View Poll Results: Would you want a Shielder and Why?

Voters
21. You may not vote on this poll
  • Yes! (No Particular Reason)

    8 38.10%
  • No! (No Particular Reason)

    3 14.29%
  • Don’t Care

    1 4.76%
  • Yes, its perfect!

    5 23.81%
  • Yes, but it needs some tweaks

    10 47.62%
  • No, it needs ALOT of tweaking

    2 9.52%
  • No, its too OP

    2 9.52%
  • No, its too UP

    0 0%
  • Yes, but its a little UP

    0 0%
  • Yes, but Its a little OP

    3 14.29%
  • Ruled Out

    1 4.76%
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Thread: When Wallbreakers fear death...

  1. #11
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    Exclamation Voted “It needs some tweaks"

    I see alot of you have voted “It needs some Tweaks,” but none have bothered to state them in the comments. Please tell me what parts need tweaks! Thank you!

  2. #12
    Centennial Club Nev's Avatar
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    Invincible combo

    Quote Originally Posted by RagnartheGreat View Post
    ...This skeleton carries a shield made of hardened Dark Elixir, rather than an explosive, which has the power to render targeted Splash damage useless.
    Preferred Target Attack Type Housing Space Movement Speed Attack Speed Dark Barracks Range Training Time
    Defenses Melee (Ground Only) 20 10 3.0s The Next One 1 tile 30 min


    • The Shielder carries a massive shield, thus incredibly slow compared to his/her Wallbreaker brethren.
    • The Shielder heads for Defenses in general, however does little damage in DPS.


    • Ground-Capable Defenses are drawn to the Shielder as long as the Shielder is the closest assailant.


    • Unlike damage absorbers such as the Golem, the Shielder sets itself apart because it can protect troops around it from Splash damage (2.0 tiles). When it does this, the Shield is raised up.
    • The flaw to the Shielder is that when the Shield is raised up, single shot damage done by Cannons and Archer Towers will have damage doubled when targeting the Shielder.
    • Wizard Towers have no effect on the Shielder if it is carrying its Shield.


    • The Shield Breaks once the Shielder loses 92% or more of its Health. At that point, damage to the Shielder is doubled and the Shielder does the same damage as well as speed as a Witch’s skeleton.

    Shield Mode
    Level Base Damage Per Second Base Damage Per Attack Hitpoints Training Cost Research Cost Lab Level Research Time
    1 6 18 4,200 300 DE N/A N/A N/A
    2 8 24 4,600 325 DE 50,000 DE 6 5d
    3 10 30 5,000 350 DE 70,000 DE 7 7d
    Shieldless Mode (Same as Witch’s Skeleton)
    Base Damage Per Second Base Damage Per Attack Hitpoints Movement Speed
    25 25 8% of Initial HP 24





    Strategy

    • Since the Shielder is a damage magnet, deploy ranged troops behind it.
    • Generally, make sure your troops stay behind or near the Shielder.

    What do you think would happen with a 2 sheilders, 1 golem, then rest wiz, and of course AQ & BK?
    This seems like it would create and unstoppable combo. Not saying bad idea just trying to strengthen your idea by addressing possible issues.
    Last edited by Nev; December 31st, 2014 at 02:51 AM.

  3. #13
    Millennial Club tomatosarenice's Avatar
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    Very interesting, although oddly specific numbers

    Just for the fun of it, make the shielder a regular wallbreaker once the shield breaks

  4. #14
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    Quote Originally Posted by Nev View Post
    What do you think would happen with a 2 sheilders, 1 golem, then rest wiz, and of course AQ & BK?
    This seems like it would create and unstoppable combo. Not saying bad idea just trying to strengthen your idea by addressing possible issues.
    You see, the Shielder is unlocked with the DB Lvl 4 which is at Lvl 8 Town Hall. At that point you have an excessive range of Single shot Defenses. That means while the Mortars (I think there are 3 or 4 of them at TH8) keep them occupied these Single shot defenses can pick it of easily so the Shielder would only stall for several seconds. That would be a waste of 20 spaces. And just one golem at level 1? Same waste. (Golems are much better later on in my book, but by then it would already by significantly harder for a Shielder if you just put them in the front lines.

