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Thread: New Troops: Alchemist, Wolf, Thunder Falcon, Troll

  1. #1
    Millennial Club NF2335's Avatar
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    New Troops: Alchemist, Wolf, Thunder Falcon, Troll

    4 Troop ideas:
    So these are some of my ideas for new troops for clash of clan. It is really long and quite detailed.
    Remember to reply and comment on the idea.

    EDIT: None of these troops are ruled out, although they are in the sticky, they aren't in the ruled out section.

    Alchemist:

    Type: Ground
    Favorite target: Ally troops
    Damage type: Area Spalsh (it has an range attack)
    Housing Space: 8
    Training time: 15 minutes
    Speed: 16
    Description: The alchemists will join the battlefield to help make the troops stronger and defence weaker.
    Stats: Level 1 Level 2 Level 3
    Dps 20 30 40
    Hp 70 90 110
    Cost (d.e) 150 175 200
    Reasearch n/a 40,000 50,000
    Regeneration 30 25 20

    Special ability: The alchemist will form a 3 tile circle around them. Any troop (except any alchemists) or defences will get affected, and their levels would change. How much its level would increase or decrease would be random, but it would depend on the level of the alchemist. The troops or defences would have a chance to get healed 50HP or poisoned (lose 50 HP). After it’s special ability it would need to wait 30 seconds for its ability to regenerate.
    The tables below shows how much the troops level would increase or defence level decrease.
    For example if a level 1 alchemist affects a level 3 P.E.K.K.A, the P.E.K.K.A would have 320DPS and 3750HP as it's 50% between level 3 and 4. If the troop is already max level, the 'new' level would be calculated based on the highest two level (e.g. A level 6 P.E.K.K.A would have 420DPS and 5000HP, (it would be calculated by level 6 = level 5 + (level 5 - level 4)).

    Troops
    Level change
    (troops)
    Percentage to next level (Healing chance %)
    Level 1 alchemist 75% 1
    Level 2 alchemist 100% 3
    Level 3 alchemist 125% 5

    Defences
    Level change
    defences)
    Percentage to previous level (Poison chance %)
    Level 1 alchemist 80% 1
    Level 2 alchemist 115% 2
    Level 3 alchemist 150% 3

    What kind of army comps would these troops be used in:
    It can be used with most troop, but this troop would work best with ground troops in masses (so it can level up more troops).
    The alchemist would need tank troops, as it has a low HP.
    How could players design their base to defend against this troop:
    The alchemist is very vulnerable to defenses, especially splash. It will take x1.5 damage from splash.

    Wolf:

    Type: Ground
    Favorite target: Traps (x1.5 damage to tesla)
    Damage type: Single target
    Housing Space: 8
    Training time: 25 minutes
    Speed: 20
    Description: The canines will sniff out any traps or tesla, and will try to attack it.
    Stats: Level 1 Level 2 Level 3
    Dps 35 50 75
    HP 800 900 1000
    Training cost (d.e) 300 325 350
    Reaserch 0 50,000 75,000
    Smelling radius (tiles) 5 6 7

    Special ability: Any traps or tesla within the range will be detected, and the wolf will try to detonate it and will jump over any wall in its way. As the tesla could be considered a trap, the wolf will do double damage to the tesla. The wolf will get affected by the traps as any troop, but it would only take 50% damage from traps.
    Bonus special ability: When the wolf's HP goes below 100, it would become raged and its attack will double.

    What kind of army comps would these troops be used in:
    The wolf would work well with ground troops that are vulnerable to trap e.g. hog riders.
    How could players design their base to defend against this troop:
    A player could use the traps to distract the wolf.


    Thunder Falcon:

    Type: Air
    Favorite target: Any (but it does x1.5 damage to dark elixir storage )
    Damage type: Single target
    Housing Space: 20
    Training time: 20 minutes
    Speed: 40
    Description: In an attempt to make the fastest troop, the alchemist created the thunder falcon.
    Stats: Level 1 Level 2 Level 3
    Dps 70 90 100
    HP 750 800 900
    Training cost (d.e) 500 600 700
    Research n/a 75,000 100,000
    Shock time 1 second 1.5 seconds 2 seconds
    Special abilty: Any defence this bird is attacking, it would get a shock before it can start attacking again. The shock would only work once per defence (so it can't get shock twice). Once the defence is starts to attack again from its shock, it speed would reduce by 20%.

