Defense Name: Witch's Catapult
Animation: A witch, sitting at the back of the structure, spawns a wall breaker (level 5, or 6, depending on tower level.). The wall breaker hops in the bucket of the catapult, and the bomb is catapulted through the air like a mortar shell, with the skeleton holding on and trailing behind, dealing a large amount of damage to one target when it lands.
Features:
The catapult is unlocked at Town Hall 9 or 10 (or 11?)
Once it is initially built, it must be "activated" by training a witch and sending it to the catapult. When upgraded to level 2, it does not receive a stat increase until it is reactivated by manning it with a level 2 witch.
The catapult's range is a 5 tile circle, and can be moved independently of the catapult, but cannot overlap the catapult.)
Stats:
Rate of fire: same as mortar
Targets: highest HP enemy unit (not closest) in range
Damage:
Level 1: 300 (60dps?)
1000HP
Level 2: 400 (80dps?)
1200HP
How does this affect strategy?
Since the range can be moved independently of the catapult (even the opposite corner of the map!), there are many possible opinions on how to use it. Should it be protected in the core, or should it be on the edge, since it can still aim at the core, at the expense of it being taken out before it can shoot? Or, should it be placed on the edge to draw attackers from that side? Maybe it should. aim just outside the core, to take golems out early? Or, should it can be aimed in the corner to eliminate witches? In that case, should it be placed on the opposite side of the Town Hall, since its appearance hints at the direction (but not the distance) that it is aimed?