    What would happen is these troops will get picked off quick, leaving Wizards vulnerable. At that point the Archer Tower which now repeating fire capability would pick those Wizards off, if they aren’t destroyed first (Even if they are destroyed first, which actually does have a high chance if you, say, have an opening of a sort, the raid would not be as satisfying).

    The max TH8 army is 200 troops. You’d be wasting a space of 70 for a few seconds stalling. The rest of wizards, making up only 32, will probably all be slaughtered before a 3 star can be made.

    At TH9 it would be even worse since you don’t upgrade the Shielder up yet until TH10, in which everything would be just harder for these guys.

    In general, I’d just have one, and deploy it so that it covers a group of very important Archers when they are at a specific location. (This has a flaw too, due to the Shielder’s speed)
    Or even better, have some giants follow one so the Wizard Tower can’t splash them.
    I specifically made the Shielder to be quite UP.

    An army I would go with is a group of Archers and this baby, and plot it up to Cannons and Archer Towers. Wizard Towers are tougher, because the wizard fires once per second shots and that will keep the Shield constantly raised up, leaving the Shielder vulnerable. Mortars are generally in the inner parts of the base so they will be worked on later.
    Last edited by RagnartheGreat; December 31st, 2014 at 08:30 PM.

  5. #15
    Fresh Spawn
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    Cost too small

    I think the cost for level one should be about 500 DE, and for level two and three, gain 300 more in cost, if it unlocks at DB lvl 4, then it should cost a lot more, especially since it has so many hitpoints. Also, maybe try unlocking it at a different time than the golem, because they are kind of similar.

  6. #16
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    Quote Originally Posted by AceCoC View Post
    I think the cost for level one should be about 500 DE, and for level two and three, gain 300 more in cost, if it unlocks at DB lvl 4, then it should cost a lot more, especially since it has so many hitpoints. Also, maybe try unlocking it at a different time than the golem, because they are kind of similar.
    500+300 at max? That’s crazy

  7. #17
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    Quote Originally Posted by tomatosarenice View Post
    Very interesting, although oddly specific numbers

    Just for the fun of it, make the shielder a regular wallbreaker once the shield breaks
    That kinda defeats the purpose of the generic weak Wall Breaker itself

  8. #18
    Centennial Club Nev's Avatar
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    I may be confused

    Quote Originally Posted by RagnartheGreat View Post
    You see, the Shielder is unlocked with the DB Lvl 4 which is at Lvl 8 Town Hall. At that point you have an excessive range of Single shot Defenses. That means while the Mortars (I think there are 3 or 4 of them at TH8) keep them occupied these Single shot defenses can pick it of easily so the Shielder would only stall for several seconds. That would be a waste of 20 spaces. And just one golem at level 1? Same waste. (Golems are much better later on in my book, but by then it would already by significantly harder for a Shielder if you just put them in the front lines.

    What would happen is these troops will get picked off quick, leaving Wizards vulnerable. At that point the Archer Tower which now repeating fire capability would pick those Wizards off, if they aren’t destroyed first (Even if they are destroyed first, which actually does have a high chance if you, say, have an opening of a sort, the raid would not be as satisfying).

    The max TH8 army is 200 troops. You’d be wasting a space of 70 for a few seconds stalling. The rest of wizards, making up only 32, will probably all be slaughtered before a 3 star can be made.

    At TH9 it would be even worse since you don’t upgrade the Shielder up yet until TH10, in which everything would be just harder for these guys.

    In general, I’d just have one, and deploy it so that it covers a group of very important Archers when they are at a specific location. (This has a flaw too, due to the Shielder’s speed)
    Or even better, have some giants follow one so the Wizard Tower can’t splash them.
    I specifically made the Shielder to be quite UP.

    An army I would go with is a group of Archers and this baby, and plot it up to Cannons and Archer Towers. Wizard Towers are tougher, because the wizard fires once per second shots and that will keep the Shield constantly raised up, leaving the Shielder vulnerable. Mortars are generally in the inner parts of the base so they will be worked on later.
    Seems like the sheilders would block the splash while the golem would absorb single shot giving wiz more than enough time to pick of defense. Make sense? So unless im mistaken it would be extremely strong combo
    Last edited by Nev; January 1st, 2015 at 12:56 AM.

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