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Thread: New Building - The Summoner's Hut! - 4 NEW Troops!

  1. #1
    Forum Superstar DaScavenger's Avatar
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    New Building - The Summoner's Hut! - 4 NEW Troops!


    New Idea - The Summoner's Hut!


    The Summoner's dark secret to how he produces the powerful Elemental Creatures is unknown. But what we do know is that his work can control the power of the elements into magical creatures to help you in battle.
    - This idea includes 4 troops in 1, and I personally think that this would be a great addition to Clash of Clans. It would work similar to a Barracks, and a new elemental would be unlocked each time the Summoner's Hut is upgraded. It would add a whole new dimension to Ground Attacks particularly.

    - Although it might seem obvious that all of the elementals are closely linked together, I personally think they each have different advantages and disadvantages, and will each be used in different attack strategies accordingly. Air Elementals are great as a farming or support troop. Earth Elementals are sort of like a Ranged Pekka, and Fire Elementals are like a a Meleé Wizard. Ice Elementals are also great for weakening defenses.

    - Each of the elementals has a partial resistance to certain attacks, and these resisitances can be used very effectively. To balance this, the DPS and Health of the Elementals are adjusted accordingly. The partially resisted attacks only deal 50% damage to the Elemental.

    New - The Summoner's Hut!

    The Summoner's Hut is unlocked at Townhall 7, and has a total of 4 upgrade levels.
    The Summoner's Hut upgrades with Dark Elixir, and a new elemental creatures is unlocked each time!
    Elementals can be upgraded in the regular Laboratory.
    Unlock a second Summoner's Hut at Townhall 9.

    Level Hitpoints Upgrade Cost Upgrade Time XP Gained Maximum Space Queued Townhall Level Unit Unlocked
    1 550 10,000 4 Days 600 50 7 Air Elemental
    2 600 25,000 6 Days 700 60 8 Earth Elemental
    3 650 50,000 10 Days 850 70 9 Ice Elemental
    4 700 100,000 12 Days 1,000 80 10 Fire Elemental

    Air Elementals

    Air Elementals have a very long range, and can pushes all enemy clan troops and heroes out of their way.
    image.jpg ----> (Picture from DragonFable Wiki)

    Overview:

    Air Elementals don't have a lot of health or damage, but are capable of pushing back enemy clan troops and heroes. They also have a large splash damage radius, making them very effective against clan castle troops. They can target air and ground units, and with addition to having a very long range, they are a great choice to put in the clan castle. They are also relatively cheap and quick to train, making them also ideal for farming.

    His attack has a large splash damage radius, meaning that he can potentially damage multiple buildings or walls simultaneously. When upgraded, the area of effect doesn't increase, but his push strength versus enemy clan troops and heroes, does.

    Statistics:

    • Favourite Target = Any
    • Housing Space = 10
    • Movement Speed = 24
    • Attack Speed = 2s
    • Attack Type = 2 Tile Splash, Ground + Air, Ranged (5 Tiles)
    • Training Time = 5m
    • 50% Resisitance = Element/Magic Attacks (Elementals, Wizards, Wizard Towers)


    Level DPS Health Push Back Strength Training Cost Upgrade Cost Upgrade Time Laboratory Level
    1 55 500 1.25 Tiles 90 N/A N/A N/A
    2 70 550 1.50 Tiles 100 10,000 6 Days 5
    3 65 625 1.75 Tiles 110 25,000 9 Days 6
    4 80 600 2.00 Tiles 120 50,000 12 Days 7

    Earth Elementals

    Earth Elementals bash anything in their path, and summon a mini Earthquake upon death.
    image.jpg----> (Picture from DragonFable Wiki)

    Overview:

    The Earth Elementals would kind of be be a mixture between a Golem and a Pekka, albeit with less housing space and also having a short range. They would target any building like the Pekka, and also have a large amount of health, like the Golem. They could be ideal as a cheaper alternative to the Golem, and a more effective alternative to the Giant.

    They could also be used as a cheaper alternative to a Pekka, albeit doing less damage but having much less housing space than them. Their short range just about allows them to target buildings over walls, but their lower DPS and Health per housing space of the Pekka helps to balance this.

