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Thread: New Troop Idea - Spell Totem - TH9 - Barracks level 11

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    New Troop Idea - Spell Totem - TH9 - Barracks level 11

    I posted this in the ideas and features section but think it was the wrong location so I'm redoing it over here. Sorry for the duplicate post as a result.

    My troop idea is for a buffing/debuffing troop for spells that are used either by the player or against the player.

    Suggested information
    Name: Spell Totem
    Unlocked with: Barracks level 11 (Regular elixir)
    Town Hall first available: 9
    Max Levels: 3 (2nd at Lab 7 and 3rd at Lab 8)
    Damage Per Second: 0
    Hit Points: 1
    Movement Speed: 0 (It doesn't move)
    Housing Space: 7
    Training Time: 3 minutes
    Description: The Spell Totem was originally designed to eat spells used against your village but has now been weaponized to both help you defensively and offensively. It is a mystical one-time statue that breaks when it senses magic.

    Picture idea: It's a statue from Boom Beach taken off Boom Beach wiki.

    image.jpg

    The Spell Totem is used to either enhance your spells when used on offense or weaken opponent spells when used on defense in your Clan Castle. Each time a spell is utilized, 1 Spell Totem is sacrificed for its effect to occur.

    The effect is:
    Level 1:
    Training Cost: 3000 elixir
    On offense, boost 1 spell's effect by an additional 2%
    On defense, weaken 1 spell's effect by 8%

    Level 2:
    Training Cost: 4000 elixir
    On offense, boost 1 spell's effect by an additional 4%
    On defense, weaken 1 spell's effect by 16%

    Level 3:
    Training Cost: 5000 elixir
    On offense, boost 1 spell's effect by an additional 5%
    On defense, weaken 1 spell's effect by 20%

    Since this troop is boosting or weakening spells it doesn't have a range and instead focuses on the whole map. Multiple Totems do not stack but instead are utilized one at a time based on the order in which spells are cast after the Totems have been deployed.

    If used on offense:
    Lightning does a little more damage
    Heal heals a little more each pulse
    Rage increases speed and damage a little more
    Jump lasts a little longer
    Freeze lasts a little longer

    If used on defense:
    Lightning does less damage
    Heal doesn't recover as much
    Rage doesn't have as much of an effect
    Jump ends sooner
    Freeze ends sooner

    Spell Totems cannot be lured from a Clan Castle as they do not move however as long as the Clan Castle is still standing their ability will still activate. Not sure if on defense their ability would be limited to just within the CC radius or would cover the whole map.

    This is my first submission idea so I hope I did this correctly. I know others have made up ideas suggesting things like lightning rods or other defensive structures to work against DE sniping. This idea originated from an idea similar to that but expands on it to include all spells and have a possible offensive strategy for the same unit. This way if someone wishes to have spell defense they lose CC troop support. But if their base is strong enough that they don't need CC troops, this gives their Clan Castle a new purpose. The 7 troop housing space was made so that each spell can be used when they reach the CC for their level.

    Previous created thread is at:
    http://forum.supercell.net/showthrea...41#post3630241

    I'm new to site so am sorry if I messed up anywhere.
    Last edited by Twist0981; January 12th, 2015 at 08:21 AM.

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