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Thread: Troop Idea: Thaumaturge

  1. #1
    Fresh Spawn Dev4n's Avatar
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    Troop Idea: Thaumaturge

    The Thaumaturge is a ranged unit with favorite target being defenses.

    He would appear similar to the wizard but have green robes with no hood. He is visibly old, bald with a long white beard, and glowing green eyes.

    This troop's unique ability is to slow defenses attack speed. His attack is a very low damage (similar to the lava hound) green aura extending to the defense it is affecting. This does not affect the defense's damage per shot, it only lowers the damage per second as a result of lesser speeds. The slowing effect can be stacked by several Thaumaturges targeting the same defense until it is completely frozen (maybe at max level it would take 5 to completely freeze or 20% slow) which would be indicated by some kind of aura at the bottom of the building similar to the gem boost in appearance. Thaumaturges do not intentionally target the same defenses they will simply go to the nearest one. His range would be the same as the witch's, slightly longer than wizards and archers but a faster speed (16-20?). Due to his abilities he would have relatively low health similar to the witch and a mid range housing space (4-8?).

    The Thaumaturge is best used in an army comp where he is very well protected with high damage output with him. He is a support unit like the healer. Adding his services to a GoWiWi attack or a Giant/Wizard/Healer strategy would work excellently. Another strategy could be similar to the Super Dragoon where you could use balloons or hogs on two sides to get a line of defenses to the TH ensuring the Thaumaturges work together on the same defenses. He's not ideal for all bases though, the wizard towers understand their power and why they must be stopped therefore the Thaumaturge is their favorite target as well as doing double damage, taking down a group of Thaumaturges in a hurry. Wizard towers are also resistant to their magic making them essential to stopping an attack with these troops, but that won't stop them from being distracted with the wizard towers. Inferno towers when set to single target will heat up slower when targeted by the Thaumaturge. Inferno towers when set to multi-target,every 20% slow affecting it will result in one less beam of heat coming from the tower. Alterations to a base to improve defense against this troop would include protecting and centralizing wizard towers well, or structuring defenses like on anti hog bases so inner defenses can pick them off as they run in a circle or just generally structuring defenses to send them in bad directions, and they would potentially add to the argument between the ground and air xbow settings. When he is a defensive troop in the clan castle he will freeze any troop in place whether it be a golem or a barbarian so it is best to overwhelm him with infantry troops or use a lightning spell on him before he can have an impact.

    Thanks for reading! Please leave comments with your opinions!
    Last edited by Dev4n; February 26th, 2015 at 11:00 PM.

  2. #2
    Millennial Club SuperMarc's Avatar
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    Quote Originally Posted by Dev4n View Post
    The Thaumaturge is a ranged unit with favorite target being defenses.

    He would appear similar to the wizard but have green robes with no hood. He is visibly old, bald with a long white beard, and glowing green eyes.

    This troop's unique ability is to slow defenses attack speed. His attack is a very low damage (similar to the lava hound) green aura extending to the defense it is affecting. This does not affect the defense's damage per shot, it only lowers the damage per second as a result of lesser speeds. The slowing effect can be stacked by several Thaumaturges targeting the same defense until it is completely frozen (maybe at max level it would take 5 to completely freeze or 20% slow) which would be indicated by some kind of aura at the bottom of the building similar to the gem boost in appearance. Thaumaturges do not intentionally target the same defenses they will simply go to the nearest one. His range would be the same as the witch's, slightly longer than wizards and archers but a faster speed (16-20?). Due to his abilities he would have relatively low health similar to the witch and a mid range housing space (4-8?).

    The Thaumaturge is best used in an army comp where he is very well protected with high damage output with him. He is a support unit like the healer. Adding his services to a GoWiWi attack or a Giant/Wizard/Healer strategy would work excellently. Another strategy could be similar to the Super Dragoon where you could use balloons or hogs on two sides to get a line of defenses to the TH ensuring the Thaumaturges work together on the same defenses. He's not ideal for all bases though, the wizards understand their power and why they must be stopped therefore the Thaumaturge is their favorite target as well as doing double damage, taking down a group of Thaumaturges in a hurry. Wizard towers are also resistant to their magic making them essential to stopping an attack with these troops, but that won't stop them from being distracted with the wizard towers. Alterations to a base to improve defense against this troop would include protecting and centralizing wizard towers well, or structuring defenses like on anti hog bases so inner defenses can pick them off as they run in a circle or just generally structuring defenses to send them in bad directions, and they would potentially add to the argument between the ground and air xbow settings. When he is a defensive troop in the clan castle he will freeze any troop in place whether it be a golem or a barbarian so it is best to overwhelm him with infantry troops or use a lightning spell on him before he can have an impact.

    Thanks for reading! Please leave comments with your opinions!
    Nice! Would give lots of new raiding techniques! But how much does it cost?
    Last edited by SuperMarc; February 22nd, 2015 at 10:05 PM.

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    elixir be happy you didn't lose 700 000 elixir!

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  3. #3
    Fresh Spawn Dev4n's Avatar
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    Hey, thanks for the response! If I had to make a cost for it I would probably make it somewhere between 150-300 dark elixer, though it's kinda hard to put a number on it. What do people think about the whole wizard tower thing? I thought he might be too powerful without something targeting him. Do you guys think he would be fine without any defenses/traps targeting him or should it be something else like the skeleton trap or maybe something new?
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    Seems like a nice idea! I like the balancing you did with the wizard, but would wizard towers deal extra damage to them too? Or only normal ones? Furthermore, would the troop also slow down the inferno tower when on single target and increase the time it takes to "warm up" and do more damage?

    Support!

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    Quote Originally Posted by Dev4n View Post
    Hey, thanks for the response! If I had to make a cost for it I would probably make it somewhere between 150-300 dark elixer, though it's kinda hard to put a number on it. What do people think about the whole wizard tower thing? I thought he might be too powerful without something targeting him. Do you guys think he would be fine without any defenses/traps targeting him or should it be something else like the skeleton trap or maybe something new?
    You have logical idea going here honestly the way you composed it is very well planned out and the idea of wizard towers doing extra damage to them is smart.

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    Fresh Spawn Dev4n's Avatar
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    Quote Originally Posted by Aedeman2 View Post
    Seems like a nice idea! I like the balancing you did with the wizard, but would wizard towers deal extra damage to them too? Or only normal ones? Furthermore, would the troop also slow down the inferno tower when on single target and increase the time it takes to "warm up" and do more damage?

    Support!
    Thanks! I meant wizard towers, sorry if it wasn't clear! That's a good idea with the inferno tower, I may just add that to the OP.

    EDIT: Added the single-target Inferno idea and added one for multi-target as well.
    Last edited by Dev4n; February 26th, 2015 at 11:02 PM.
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    Fresh Spawn Dev4n's Avatar
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    Quote Originally Posted by JoseAVilla View Post
    You have logical idea going here honestly the way you composed it is very well planned out and the idea of wizard towers doing extra damage to them is smart.
    Thank you!
    Clash of Clans: Town Hall 9; Level 98; IGN-Devan; Clan-Mythic Might
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    It's seems a very nice idea

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