    What kind of army comps would these troops be used in:
    The thunder falcon would be used in an air raid such as balloonian or dragons, and could be used as a support troop.
    How could players design their base to defend against this troop:
    Putting the air defence in the central would be used to stop thunder falcons.

    Troll:

    Type: Ground
    Favorite target: Any
    Damage type: Single target
    Housing Space: 25
    Training time: 50 minutes
    Speed: 10
    Description: The troll will anger those nearby whether it’s foe or friend, making it stronger in the process.
    Stats: Level 1 Level 2 Level 3
    Dps 200 250 300
    Hp 2000 2250 2500
    Training cost 700 750 800
    Research cost n/a 100,000 150,000
    Rages ally (attack increase) 5% 10% 15%
    Rages enemy attack increase) 1% 2% 3%
    Troll attack increase 10 15 20

    Special ability: The troll will have a small circle (3 tile) of rage around it, and any troops or defence in the circle will get raged and their attack increased (e.g an increase of 5%) for 15 seconds.. For every troop that rages, the troll attack will increase (e.g. 1 raged troop will increase the troll dps by 10). To prevent the troll from being to OP, it would make any surrounding defences. It would not stack with any rage spell.
    When troll die its club will be thrown to the nearest object causing 500 damage.

    What kind of army comps would these troops be used in:
    The troll would be used with high DPS troops such as wizards to increase damage.
    How could players design their base to defend against this troop:
    The troll rage ability means that it would be used with support troops, so it would be vulnerable to splash damage.
    Also the troll takes x1.2 damage from inferno towers.

    · Some of these statistics could make the troops OP or UP, but the number could be edited.
    · Remember to reply to my ideas and tell me why you did/didn’t like it.
    Last edited by NF2335; March 22nd, 2015 at 01:55 PM.
    Quote Originally Posted by NF2335 View Post
    You wasted your time reading this
    Quote Originally Posted by DaveZGE View Post
    No clouds to 4100 enjoy it, after 4300 a few fluffies then at 4500+ get a book to read as you wait.
    Quote Originally Posted by alienwombat View Post
    bad tip! if you lure the cc before the main attack, they can start attacking you pekkas even sooner

  2. #2
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    Those are some interesting ideas, but i think almost too much is going on at once. As a player, you would want to be able to really predict what your troops can do, and adding things such as delaying the defense's attack speed, increasing the strength of enemy or friendly units, or poisoning either might change things a little too much. I personally prefer to know how my troops will work together rather than how they might, so i can calculate what it takes to win. I recommend removing the negative side of the effects at least.

    I think the special abilities should be exclusive to heroes, but those are interesting ideas, and I encourage you to continue refining it!

  3. #3
    Millennial Club NF2335's Avatar
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    Quote Originally Posted by AllenOfAForeignPlanet View Post
    Those are some interesting ideas, but i think almost too much is going on at once. As a player, you would want to be able to really predict what your troops can do, and adding things such as delaying the defense's attack speed, increasing the strength of enemy or friendly units, or poisoning either might change things a little too much. I personally prefer to know how my troops will work together rather than how they might, so i can calculate what it takes to win. I recommend removing the negative side of the effects at least.

    I think the special abilities should be exclusive to heroes, but those are interesting ideas, and I encourage you to continue refining it!
    Thanks for the comments, I'll try to edit the negative effects.
    Last edited by NF2335; March 6th, 2015 at 06:53 PM.
    Quote Originally Posted by NF2335 View Post
    You wasted your time reading this
    Quote Originally Posted by DaveZGE View Post
    No clouds to 4100 enjoy it, after 4300 a few fluffies then at 4500+ get a book to read as you wait.
    Quote Originally Posted by alienwombat View Post
    bad tip! if you lure the cc before the main attack, they can start attacking you pekkas even sooner

  4. #4
    Super Member JJason's Avatar
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    All interesting ideas.

