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Thread: New Dark Spells

  1. #1
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    New Dark Spells

    Recently the Dark Spell Factory update brought us three new dark spells.


    • The poison spell (a version of the Lightning spell but with much more accuracy and only works on troops.)
    • The earthquake spell (another version of the jump spell, but destroys walls instead of making a path.)
    • The haste spell (a version of the rage spell, but without the rage and only the speed.


    So, it got me thinking. In the game, you can see there are two more spell spots for 2 more dark spells. I was wondering what they would be. Would they be similar version of the heal spells and freeze spells, or would they be completely new? So, here are some questions.

    What are your thoughts on what these dark spells will be? Any ideas?

    When do you think they will be released? Next month, or even next year? (Considering the rate dark troops are released.)

    What town hall levels do you think they will be available for? TH9 or TH10 or both?

    And would the dark spell actually be worth upgrading to level 4? (Unlike the Earthquake spell.)


    It would be great to hear your thoughts about the dark spells and I can't wait for new ones to be released! And before you say post this in the ideas and feature requests sub-forum, this isn't an idea or request, I just want to see what other people think about what spells will be released.
    Last edited by Echo006; August 16th, 2015 at 05:33 PM.

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    I think we will see an exclusive th10 dark spell. Maybe the second is for th11 later.

    idk what... Invisibility would be neat, an instant heal of lower affect maybe, a confuse spell that works on cc troops and towers....

    Shameless pitch, side note: pls adjust eq so levels make some diff. Personally, I'd love to see 3 max eq drop walls.
    IGN: kmb08753, lvl 174, TH11, SV: 5212

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    Pro Member Calin2015's Avatar
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    I have an idea. I-do-not-know-how-to-call-it-spell. It has 4 level and it a lvl x of this spell heals 1/4 of the total heal of lvl (x+2) healing spell. The advantage of this is the healing isnt stopped by inferno. Exclusive for th10
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    We told one of our newer members to lightning the cc....He dropped a lightning spell on the actual cc - no luring the troops or anything. Guess we should have been more specific...
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    Oh! One more spell idea...

    Rally or War Drums, or some such. It directs troops to a specific point or building/tower. Like a rally flare, drop it on a point, troops within radius attack/go to that point, affect lasts while within radius. 2-7 sec, lvl 1-max maybe...

    Credit: Gerik, Thunder Pickle.
    IGN: kmb08753, lvl 174, TH11, SV: 5212

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    Quote Originally Posted by kmb08753 View Post
    Oh! One more spell idea...

    Rally or War Drums, or some such. It directs troops to a specific point or building/tower. Like a rally flare, drop it on a point, troops within radius attack/go to that point, affect lasts while within radius. 2-7 sec, lvl 1-max maybe...

    Credit: Gerik, Thunder Pickle.
    That'd be so clever! Finally, the AQ would get to the core

  6. #6
    Super Member itsobvious's Avatar
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    Clone? Copy's the troop ( the clone does no damage just confuses defences)

    Flash ? Takes a screenshot type light freezes the whole village some what like freeze but more op ( but it last for 3-4 sec it it would be too op)

    Levitate? Your thinking of jump spell but no, for example you drop giant and drop this spell it would fly like drag or balloon and do a diffrent type graphic hit (smash for the giant hammer hit for hog but useless for hog) I had no other way to explain

    Sabatoge? I forgot how to spell that word it turns enemy cc troops against the village they are defending fo couple secs

    More to be added soon, I got tired typing
    Last edited by itsobvious; August 16th, 2015 at 06:09 PM.

  7. #7
    Senior Member MrCe's Avatar
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    Some 'animate dead' spell would be awesome, and would be matching the 'dark theme' .
    But should be raising a maximum of 35 housing space for balance reasons, so it would revive one of the heavy ones (Pekka, dragon, a few valks, witches...) and some smalls or also masses of barbs...
    Should not revive splitting units (golems, hounds, counting skellies to that) and also not exploded wallbreakers (but killed wallbreakers may ok).
    Also may revive with lowered HP, thinking about 50%, but a DPS buff for period X.
    So the upgradeable parts could be 'reviving housing space' and 'damage buff for X seconds' or 'or damage buff X% for <static> seconds'.
    Also with a limit of one spell maximum to take...


    May also an counter to infernos could be good to use, may just reducing the possible heal to 50% in spells area while active for X/Y/Z Seconds.
    Think a 100% remove would destroy the idea behind infernos effect.
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    Quote Originally Posted by itsobvious View Post
    Sabatoge? I forgot how to spell that word it turns enemy cc troops against the village they are defending fo couple secs
    That one would be awesome. I think it'd discourage people from putting wizards in their clan castles though

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    Quote Originally Posted by Echo006 View Post
    That'd be so clever! Finally, the AQ would get to the core
    yep, wizzies might get directed, or pekka... lasting for 2-7 sec, it would send them in a direction, but not be too unbalancing. It would also allow for more I'm depth planning. Maybe 4 sec max, idk.
    IGN: kmb08753, lvl 174, TH11, SV: 5212

  10. #10
    Super Member AnthonyVince's Avatar
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    As the "King of New Troops and Spells" I know my fair share of good and balanced spells that I think would work great in-game and as a Dark Spell, and what's even better is that they are user-made suggestions


    Fire up your battle with the INFERNO SPELL! This is my spell suggestion. While it's not really like anything like the existing elixir spells, it is all about fire which is the counterpart to the Freeze Spell. This suggestion is basing off the fact that the Inferno Spell would be a normal elixir spell, but editing the statistics can easily turn this into a dark spell.

    The function of this spell is that when one building inside the spell radius is damaged, all other buildings inside the spell are damaged as well (although it is a % of the original damage cast)

    This would be very helpful inside the core of the base and especially when all troops are focused on one building. This spell only affects buildings, meaning defending units and walls are a great defense to this spell. What I think makes this spell most similar to the Freeze is that they both affect the behavior of buildings and NOT your attacking troops.

    Say Goodbye To Splash Damage: New Dark Spell! This spell doesn't have an official name, but I find it to be a very refreshing forum idea that would do well in the game. It's similar to the Healing Spell as they both focus on decreasing your attacking units' HP as slowly as possible.

    The function of this spell is that when a splash damage building causes damage (although I think it would work great as well with point defenses) to a unit inside the radius, the damage would be equally split inside all the units inside the spell. (Mortar does 65 damage, there are 10 Archers inside, each Archer takes 6.5 damage)

    This would help greatly with Barch armies and Hog-based attacks. What makes this spell similar to the Healing Spell is that both, again, intend to make it take as long as possible for your attacking units to lose all their HP.


    I think these would be great additions and they are already similar to existing elixir spells
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