View Poll Results: Should Witches be able to spawn air skeles?

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  • Yes!

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Thread: ☠ Balloon Skeletons for Witches ☠

  1. #1
    Warriors are OP
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    Lightbulb ☠ Balloon Skeletons for Witches ☠

    If skele traps can have air/ground mode, why not let witches spawn flying skeletons as well? It would be really useful against loon/drag raids in CC.

    The idea is to allow witch spawn 2 flying skeletons along side the 6 ground skeles at level 1, and spawn 3 skeletons max along with the 8 ground skeles at level 2. Each time the witch spawn 3 or 4 ground skeletons 1 air skeleton will spawn with them (if air unit is present). This would really help TH7s (and 8s) against mass dragon and TH9 and 10 against laloons.
    Last edited by Galath; April 10th, 2015 at 04:08 AM.

  2. #2
    Forum Superstar WarrenJames's Avatar
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    Would be hard to summon skeletons with Pre inflated balloons on them. She is a necromancer, not a balloon hobbyist. Could summon skeleton minions... but would need something for wings, since bare bone wings don't work so well.

    Or... could just summon a skeleton dragon, since those are bound to be in ground in numbers by the time she gets there. (joking)
    Town Hall: 9 (Mid Stage) Level: 110+ Base Type: Back to a real one, as SC intended
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  3. #3
    Centennial Club Davidbaker's Avatar
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    air raids are already over powered.

  4. #4
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    Quote Originally Posted by Davidbaker View Post
    air raids are already over powered.
    Yes they are, which is why this is a MUST. When is the last time you see balloon skele attacking a barb?

  5. #5
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    I dont think this is a very good idea.

    Lets say you have a witch, you put it in your clan castle and set it to spawn air minions.. Lets say you get attacked and your witch is defending.. lets assume it is a Dragon attack.

    Dragons would constantly get distracted by the air skelletons, whats worse is that their slow attacks would never be able to clear the skeletons. I dont think this is such a good idea.

    Even in attack, the witch would be vulrnable to ground attacks such as cannons, in order to make this a viable idea you would have to make the witch fly too.

    This would enable her to hide behind the air skeletons. like she does on ground.

    This being said, your better off leaving the witch as is and creating a new flying unit. Perhaps a queen bee who hatches smaller bees or something like that.

  6. #6
    Forum Superstar ironagedave's Avatar
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    this would be op for those who don't lure cc troops and useless for clan castle troops that are lured and executed.
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  7. #7
    Forum Elder vivian265's Avatar
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    Interesting idea. Potentially using witches in a lavaloonion to spice things up would be fun to watch.

  8. #8
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    Quote Originally Posted by NikolaBauranov View Post
    I dont think this is a very good idea.

    Lets say you have a witch, you put it in your clan castle and set it to spawn air minions.. Lets say you get attacked and your witch is defending.. lets assume it is a Dragon attack.

    Dragons would constantly get distracted by the air skelletons, whats worse is that their slow attacks would never be able to clear the skeletons. I dont think this is such a good idea.

    Even in attack, the witch would be vulrnable to ground attacks such as cannons, in order to make this a viable idea you would have to make the witch fly too.

    This would enable her to hide behind the air skeletons. like she does on ground.

    This being said, your better off leaving the witch as is and creating a new flying unit. Perhaps a queen bee who hatches smaller bees or something like that.
    The whole point is so dragons get distracted so they are not Over Powered in TH8 and TH7.

  9. #9
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    I don't think this would be a good idea for offense. However, I could see this being a way to spice up witches on defense. Not sure what the proper way to implement it is though. I wouldn't want the witch to spawn skellies faster than she already does, so the air skelly shouldn't be in addition to the number of ground skellies. It should be instead of. I.e., instead of 3 skellies with a max of 6 (at level 1), it should be 2 ground 1 air, with a max of 4 ground and 2 air. (If you didn't limit it to 2 air, then a ground raid that didn't have air attack power would get wiped out by 6 flying skellies.)
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  10. #10
    Forum Superstar WarrenJames's Avatar
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    Quote Originally Posted by Galath View Post
    The whole point is so dragons get distracted so they are not Over Powered in TH8 and TH7.
    So make them useless from TH8 and onward? You do already know any mixed unit Dragon/<ground troop> combo army (including using a King) is already liable to having dragons rendered more idiotic than normal by the scaly twits chasing down a hapless defence ground unit in a suicidal manner, right? Of course you do, because you already saw it in actions, and want that AI quirk exploited even more so.

    Well placed skeleton traps and CC can already exploit this effect, and with a Witch in the CC, it makes things more likely to happen. Use what you have. There is no need to make the Witch be more of a dragon lure than she already is. Besides, it makes the unit too complex to generate more than one kind of unit anyway.

    Also remember that the 'bloodthirsty' AI effect you are wanting to exploit is still under debate as to how much a glitch it might be. And not just for the 'overpowered' dragons, but for any large unit with no favorite target type.

    So asking for a unit to be changed to make this possible glitch worse is just bad form. Wait until there is a ruling on it before even thinking about begging for it to solve your personal issue with dragons.
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