    Btw, an alchemist is someone who attempts to turn metal into gold. Might want to change the name a bit...
    IGN: Jason (#2RCUP00Q) Level: 107 TH: 9
    Clan: Savages (
    #GUJ0V9G)

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    Millennial Club NF2335's Avatar
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    Quote Originally Posted by JJason View Post
    All interesting ideas.

    Btw, an alchemist is someone who attempts to turn metal into gold. Might want to change the name a bit...
    The alchemist is the same alchemist that works in the laboratory.
    Last edited by NF2335; March 7th, 2015 at 03:33 PM.
    Quote Originally Posted by NF2335 View Post
    You wasted your time reading this
    Quote Originally Posted by DaveZGE View Post
    No clouds to 4100 enjoy it, after 4300 a few fluffies then at 4500+ get a book to read as you wait.
    Quote Originally Posted by alienwombat View Post
    bad tip! if you lure the cc before the main attack, they can start attacking you pekkas even sooner

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    Thumbs Up Yes this is good.

    Yeah this is some good suggestions. The Wolf would be awesome.

  7. #7
    Millennial Club NF2335's Avatar
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    Quote Originally Posted by thosol01 View Post
    Yeah this is some good suggestions. The Wolf would be awesome.
    Thanks for the comment.
    Quote Originally Posted by NF2335 View Post
    You wasted your time reading this
    Quote Originally Posted by DaveZGE View Post
    No clouds to 4100 enjoy it, after 4300 a few fluffies then at 4500+ get a book to read as you wait.
    Quote Originally Posted by alienwombat View Post
    bad tip! if you lure the cc before the main attack, they can start attacking you pekkas even sooner

  8. #8
    Trainee CLASHOFCLANS1234567890's Avatar
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    Quote Originally Posted by nf2335 View Post
    4 troop ideas:
    so these are some of my ideas for new troops for clash of clan. It is really long and quite detailed.
    Remember to reply and comment on the idea.

    Edit: None of these troops are ruled out, although they are in the sticky, they aren't in the ruled out section.

    alchemist:

    type: Ground
    favorite target: Ally troops
    damage type: Area spalsh (it has an range attack)
    housing space: 8
    training time: 15 minutes
    speed: 16
    description: The alchemists will join the battlefield to help make the troops stronger and defence weaker.
    stats: level 1 level 2 level 3
    dps 20 30 40
    hp 75 100 120
    cost (d.e) 150 175 200
    reasearch n/a 40,000 50,000
    regeneration 30 25 20

    special ability: The alchemist will form a 3 tile circle around them. Any troop (except any alchemists) or defences will get affected, and their levels would change. How much its level would increase or decrease would be random, but it would depend on the level of the alchemist. The troops or defences would have a chance to get healed 50hp or poisoned (lose 50 hp). After it’s special ability it would need to wait 30 seconds for its ability to regenerate.
    The tables below shows how much the troops level would increase or defence level decrease.
    For example if a level 1 alchemist affects a level 3 p.e.k.k.a, the p.e.k.k.a would have 320dps and 3750hp as it's 50% between level 3 and 4. If the troop is already max level, the 'new' level would be calculated based on the highest two level (e.g. A level 6 p.e.k.k.a would have 420dps and 5000hp, (it would be calculated by level 6 = level 5 + (level 5 - level 4)).

    Troops
    level change
    (troops)
    percentage to next level (healing chance %)
    level 1 alchemist 75% 1
    level 2 alchemist 100% 3
    level 3 alchemist 125% 5

    defences
    level change
    defences)
    percentage to previous level (poison chance %)
    level 1 alchemist 80% 1
    level 2 alchemist 115% 2
    level 3 alchemist 150% 3

    what kind of army comps would these troops be used in:
    it can be used with most troop, but this troop would work best with ground troops in masses (so it can level up more troops).
    The alchemist would need tank troops, as it has a low hp.
    how could players design their base to defend against this troop:
    the alchemist is very vulnerable to defenses, especially splash.

