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Thread: A new idea: Spell Launchers!

  1. #1
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    Lightbulb A new idea: Spell Launchers!

    Ok so your a TH5 and you think, wow wouldn't be nice if i could use these lightning spells to defend my base while I'm away? Well if so here is the page for you! So lets just get right to the point about these little doohickeys. NOTE: ALL SPELL LAUNCHERS ARE 3*3 TILES BIG!




    Spell launchers, surprise your foes with spells that will always leave a mark in the end!


    First up Lightning Spell Launchers. This has the exact same UI as Inferno Towers. If set to Single Target it will use 1/4 of a spell, and if set to Multiple Targets, it will use 1 whole spell.



    TH6: You can unlock LV1 Lightning Spell Launcher.(Building cost 300,000 Elixir.)
    Stats: Can hold 1 spell
    580HP
    And the range is 12 tiles.

    TH7: You can now upgrade to LV2 Lightning Spell Launcher.(Building cost 500,000 Elixir.)
    Stats: Can now hold 2 spells instead of 1.
    680HP(+100HP From LV1.)
    And the range is 12 tiles.

    TH8: You can now upgrade to LV3 Lightning Spell Launcher.(Building cost 900,000 Elixir.)
    Stats: Can now hold 3 spells instead of 2.
    780HP(+100HP From LV2.)
    And the range is 12 tiles.

    TH9: You can now upgrade to LV4 Lightning Spell Launcher.(Building cost 1,700,000 Elixir.)
    Stats: Can now hold 4 spells instead of 3.
    880HP(+100HP From LV3.)
    And the range is 12 tiles.

    TH:10 You can now upgrade to LV5 Lightning Spell Launcher.(Building cost 3,300,000 Elixir.)
    Stats: Can now hold 5 spells instead of 4.
    1000HP(+120HP From LV4.)
    And the range is 12 tiles.




    Next up the Healing Spell Launcher. This one works very differently from the Lightning Spell Launcher. Instead it can Target 1 Building, Target 2 Buildings, Target 3 Buildings, And Target 4 Buildings. But be warned the more buildings targeted the more of the spell you will use.



    TH:7 You can unlock the LV1 Healing Spell Launcher.(Building cost 500,000 Elixir.)
    Stats: Can hold 1 spell.
    680HP
    And the range is 12 tiles.

    TH:8 You can upgrade to LV2 Healing Spell Launcher.(Building cost 900,000 Elixir.)
    Stats: Can now hold 2 spells instead of 1.
    780HP(+100HP From LV1.)
    And the range is 12 tiles.

    TH:9 You can upgrade to LV3 Healing Spell Launcher.(Building cost 1,700,000 Elixir.)
    Stats: Can now hold 3 spells instead of 2.
    880HP(+100HP From LV2.)
    And the range is 12 tiles.

    TH:10 You can upgrade to LV4 Healing Spell Launcher.(Building cost 3,300,000 Elixir.)
    Stats: Can now hold 4 spells instead of 3.
    1000HP(+120HP From LV3.)




    Ok next up is the Rage Spell Launcher. Your defenses not strong enough for those hardy troops? Then get the Rage Spell Launcher! This works the exact same way as Healing Spell Launchers work, except it enrages your defenses for more pain for your enemies.



    TH:8 You can unlock LV1 Rage Spell Launcher.(Building Cost 900,000 Elixir.)
    Stats: Can hold 1 spell.
    780HP
    And its range is 12 tiles.

    TH:9 You can upgrade to LV2 Rage Spell Launcher.(Building Cost 1,700,000 Elixir.)
    Stats: Can hold 2 spells instead of 1.
    880HP(+100HP From LV1.)
    And its range is 12 tiles.

    TH:10 You can upgrade to LV3 Rage Spell Launcher.(Building Cost 3,300,000 Elixir.)
    Stats: Can hold 3 spells instead of 2.
    1000HP(+120HP From LV2.)
    And its range is 12 tiles.




    Next Up is the Jump Spell Launcher. You may be wondering how is the Jump Spell Launcher going to help your defenses?
    The Jump Spell Launcher works exactly like the Rage And Healing Spell Launchers. It will increase the radius of your defenses.



    TH:9 You can unlock the LV1 Jump Spell Launcher.(Building cost 1,700,000 Elixir.)
    Stats: Can hold 1 spell.
    880HP
    And its range is 12 tiles.

    TH:10 You can upgrade to LV2 Jump Spell Launcher.(Building cost 3,300,000 Elixir.)
    Stats: Can hold 2 spells instead of 1.
    1000HP(+120HP From LV1.)
    And its radius is 12 tiles.




    Finally the last Spell Launcher is the Freeze Spell Launcher. This one only launchers 1/4 of a Freeze Spell when there is at least a clump of 10 troops near each other, and it must be in its radius.



    TH:10 You can unlock the LV1 Freeze Spell Launcher.(Building cost 3,300,000 Elixir.)
    Stats: Can hold 1 spell.
    1000HP
    And its radius is 12.




    If you made it this far thank you, and please leave your opinion on my idea down below in the comments section.




    -HellfirePlays

  2. #2
    Forum Veteran BattleBorn007's Avatar
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    Quote Originally Posted by HellfirePlays View Post
    Ok so your a TH5 and you think, wow wouldn't be nice if i could use these lightning spells to defend my base while I'm away? Well if so here is the page for you! So lets just get right to the point about these little doohickeys. NOTE: ALL SPELL LAUNCHERS ARE 3*3 TILES BIG!




