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Thread: Dark Spell Upgrades

  1. #1
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    Dark Spell Upgrades

    Any TH8/9 that upgraded their Dark spells?
    Was it worth it?

  2. #2
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    Haste definitely. The other two I am just doing in anticipation of a nerf in the next update. Haste at 2, Poison going to 3 now and will do Earthquake next.
    Last edited by boomhower; August 9th, 2015 at 03:00 PM.

  3. #3
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    Quote Originally Posted by LaxusGaren47 View Post
    Any TH8/9 that upgraded their Dark spells?
    Was it worth it?
    Poison was worth it to upgrade, as it kills max wizards and witches much quicker.


  4. #4
    Centennial Club Jacobfromsb's Avatar
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    My poison is at three, and it was worth it for sure. My haste just finished last night, so I couldn't tell you much about it, and earthquake is in the lab to 2 right now, but I doubt it will make any difference...
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  5. #5
    Millennial Club Newbee's Avatar
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    Quote Originally Posted by Jacobfromsb View Post
    My poison is at three, and it was worth it for sure. My haste just finished last night, so I couldn't tell you much about it, and earthquake is in the lab to 2 right now, but I doubt it will make any difference...
    Did you try using 4 EQ spells on high leveled walls? If yes, what leveled wall did you use it on?
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  6. #6
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    I'm going to upgrade my poison spell, because it will do a lot more damage to balloons, as well as getting rid of wizards and witches a lot quicker. That one is definitely worth it.

    Never going to do the earthquake spell unless it's the last thing I have to do at TH9. It's pointless doing so, as the spell will only ever be used for walls, not to weaken defences, because in my eyes, that's just stupid and what the lightning spell is for.

    I'll only upgrade the haste spell if I start to need it in lavaloonion, however I think I'll stick to rage for now.

  7. #7
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    Upgraded my poison to 3 right away (have upgraded haste as well but never used the spell) and am very pleased with the higher level poison. It does almost twice the damage of level 1 poison and thus kills almost twice as fast. This is extremely important when you want to kill wizards before they completely destroy the troops they are targeting.

    There was so much whining about level 1 poison being too powerful because it could kill max level wizards and while it may be true that it can kill them, you still have to either lure the CC (which eliminates the point of the poison spell since you could easily destroy the CC troops without the spell if you were going to go to the trouble to lure) or you have to let the wizards do huge damage while the spell slowly takes them out (I lost quite a few large groups of valks even with a heal spell on them while I was waiting for the poison spell to kill the CC). Level 3 poison has been much, much better.

  8. #8
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    Quote Originally Posted by Newbee View Post
    Did you try using 4 EQ spells on high leveled walls? If yes, what leveled wall did you use it on?
    I have used 4 level one earthquake spells on walls ranging from level 5 to level 11 and it has always taken them down completely. The earthquake spells are the only spells I am not upgrading before going to TH10 (I would upgrade them, but I am 100% done with everything else including max walls and heroes and don't want to stay at TH9 with 5 inactive builders just to upgrade earthquake since it doesn't seem to get much better at higher levels).

  9. #9

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    Quote Originally Posted by erethizon View Post
    There was so much whining about level 1 poison being too powerful because it could kill max level wizards and while it may be true that it can kill them, you still have to either lure the CC (which eliminates the point of the poison spell since you could easily destroy the CC troops without the spell if you were going to go to the trouble to lure) or you have to let the wizards do huge damage while the spell slowly takes them out
    I don't think luring negates the spell at all, because you can kill the lured troops with poison having deployed just 1 or 2 archers, rather than needing 20-30 to kill the CC troops. Which gives you 20+ extra troops slots for your main attacking force.

  10. #10
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    Th10 here but im maxing them in this order: poison, haste, and earthquake

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