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  • Yes 🙉

    2 18.18%
  • Maybe 🙈

    6 54.55%
  • No 🙊

    2 18.18%
  • Make it a dark troop instead.

    2 18.18%
  • Needs some clarification. (Comment below what needs to be clarified)

    1 9.09%
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Thread: New Hero: The Alchemist (Spell Master)

  1. #1
    Trainee
    Join Date
    Aug 2014
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    19

    Lightbulb New Hero: The Alchemist (Spell Master)

    Now I was thinking this troop is much too powerful to be a dark elixir troop, but I may have been mistaken, so the fact that it says hero in the heading doesn't necessarily mean he has to be a hero. He can be a dark elixir troop too. I'll let you be the judge of that, just note that the stats for a dark elixir unit do not reflect the stats provided.

    "After dedicating years of research in his laboratory, the alchemist has finally mastered the power of dark elixir. The dark elixir has enabled him to unite man and spell, and with this new acquired knowledge, the alchemist has no intent in creating a more powerful troop if it isn't himself."

    - What makes this hero unique compared to the other heroes in the game?

    The alchemist would be the first hero capable of conjuring all five spells, and he'd fluctuate between all five depending on the circumstances presented. Note: The alchemist's research is only as extensive as that of the veteran wizard's, meaning if the player only has up to the rage spell, then the alchemist can only conjure every spell up to the rage spell. Every spell conjured by the alchemist also reflects the level of the actual spell itself, with the exception of the jump spell.

    Lightning Spell: New to his ability, the alchemist is eager to try it out, even if that means destroying everything in his path. Note: This the alchemist's default ability, and he will use this spell if no other spell is unlocked yet.

    Healing/Rage Spell: As the battle gets tough, troops either become weakened or weary. Regardless of the circumstance, the alchemist is ready to give nearby troops that extra motivation. Note: The alchemist only heals or enrages a dying troop/group of troops that originally add up to a minimum of 500 hit points. If the player has yet to unlock the rage spell, then the alchemist will only heal nearby troops. If both spells have been unlocked, then there is a 50/50 chance that the alchemist may either heal or enrage nearby troops.

    Jump Spell: The alchemist has little patience when it comes to dealing with walls, so when he or nearby troops are confronted by one, he won't hesitate to enchant it with a jump spell. Note: Once a wall is enchanted by the alchemist's jump spell, it will stay enchanted for the rest of the match.

    Freeze Spell: The alchemist can sense danger from a mile away, so he is ready to put a halt to any defensive building that seems to endanger a large amount of his fellow troops. Note: This includes all splash damage defenses, as well defenses that have a high damage per second rate.

    Farewell Fireworks (Special Ability)
    The alchemist is one to believes that everything should go out with a BANG! Once the alchemist's health has been depleted, he bursts into a ring of magic, conjuring every spell one last time. Any friendly troop within the spell circle will be healed and enraged; any building/enemy troop/wall within the circle will be frozen and shocked; and any wall not destroyed by the lightning within the circle will be enchanted for the remaining of the match. Note: This ability still reflects the level of each spell.

    Stats: Level 1
    Unlocking Cost: 80,000 Dark Elixir
    Damage Per Second: Varies on the level of each spell. (Except Jump spell)
    Hitpoints: 1,000
    Regeneration Time: 1 Hour, 45 Min
    Favorite Target: Any
    Damage Type: Splash Area
    Targets: Ground & Air
    Movement Speed: 20
    Ability unlocks at level 5.

    Is there anything that needs explaining? Should the jump spell be like the rest of the spells, and reflect the actual jump spell? Should the alchemist be a dark elixir unit or a hero? Please leave some sort of feedback, whether it be positive or negative. Thank you for reading this lengthy description.

  2. #2
    Senior Member
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    Quote Originally Posted by AnthonyVince View Post
    This is a decent idea, but it definitely is way too OP even for a hero. Definitely take away the ability when he dies, and then we'll talk
    Hero? I think not.
    Dark troop? I pray not.
    The first God troop with introduction of th's 11-18 I believe so.
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  3. #3
    Junior Member
    Join Date
    Mar 2015
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    52

    way too op

    Way too op get rid of the ability and make it cost more while weakening the spells except the jump spell by 50

  4. #4
    Trainee
    Join Date
    Jun 2014
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    10
    Check out my idea of a new hero.

  5. #5
    Trainee
    Join Date
    Aug 2014
    Posts
    19
    Thanks for the feedback.

  6. #6
    Catherine Theking8133's Avatar
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    ONLY if you get rid of the spell on his death.
    My best threads: The Overseer, Flying Shark,Shockwave Spell, Empusa, FLAMEingo
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  7. #7
    Senior Member
    Join Date
    Feb 2015
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    297
    My god it's god himself lol guess I don't need to make spells anymore

  8. #8
    Fresh Spawn
    Join Date
    Oct 2015
    Posts
    4

    Great idea. But too much god troop

    I think insted of giving this hero. Yes i prefer it as a hero. It will has its own unique set of spells 2 offensive 1defensive or call it supportive in battle.
    Guys check out my idea on my thread

  9. #9
    Junior Member
    Join Date
    Jan 2015
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    94
    good idea but needs to be debuffed alot
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