How would the rat spawning work? Does he summon them or release them from a bag?
Hmmm, release them from a bag sounds cool! Added
Overall, fantastic and hilarious idea. Who would've thought rats able to come in handy?
Thanks
To clarify, the rats circle the location of the trap until triggered, or do they immediately disarm it? I would recommend a disarm timer for each trap. For example: for only 1 rat, disarming a trap takes 3 seconds (meaning they would not be able to disarm it in time, and the trap would take effect); if there were more than 1 rat, such as 6 rats disarming a trap, then it would take half a second. Of course, there would have to be different timers for spring traps vs. giant bombs, and it might get too complicated at that point.

This would make your troop less powerful, but make you more strategically use it as well
The idea is the rats reach the trap and will stay in the spot until the trap has been set off and the rats have taken the damage-they don't disarm it. For example, the rats run to a spring trap, they stay there until the spring springs, and all of the 6- rats will disappear as the spring trap kills them.
Do do you mean that the damage won't be dealt to the rats? I would rather they did, so they would most likely did after hitting a trap.
When the rats disarm the air bombs/mines, I'd assume they jump into the air and grab on, weighing it down and disarming it at the same time. Just an idea for the graphical aspect.
That's a nice idea, I'll add that. Also, I would wonder how this works on skeleton traps, since it releases troops instead of doing damage itself. Please include the details of this, so people like me have a better understanding.
I haven't actually thought of this
I would say it releases the skeletons and leaves it so the skeletons will then run to the rest of the army.
What weapon would the Agent use? I recommend something old-timey, like a rapier or revolver.
Since clash of clans is set in the medieval times, I thought it would be best for him to use a knife-guns didn't really exist then. 2 seconds is also quite a long wait, with such an agile troop. Probably 1 second at the most would be best, and lower the damage done per hit.
Good point, I'll change this too.
You would have to make this troop work better at higher Town Hall levels. I doubt SC would change the order that they release the troops in the Dark Barracks. The lowest release you can hope for is at DB level 7, at TH 10. Sorry, but even though this would work better starting at TH7, the sequence most likely won't be modified.
Yes... I thought about this but the concept just wouldn't be worth it at th10. Supercell COULD easily release it at th7 and don't forget the likely hood is that this won't be released, it's all for fun!
Finally, you neglected to include the behavior of the rats once all traps have been disarmed. I'd assume they distract the defenses by running in circles around them, making them target the rats instead of the Agent.
I did include this somewhere, the remaining rats will disappear like troops do at the end of the battle and no more rats will get spawned. Same goes for when they are deployed from the CC.
In this case the rats will just hang around, but they will still be attacked by troops as they're considered cc troops. I'd also lower his HP a small amount more, since the distraction caused by the rats keeps the Agent safe for a long time.
Yes true, just realised a witch only has 75 HP!
Oh yeah, one last thing:
I saw that and couldn't help but laugh.
Haha stupid auto correct
Hope to see this added in the near future! -Funky
Thanks, I do too!