    Statistics:
    • Favourite Target = Any
    • Housing Space = 10
    • Movement Speed = 16
    • Attack Speed = 2s
    • Attack Type = Single Target, Ground, Ranged (2)
    • Training Time = 10m
    • Death Splash Damage Radius = 2 Tiles
    • 50% Resistance = All Explosions (Bombs, Giant Bombs, Mortars)


    Level DPS Health Death Damage Training Cost Upgrade Cost Upgrade Time Laboratory Level
    1 70 1,300 350 135 N/A N/A N/A
    2 85 1,450 400 150 30,000 8 Days 6
    3 100 1,600 475 165 60,000 10 Days 7
    4 125 1,800 550 180 100,000 12 Days 8

    Ice Elementals

    Ice Elementals have a lot of health, and can temporarily weaken defenses with their ice shard attack!
    image.jpg----> (Picture from DragonFable Wiki)

    Overview:

    Ice Elementals have a decent amount of health, although not as much as Earth Elements. Although their attack is weak, they can temporarily slow down defenses with their ice shard attacks. They would be very effective against fast firing defenses like X-Bows and Archer Towers.

    They have a relatively short range, and can just about attack a building or troop behind a wall, but he will be affected by Splash Damage if a tanking unit has not broken through the wall yet. Also, their ice shard attack is weak, but it reduces the attack speed of any defense it hits. However, they do attack any building, and the freeze won't have any affect on a building that can't attack anything (eg a Barracks).

    Statistics:
    • Favourite Target = Any
    • Housing Space = 10
    • Movement Speed = 20
    • Attack Speed = 2s
    • Attack Type = Single Target, Ground, Ranged (2)
    • Training Time = 15m
    • Ice Shard Duration = 3s
    • 50% Resisitance = All Sharp Projectiles (Archers, Archer Towers, X-Bows)


    Level DPS Health Attack Speed Decrease Training Cost Upgrade Cost Upgrade Time Laboratory Level
    1 40 850 - 10% 200 N/A N/A N/A
    2 50 1,000 - 15% 220 75,000 12 Days 7
    3 60 1,200 - 20% 240 110,000 14 Days 8

    Fire Elementals

    Fire Elementals burn down anything in their paths, and the burn damage keeps the damage going.
    image.jpg----> (Picture from DragonFable Wiki)

    Overview:

    Fire Elementals are the highest damaging Elemental, and are similar in dynamics to a Wizard. On a per Housing Space basis, they deal almost as much damage as them, and that's not factoring in their burn damage. The only disadvantage they have against them is that Fire Elementals are meleé attackers, and can and will sometimes get caught in the line of fire.

    Their burn damage which can carry on after they die or switch targets is very useful, and could potentially save some raids. The Fire Elemental's burn damage will increase as it levels up, and the battle won't end if there is burn damage stills remaining (unless the Timer runs out).

    Statistics:
    • Favourite Target = Any
    • Housing Space = 10
    • Movement Speed = 20
    • Attack Speed = 2s
    • Attack Type = 1 Tile Splash, Ground Only, Melee
    • Training Time = 20m
    • Burn Duration = 5s
    • 50% Resistance = Fiery Attacks (Other Fire Elementals, Inferno Towers)


    Level DPS Health Burn DPS Training Cost Upgrade Cost Upgrade Time Laboratory Level
    1 225 400 25 250 N/A N/A N/A
    2 300 550 40 300 125,000 14 Days 8

    Final Notes:

    Thanks for taking your time to read my suggestion, I really appreciate it. I'm always up for constructive criticism on my idea, and would love to hear suggestions to make my idea better. If you think my idea or part of my idea is unbalanced, be sure to tell me and I'll consider changing or fixing it.

    On another note, if you find any good reference art for the Summoner's Hut itself, I would be greatly appreciative if you would share it with me, and I will consider using it in my thread.
    Last edited by DaScavenger; June 22nd, 2015 at 06:10 PM.
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  2. #2
    Forum Superstar DaScavenger's Avatar
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    Quote Originally Posted by AnthonyVince View Post
    IMHO, I have a few fixes for the idea itself.

    -Queue space needs to only increase by 10 each level since there are two huts potentially (40, 50, 60, 70)
    -Upgrade cost needs to be a little bit increased
    -Air Elemental should take 8 housing space (I am not sure if you want to, as it seems they all take up 10)
    -You said the Earth elemental will have high hit points like the Golem, yet it's HP at level 1 is less than a PEKKA, I'm pretty sure.
    I've gone through these ideas, and considered them.

    - I agree with the queue space, and changed it from 40/60/80/100 to 50/60/70/80. I think 50 is a good number to start with as 5 Elementals can be queued in a Level 1 Summoner's Hut.

    - I also agree with the Upgrade Cost, and increased that a little bit on all levels.

    - I'm not sure about this one, as I want all of them to take up 10 spaces. I was considering buffing the Air Elemental slightly though, as decreasing its housing space is usually a buff.