    wolf:

    type: Ground
    favorite target: Traps (x2 damage to tesla)
    damage type: Single target
    housing space: 8
    training time: 25 minutes
    speed: 20
    description: The canines will sniff out any traps or tesla, and will try to attack it.
    stats: level 1 level 2 level 3
    dps 35 50 75
    hp 800 900 1000
    training cost (d.e) 300 325 350
    reaserch 0 50,000 75,000
    smelling radius (tiles) 5 6 7

    special ability: Any traps or tesla within the range will be detected, and the wolf will try to detonate it and will jump over any wall in its way. As the tesla could be considered a trap, the wolf will do double damage to the tesla. The wolf will get affected by the traps as any troop, but it would only take 50% damage from traps.
    Bonus special ability: When the wolf's hp goes below 100, it would become raged and its attack will double.

    what kind of army comps would these troops be used in:
    The wolf would work well with ground troops that are vulnerable to trap e.g. Hog riders.
    how could players design their base to defend against this troop:
    a player could use the traps to distract the wolf.


    thunder falcon:

    type: Air
    favorite target: Any (but it does x2 damage to dark elixir storage )
    damage type: Single target
    housing space: 20
    training time: 20 minutes
    speed: 40
    description: In an attempt to make the fastest troop, the alchemist created the thunder falcon.
    stats: level 1 level 2 level 3
    dps 70 90 100
    hp 750 800 900
    training cost (d.e) 500 600 700
    research n/a 75,000 100,000
    shock time 1 second 1.5 seconds 2 seconds
    special abilty: Any defence this bird is attacking, it would get a shock before it can start attacking again. The shock would only work once per defence (so it can't get shock twice). Once the defence is starts to attack again from its shock, it speed would reduce by 20%.

    what kind of army comps would these troops be used in:
    the thunder falcon would be used in an air raid such as balloonian or dragons, and could be used as a support troop.
    how could players design their base to defend against this troop:
    putting the air defence in the central would be used to stop thunder falcons.

    troll:

    Type: Ground
    favorite target: Defences (but prefers centralised defence) (also does x1.25 damage against defences)
    damage type: Single target
    housing space: 25
    training time: 50 minutes
    speed: 10
    description: The troll will anger those nearby whether it’s foe or friend, making it stronger in the process.
    stats: level 1 level 2 level 3
    dps 200 250 300
    hp 2000 2250 2500
    training cost 700 750 800
    research cost n/a 100,000 150,000
    rages ally (attack increase) 5% 10% 15%
    rages enemy attack increase) 1% 2% 3%
    troll attack increase 10 15 20

    special ability: The troll will have a small circle (3 tile) of rage around it, and any troops or defence in the circle will get raged and their attack increased (e.g an increase of 5%) for 15 seconds.. For every troop that rages, the troll attack will increase (e.g. 1 raged troop will increase the troll dps by 10). To prevent the troll from being to op, it would make any surrounding defences. It would not stack with any rage spell.
    When troll die its club will be thrown to the nearest object causing 500 damage.

    what kind of army comps would these troops be used in:
    the troll would be used with high dps troops such as wizards to increase damage.
    how could players design their base to defend against this troop:
    the troll rage ability means that it would be used with support troops, so it would be vulnerable to splash damage.

    · some of these statistics could make the troops op or up, but the number could be edited.
    · remember to reply to my ideas and tell me why you did/didn’t like it.

    awsomeeeee

  9. #9
    Millennial Club NF2335's Avatar
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    Quote Originally Posted by CLASHOFCLANS1234567890 View Post
    awsomeeeee
    Thanks 10char.
    Quote Originally Posted by NF2335 View Post
    You wasted your time reading this
    Quote Originally Posted by DaveZGE View Post
    No clouds to 4100 enjoy it, after 4300 a few fluffies then at 4500+ get a book to read as you wait.
    Quote Originally Posted by alienwombat View Post
    bad tip! if you lure the cc before the main attack, they can start attacking you pekkas even sooner

  10. #10
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    Cool!

    Just a little TOO op. Make some slight changes in the 2x damage on whatever you want and they would be pretty good, except alchemist. That thing is way to op sry bro.

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