    Spell launchers, surprise your foes with spells that will always leave a mark in the end!


    First up Lightning Spell Launchers. This has the exact same UI as Inferno Towers. If set to Single Target it will use 1/4 of a spell, and if set to Multiple Targets, it will use 1 whole spell.



    TH6: You can unlock LV1 Lightning Spell Launcher.(Building cost 300,000 Elixir.)
    Stats: Can hold 1 spell
    580HP
    And the range is 12 tiles.

    TH7: You can now upgrade to LV2 Lightning Spell Launcher.(Building cost 500,000 Elixir.)
    Stats: Can now hold 2 spells instead of 1.
    680HP(+100HP From LV1.)
    And the range is 12 tiles.

    TH8: You can now upgrade to LV3 Lightning Spell Launcher.(Building cost 900,000 Elixir.)
    Stats: Can now hold 3 spells instead of 2.
    780HP(+100HP From LV2.)
    And the range is 12 tiles.

    TH9: You can now upgrade to LV4 Lightning Spell Launcher.(Building cost 1,700,000 Elixir.)
    Stats: Can now hold 4 spells instead of 3.
    880HP(+100HP From LV3.)
    And the range is 12 tiles.

    TH:10 You can now upgrade to LV5 Lightning Spell Launcher.(Building cost 3,300,000 Elixir.)
    Stats: Can now hold 5 spells instead of 4.
    1000HP(+120HP From LV4.)
    And the range is 12 tiles.




    Next up the Healing Spell Launcher. This one works very differently from the Lightning Spell Launcher. Instead it can Target 1 Building, Target 2 Buildings, Target 3 Buildings, And Target 4 Buildings. But be warned the more buildings targeted the more of the spell you will use.



    TH:7 You can unlock the LV1 Healing Spell Launcher.(Building cost 500,000 Elixir.)
    Stats: Can hold 1 spell.
    680HP
    And the range is 12 tiles.

    TH:8 You can upgrade to LV2 Healing Spell Launcher.(Building cost 900,000 Elixir.)
    Stats: Can now hold 2 spells instead of 1.
    780HP(+100HP From LV1.)
    And the range is 12 tiles.

    TH:9 You can upgrade to LV3 Healing Spell Launcher.(Building cost 1,700,000 Elixir.)
    Stats: Can now hold 3 spells instead of 2.
    880HP(+100HP From LV2.)
    And the range is 12 tiles.

    TH:10 You can upgrade to LV4 Healing Spell Launcher.(Building cost 3,300,000 Elixir.)
    Stats: Can now hold 4 spells instead of 3.
    1000HP(+120HP From LV3.)




    Ok next up is the Rage Spell Launcher. Your defenses not strong enough for those hardy troops? Then get the Rage Spell Launcher! This works the exact same way as Healing Spell Launchers work, except it enrages your defenses for more pain for your enemies.



    TH:8 You can unlock LV1 Rage Spell Launcher.(Building Cost 900,000 Elixir.)
    Stats: Can hold 1 spell.
    780HP
    And its range is 12 tiles.

    TH:9 You can upgrade to LV2 Rage Spell Launcher.(Building Cost 1,700,000 Elixir.)
    Stats: Can hold 2 spells instead of 1.
    880HP(+100HP From LV1.)
    And its range is 12 tiles.

    TH:10 You can upgrade to LV3 Rage Spell Launcher.(Building Cost 3,300,000 Elixir.)
    Stats: Can hold 3 spells instead of 2.
    1000HP(+120HP From LV2.)
    And its range is 12 tiles.




    Next Up is the Jump Spell Launcher. You may be wondering how is the Jump Spell Launcher going to help your defenses?
    The Jump Spell Launcher works exactly like the Rage And Healing Spell Launchers. It will increase the radius of your defenses.



    TH:9 You can unlock the LV1 Jump Spell Launcher.(Building cost 1,700,000 Elixir.)
    Stats: Can hold 1 spell.
    880HP
    And its range is 12 tiles.

    TH:10 You can upgrade to LV2 Jump Spell Launcher.(Building cost 3,300,000 Elixir.)
    Stats: Can hold 2 spells instead of 1.
    1000HP(+120HP From LV1.)
    And its radius is 12 tiles.




    Finally the last Spell Launcher is the Freeze Spell Launcher. This one only launchers 1/4 of a Freeze Spell when there is at least a clump of 10 troops near each other, and it must be in its radius.



    TH:10 You can unlock the LV1 Freeze Spell Launcher.(Building cost 3,300,000 Elixir.)
    Stats: Can hold 1 spell.
    1000HP
    And its radius is 12.




    If you made it this far thank you, and please leave your opinion on my idea down below in the comments section.




    -HellfirePlays
    I dont like it because it seems game breaking also Th6 is when you get this thats a no go for me
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  3. #3
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    Quote Originally Posted by BattleBorn007 View Post
    I dont like it because it seems game breaking also Th6 is when you get this thats a no go for me
    Actually not really considering the fact that at TH6 you spawn one troop then you let the spell strike until it empties.

  4. #4
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    Quote Originally Posted by BattleBorn007 View Post
    I dont like it because it seems game breaking also Th6 is when you get this thats a no go for me
    Also tell me what thing that i should change not moving it up or down town hall levels though. I was think of possibly starting all of this at town hall 7 if we had town hall 11.

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