RISE SPELL

Ever have come a time when an enemies TH has a pixel of health left and you have nothing left to finish it off? Maybe you're Barbs just walked into a giant bomb, leaving you with nothing to soak up the damage? Or you simply just need a boost in you're army?

Well with the Rise Dark Potion you can uphold previous allies that have fallen from those pesky defenses.
No I don't mean you can revive an entire golem or pekka.

Instead it is similar to the Witch. As the Rise Potion summons un-dead skeletons from the depth of your fallen troops graveyards.

These little buggers by the way -->

Giving you the opportunity to easily finish off buildings, kill the enemies cc troops and break through those annoying walls that you almost got through.

*All skeletons (
including balloons & wallbreakers) get a damage and speed boost, when within the radius of the potion.*

tombstones.jpg

the-witch-clash-of-clans-in-game-1.jpg

The spells use of Dark elixir gives it a blackish tinge from the beginning of placing the spell, to a darker grey when the potion is about fade.

I wasn't sure on making the dark elixir tombstones do the same, or just leave them <--- Suggestions on this would be great.


Rough Sketch:
Earthquake_Spell_info.png
Possible Stats:
Level Damage Increase (Skeleton) Speed Increase (Skeleton) Spawn Ratio Cost Research Cost Research Time Laboratory Level Required
1 100% 20 1:1 105 N/A N/A N/A
2 115% 20 1:2 120 45,000 5 days 7
3 145% 20 1:3 150 85,000 7 days 8
4 170% 20 1:4 190 105,000 10 days 8

Sound:
Skeletons keep their same respectable sounds, even when being summoned. Whereas the sound of the potion should be an extended sound of something like this *Don't get spooked*.


Let me know your suggestions. Any feedback I'll accept even if it's de-constructive criticism. This was a random idea that sparked, & if you don't like it, it'd be great for you to let me know why.

Thank you all I appreciate it. Clash on!