
Originally Posted by
Fiery4Jayden
Description:
The druid is constantly producing mini-spells in his forest, somewhere he likes to call home. Like a miniature spell factory, this support troop will use a spectacular handheld array of effects to buff your troops and damage your enemies! (Might need some work)
Appearance:
-Everything, except his face, is covered in moss and gnarly shrubbery, similar to a ghillie suit
-He wears forest green robes and a similarly coloured wizard hat
-His right hand is seen levitating a constantly spinning circle mini-version of all spells except for a freeze.
-His left hand is seen holding a gnarled tree branch, that at the top, incased in the mahogany coloured wood, is a lime green gem.
-His face is a typical druid, with an elderly face, a long, white, wispy beard, and brown eyes.
-His attack is casting a glowing green ball, similar to a fire ball, but it moves slower. Creates an explosion of leaves on impact
-Ranged
Stats:
-Health Points (Undecided, somewhat weak, like a witch)
-Attack Damage (Weak, a bit stronger than a witch)
-Speed (Same as a wizard)
-Housing Space (Undecided, I believe somewhere between 8-12)
-Training Time (Undecided, 15 minutes maybe?)
-Favourite Target: Any
Details:
-Maybe unlocked at barracks lvl 11? I don't know
-Can build barracks lvl 11 at TH9, because currently there are no new normal barracks upgrades at TH9
-Every (ten?) seconds, he will drop either a jump, rage, heal, or lightning within a 4by4 space around him. There is a 25% chance to get each spell. Spells can appear twice in a row. Jump spells will only land on non-jumped walls. This means that it will land on a wall where there is currently not a jump spell on. In the case that a druid is throwing a spell and there is no non-jumped walls in a 4by4 space around him, the jump spell option will be cancelled and the other spells will now have a 33.333% chance to get each spell. All spells will effect a smaller area (3by3?) than its larger counterpart. (Maybe except for jump spells? idk)
-The mini-spells will have a (1/4?) duration and effect than their larger counterparts.
-All of the spells will stack, except for the jump spell, as they are not casted on top of each other, and the lightning, as it is just damage based. An example would be if two rages are dropped on each other, the speed increase and the damage increase would stack.
Please reply to this post, constructive criticism only though! Anything that has a ? is open to suggestions.
Forgot To Add:
- What makes this unit/spell unique compared to the other units/spells in the game
- What kind of strategies this new unit would enable (concrete examples are best)
- What kind of army composition includes this unit or, how it could combine with other units for more advanced strategies
- How someone could redo their base to protect against attacks from this unit
-What makes this unit unique compared to other units in this game is that it randomly casts different effects on your troop or enemies. What makes this different then a healer is that first, it's ground, second, it isn't just one effect, there is many, and third, it deals, although insignificant, damage.
-None that I could think of atm, if you have ideas post below!
-This unit would allow plenty of strategies. It could add to many gowipe and gowiwi variants, healing your witches and wizards from splash damage, raging your heroes and golems, destroying pesky clan castle troops with lightning, and allowing all of your troops to traverse over walls into the central core. This troop would be mainly used with meat shields, such as golems and giants, because barch wouldn't protect the druids sufficiently.
-People could spread their defences to allow the mini-rages and mini-heals to have less effect on the troops. Also could place defences and walls in a way to spread the meat shields out so the druids wouldn't have protection.