    - I meant to say, in comparison with Hitpoints per housing space, it would be similar to a Golems. A Pekka would probably have higher health because it takes up 2.5x as many spaces than an Earth Elemental.
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  3. #3
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    Sounds like your suggesting support troops. Imo support troops dont deal much damage need other troops around them and change the battle, similar to spells.

    air elemental:
    -lower dps, lv 4 maybe 60
    -increase training cost slightly
    -troop space slightly lower (8 was suggested) 8

    Reason: having a portable "air sweeper" can be a huge game changer. throw one in your cc for defense and you can literally let you 3 wizards and defenses wipe out an entire army without them getting past the second wal.

    Earth elemental:
    -lower death damage by about 50%
    -favorite target defense
    -increase space. possibly 12

    Reason: The death damage being thatt high is similar to having a walking huge bomb. it already has high dps and high health. Imo it doesnt need to be able to level the surrounding buildings when your defenses killed it. You compared this troop to giants and golems.

    Ice elemental
    -favorite target: archer towers, clan castle troops, and crossbows
    -lower dps by 10 on all levels
    -lower health by 200 on all levels

    Reason: its resistant to sharp things, and you said it would be good against them, so why not target them? It slows down the amount of dps any affected unit can deal and it attacks faster than the slowing effects lasts. meaning its potentiall stackable.

    Fire elemental
    -lower dps (100/150)
    -add a limited rage effect 3 blocks
    ---25% attack speed to all friendlies in range

    reason: this unit has a dps, that will deal a lot of damage alone. adding a rage effect because fire is associated with rage.

    this is my opinion, modify this if you want.

  4. #4
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    Good idea!

    Sound like a great idea! But I don't know that SC will be adding another barracks considering they haven't finished all troops in dark barracks yet, but you never know.

  5. #5
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    Quote Originally Posted by TheScavenger350 View Post

    New Idea - The Summoner's Hut!




    - This idea includes 4 troops in 1, and I personally think that this would be a great addition to Clash of Clans. It would work similar to a Barracks, and a new elemental would be unlocked each time the Summoner's Hut is upgraded. It would add a whole new dimension to Ground Attacks particularly.

    - Although it might seem obvious that all of the elementals are closely linked together, I personally think they each have different advantages and disadvantages, and will each be used in different attack strategies accordingly. Air Elementals are great as a farming or support troop. Earth Elementals are sort of like a Ranged Pekka, and Fire Elementals are like a a Meleé Wizard. Ice Elementals are also great for weakening defenses.

    - Each of the elementals has a partial resistance to certain attacks, and these resisitances can be used very effectively. To balance this, the DPS and Health of the Elementals are adjusted accordingly. The partially resisted attacks only deal 50% damage to the Elemental. Interesting....

    New - The Summoner's Hut!

    The Summoner's Hut is unlocked at Townhall 7, and has a total of 4 upgrade levels. Th 7 needs to stay weakish. Th 8 should be the unlock condtion.
    The Summoner's Hut upgrades with Dark Elixir, and a new elemental creatures is unlocked each time!
    Elementals can be upgraded in the regular Laboratory.
    Unlock a second Summoner's Hut at Townhall 9.Th 10 instead?

    Level Hitpoints Upgrade Cost Upgrade Time XP Gained Maximum Space Queued Townhall Level Unit Unlocked
    1 550 10,000 4 Days 600 50 7 Air Elemental
    2 600 25,000 6 Days 700 60 8 Earth Elemental
    3 650 50,000 10 Days 850 70 9 Ice Elemental
    4 700 100,000 12 Days 1,000 80 10 Fire Elemental

    Air Elementals



    image.jpg ----> (Picture from DragonFable Wiki)

    Overview:

    Air Elementals don't have a lot of health or damage, but are capable of pushing back enemy clan troops and heroes. They also have a large splash damage radius, making them very effective against clan castle troops. They can target air and ground units, and with addition to having a very long range, they are a great choice to put in the clan castle. They are also relatively cheap and quick to train, making them also ideal for farming.

    His attack has a large splash damage radius, meaning that he can potentially damage multiple buildings or walls simultaneously. When upgraded, the area of effect doesn't increase, but his push strength versus enemy clan troops and heroes, does. Unique, kinda like Air Sweeper with damage, eh?

    Statistics:

    • Favourite Target = Any
    • Housing Space = 10
    • Movement Speed = 24
    • Attack Speed = 2s
    • Attack Type = 2 Tile Splash, Ground + Air, Ranged (5 Tiles) The AQ shoots at 5 tiles. Lower this a bit pleasd.
    • Training Time = 5m That's too short. 10 minutes minimum, I'd recommend 15 minutes.
    • 50% Resisitance = Element/Magic Attacks (Elementals, Wizards, Wizard Towers)


    Level DPS Health Push Back Strength Training Cost Upgrade Cost Upgrade Time Laboratory Level
    1 55 500 1.25 Tiles 90 N/A N/A N/A
    2 70 550 1.50 Tiles 100 10,000 6 Days 5
    3 65 625 1.75 Tiles 110 25,000 9 Days 6
    4 80 600 2.00 Tiles 120 50,000 12 Days 7

    Earth Elementals



    image.jpg----> (Picture from DragonFable Wiki)

    Overview:

    The Earth Elementals would kind of be be a mixture between a Golem and a Pekka, albeit with less housing space and also having a short range. They would target any building like the Pekka, and also have a large amount of health, like the Golem. They could be ideal as a cheaper alternative to the Golem, and a more effective alternative to the Giant. Doesn't target defenses though. That's a problem.

