The introduction of the poison spell should have broadened the number of troops that were useful for CCs away from the standard 2-2-3. Instead CC's are almost always filled with high hitpoint troops now, the theoretical variety would have been great but instead of of opening doors for all troops to be CC troops the poison spell opened the door for one type while closing the door to another type. An idea that could solve this issue would be CC waves. The first wave would be the same as always, same trigger radius, but the amount of troops that come out would be half (or 3/4 if that would be more balanced). In order to get the other troops out of the CC you would either trigger a secondary radius, which would likely be around the size of a tesla radius or smaller, or wait for 1 minute after you initially triggered the larger radius. Not only would this combat the poison spell because you couldn't poison all the troops simultaneously, but it would also add a new dynamic to base design as well as the conservation of spells while attacking. I think the order the troops are deployed form the CC would remain the same, but at half your CC space they would stop being sent. Just to restate the above: Clan Castle's would have two trigger radius', one being the same size it is currently and the other being smaller. Once the larger one is triggered half your CC troops would be deployed and the 1 minute would begin to release the other half. The minute would become unimportant if the inner circle of the CC was triggered before the time was up. Also if the inner circle were triggered first (ie the CC is on the outside and you can place troops right next to it) it would act as the CC does now. Thank you for reading this and feel free to critique and tweak this idea below![]()



