closest thing that is attacking it (Wall placement does not affect this mechanic)
    • Furthermore, the Yeti will also switch its attack speed from 2.0s to 1.5s
    • This change is called Anger




    • When a Yeti hits a defense/troop/Hero, that single defense/troop/Hero will freeze and be unable to function. The affect lasts for 5 seconds
    • Furthermore, any damage done to that frozen defense/troop/Hero will be multiplied by 1.25 while it is frozen
    • The same affect goes for buildings it hits too: damage will be multiplied by 1.25


    Level Base Damage Per Second Base Damage Per Attack Hitpoints Training Cost Research Cost Lab Level Research Time
    1 36; Anger: 48 72 1,000 200 DE N/A N/A N/A
    2 39; Anger: 52 78 1,200 250 DE 50,000 DE 6 5d
    3 42; Anger: 56 84 1,400 300 DE 62,000 DE 7 6d
    4 45; Anger: 60 90 1,600 350 DE 74,000 DE 7 7d


    • The Yeti is weak to the Inferno Tower
    • Damage to a Yeti by the Inferno Tower is multiplied by 1.


    Strategy
    • The Yeti generally does small amounts of damage, so it should be reinforced by other troops.
    • The Yeti will weaken and disable anything it hits, so it can be used to target certain defenses, weaken them, and allow other troops to use that weakness to an advantage in damage.
    • Remember, make sure that the defense you are sniping with the Yeti is continuously hitting the Yeti, because if it does not hit the Yeti and another Defense starts to hit the Yeti, the Yeti may run towards that Defense.
    • The Yeti can be used to snipe the Dark Elixir Storage/Drills or Elixir Storages/Collectors, as long as Defenses in range of the Yeti’s path are either destroyed or occupied. Since Dark Elixir/Elixir Storages can be found in the center of a base, Yetis can be decent pathmakers for other troops, into the center of a base.
    • Keep it away from Inferno Towers, or at least occupy the Inferno Towers with other troops.

    I like it! Original and well thought.
    Also, I think i recognize your name. I'm pretty sure I was attacked by you on my second account. It's name is RAGNOKtheGREAT! Do you recognize that name?

  3. #3
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    Weeeeeelllll

    Its not so good and u should go on google see the real yeti in clash ur drawing sucks no offence man

  4. #4
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    Lol One Flaw..

    You say it's weakness is the Inferno Tower, correct? Then why does the damage of the tower multiply by one?.. It'd be the same damage.

  5. #5
    Centennial Club uikluspe's Avatar
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    By "being attacked," what do you mean? After all, the only defenses that attack this troop non-stop are the Inferno tower and the X-bow. If you mean that it only has the extra effects while it's being attacked, then every millisecond that it is damaged by a projectile, it will have a boost that will last a jiffy. Odds are, you won't be launching a hit at the exact same time as the attacking defense.

  6. #6
    Centennial Club Hickster83's Avatar
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    I don't understand the point of having a troop that freezes the target they are hitting when their favorite target would be resources.. The Yeti would have to have its favorite target be defenses. I see you have closest assailant also listed but i cannot see this working nor can i see this not being game breaking. I also think the "anger" mechanic should be removed. Inferno Towers should do 1.5-2x damage. Maybe allow the yeti to be healed by freeze spells. Great base idea but it needs some work.
    Last edited by Hickster83; December 19th, 2014 at 09:29 PM.

  7. #7
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    Typo

    I meant 1.5

  8. #8
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    Quote Originally Posted by uikluspe View Post
    By "being attacked," what do you mean? After all, the only defenses that attack this troop non-stop are the Inferno tower and the X-bow. If you mean that it only has the extra effects while it's being attacked, then every millisecond that it is damaged by a projectile, it will have a boost that will last a jiffy. Odds are, you won't be launching a hit at the exact same time as the attacking defense.
    By "being attacked" I meant anything that is currently attacking the Yeti. Also, the boost stays until the repetitive attacks (gaps between shots don’t count) stop.
    For example, a Cannon has time gaps between each shot at the Yeti. Still, the Yeti’s boost will stay constant and functional regardless of time gaps. Let’s say some archers start attacking the Cannon, so the Cannon switches over to attack the Archers. At that point, the Boost will stop, and the Yeti will continue finding Dark Elixir or Elixir as it generically does.

    Let’s just say that as long as the Yeti is not being targeted it will not have that boost.

  9. #9
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    Quote Originally Posted by dubjeja View Post
    Its not so good and u should go on google see the real yeti in clash ur drawing sucks no offence man
    That’s not my drawing its my 7-year-old brother’s and I decided to borrow it and edit it.
    Last edited by RagnartheGreat; December 20th, 2014 at 03:05 AM.

  10. #10
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    Exclamation

    Quote Originally Posted by Hickster83 View Post
    I don't understand the point of having a troop that freezes the target they are hitting when their favorite target would be resources.. The Yeti would have to have its favorite target be defenses. I see you have closest assailant also listed but i cannot see this working nor can i see this not being game breaking. I also think the "anger" mechanic should be removed. Inferno Towers should do 1.5-2x damage. Maybe allow the yeti to be healed by freeze spells. Great base idea but it needs some work.
    1. The freezing thing also weakens whatever is affected by the freeze, remember? In other words, any attack used on a frozen building/defense/troop/Hero will be increased. The Yeti is made to weaken things so other troops or Lightning Spell can take them out faster.

    2. Think of the Yeti like this. Let’s say we have a Yeti named Bob:
    Bob loves Dark Elixir and Elixir. But Bob has an anger issue in which Bob will become enraged and start trying to reach and attack the closest thing that is trying to stop Bob from getting his Elixir with violence.

    3. The anger mechanic is simply a flaw: The Yeti can also be easily distracted from its goal: Getting to that Dark Elixir/Elixir. That way, the strategy to enforce the Yeti by destroying/occupying defenses will be recognized by the players. However, in some cases it can be a good thing. The Yeti opens up many ways a player can use the troop. The player can train him/herself to figure how he/she can use this troop toward a goal; whether that goal be to make a wall-less path toward the center of a base where the Elixir might be, weakening and disabling defenses, or allowing the Yeti to be a damage magnet, there are many possibilities.
    I’m pretty sure that’s why Dark troops were created, to have special roles.

    4. Don’t we have Heal Spells to do that for us?

    No offense man, since I know you have hard work and stuff, but really read the important parts.
    Last edited by RagnartheGreat; December 20th, 2014 at 03:18 AM.

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