    They could also be used as a cheaper alternative to a Pekka, albeit doing less damage but having much less housing space than them. Their short range just about allows them to target buildings over walls, but their lower DPS and Health per housing space of the Pekka helps to balance this.

    Statistics:
    • Favourite Target = Any
    • Housing Space = 10 If its Pekka/Golem like, 15+ please.
    • Movement Speed = 16
    • Attack Speed = 2s
    • Attack Type = Single Target, Ground, Ranged (2)
    • Training Time = 10m 20 minutes?
    • Death Splash Damage Radius = 2 Tiles
    • 50% Resistance = All Explosions (Bombs, Giant Bombs, Mortars)


    Level DPS Health Death Damage Training Cost Upgrade Cost Upgrade Time Laboratory Level
    1 70 1,300 350 135 N/A N/A N/A
    2 85 1,450 400 150 30,000 8 Days 6
    3 100 1,600 475 165 60,000 10 Days 7
    4 125 1,800 550 180 100,000 12 Days 8

    Ice Elementals



    image.jpg----> (Picture from DragonFable Wiki)

    Overview:

    Ice Elementals have a decent amount of health, although not as much as Earth Elements. Although their attack is weak, they can temporarily slow down defenses with their ice shard attacks. They would be very effective against fast firing defenses like X-Bows and Archer Towers. Could unbalance the game.

    They have a relatively short range, and can just about attack a building or troop behind a wall, but he will be affected by Splash Damage if a tanking unit has not broken through the wall yet. Also, their ice shard attack is weak, but it reduces the attack speed of any defense it hits. However, they do attack any building, and the freeze won't have any affect on a building that can't attack anything (eg a Barracks).

    Statistics:
    • Favourite Target = Any
    • Housing Space = 10 Too low
    • Movement Speed = 20
    • Attack Speed = 2s
    • Attack Type = Single Target, Ground, Ranged (2)
    • Training Time = 15m 20 minutes?
    • Ice Shard Duration = 3s
    • 50% Resisitance = All Sharp Projectiles (Archers, Archer Towers, X-Bows)


    Level DPS Health Attack Speed Decrease Training Cost Upgrade Cost Upgrade Time Laboratory Level
    1 40 850 - 10% 200 N/A N/A N/A
    2 50 1,000 - 15% 220 75,000 12 Days 7
    3 60 1,200 - 20% 240 110,000 14 Days 8

    Fire Elementals



    image.jpg----> (Picture from DragonFable Wiki)

    Overview:

    Fire Elementals are the highest damaging Elemental, and are similar in dynamics to a Wizard. On a per Housing Space basis, they deal almost as much damage as them, and that's not factoring in their burn damage. The only disadvantage they have against them is that Fire Elementals are meleé attackers, and can and will sometimes get caught in the line of fire.

    Their burn damage which can carry on after they die or switch targets is very useful, and could potentially save some raids. The Fire Elemental's burn damage will increase as it levels up, and the battle won't end if there is burn damage stills remaining (unless the Timer runs out). Hard to implement this last condition. I think in BB, the battle ends when all troops are killed, even if Scorcher burn persists

    Statistics:
    • Favourite Target = Any
    • Housing Space = 10
    • Movement Speed = 20
    • Attack Speed = 2s
    • Attack Type = 1 Tile Splash, Ground Only, Melee
    • Training Time = 20m
    • Burn Duration = 5s
    • 50% Resistance = Fiery Attacks (Other Fire Elementals, Inferno Towers)


    Level DPS Health Burn DPS Training Cost Upgrade Cost Upgrade Time Laboratory Level
    1 225 400 25 250 N/A N/A N/A
    2 300 550 40 300 125,000 14 Days 8

    Final Notes:

    Thanks for taking your time to read my suggestion, I really appreciate it. I'm always up for constructive criticism on my idea, and would love to hear suggestions to make my idea better. If you think my idea or part of my idea is unbalanced, be sure to tell me and I'll consider changing or fixing it.

    On another note, if you find any good reference art for the Summoner's Hut itself, I would be greatly appreciative if you would share it with me, and I will consider using it in my thread.
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