Can you imagine an air strike ... with ground troops?
Now it's possible with the Reverse Gravity Spell! Using this spell will allow ground troops to float! Different of Jump Spell, it will cause defences consider the barbarian as air troops! Say "good bye" to mortars, cannons and walls but, beware with the air defences! Speaking on them, how about avoiding it turning your air forces in ground? The spell will do the opositive with air troops, turning then into ground troops!
Note¹: troops close-ranged can't attack small builds in gravitation field, their arms can not reach then! Barbarians, Goblins, Giants, P.E.K.K.A's, Hog Riders, Valkyrias and Golems only can attack: Archer's Tower, Mage Tower, Inferno Tower, Tesla, Town Hall.
Note ²: Ballon cause damage in ground-area, he will ignore defences into the spell to avoid commit suicide.
Note³: if a troop cant attack into spell, he will ignore all and cross the spell area.
Using wisely you can approach your air forces by ground of air defences but beware, use wrong and everything can go wrong!
Iam TH7 but I have an idea of how to use with wisely (or not)
Quiet Balloons!![]()
1-After clean castle troops place one or two golems to tank maximum defences possible, use a jump spell to take more focus of defences.
2-Use the Reverse Gravity into half of Jump Spell(don't hit the Golems!), release your balloons. Their will turn ground units, will ignore defences(to dont suicide yourselfs) and will JUMP the walls! When air-defences realize it will too late!
Hyper Ground Attack
1-Use the Gravitation Spell.
2-Release dragons.
3-(drags are op)
Poor Dragon's Castle.
Why don't turn down(for what) the dragon defender to speak with your ground army?
No more traps?
Avoid springs traps and giant bombs, make your hog riders safe! But beware with air traps
Have another uses of course but i'll left this to more experienced people
Effect: Creates a cylinder black-transparent into the area. Troops entering will be down or up gradually.



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(drags are op)


