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.
