RISE SPELL
Contents
I. Premise
II. Attacking strategies
III. Defensive strategies
IV. Possible Stats
V. Interaction
VI. Conclusion
I. Premise:
Have you ever had that moment when you get an enemies TH health to a pixel, and not having anything left to finish it off? Or maybe your Barbs went the wrong direction and got demolished by a giant bomb? Solution?
Well with the Rise Dark Spell you can cast it on a death bed of tombstones---that's these little buggers by the way----> Tombstone.png
Making the spell will unleash the army back from depths of the earth!
No I don't mean the spell completely revives an entire golem or pekka.
I'm talking about similar actions to the Witch. Where un-dead skeleton are resurrected from the fallen allies.
tombstones.jpg
the-witch-clash-of-clans-in-game-1.jpg
*The spell not only provides an army of skeletons, but it also provides them with a nice buff* (this can also be used on wallbreakers and balloons)
The different Dark Tombstones I also thought should have an effect but I'm unsure what.
^ could use some suggestions and ideas for this one. ^
Saving the Rise Spell until the end of a battle will help provide a back-up for players who have lost all their troops in battle.Finishing off and nabbing those last remaining resources that those wizards or archers couldn't quite destroy. It can also boost the power of balloon armies by providing a distraction for archer and wizard towers as well as giving the buff to the balloons. Full witch attacks can also be useful, buffing and recycling the un-dead skeletons the witches have summoned.
Not that effective in war unless your are focusing on an outer offense. However, Rise is also very useful for raiding idle bases, with previous players leaving army tombstones covering the collecters.
III. Defensive Strategies
Since being a spell you can't use defensively. Although, you should make sure to keep gathering the tombstones that your enemies have left behind. So other attackers don't use them to their advantage.
IV. Possible Stats
Spell:
| Level |
Damage Increase (Skeleton) |
Spawn Ratio (Skeleton) |
Cost  |
Research Cost  |
Research Time |
Laboratory Level Required |
| 1 |
100% |
1:1 |
100 |
N/A |
N/A |
N/A |
| 2 |
115% |
1:2 |
115 |
45,000 |
8 days |
7 |
| 3 |
145% |
1:3 |
130 |
90,000 |
10 days |
8 |
| 4 |
170% |
1:4 |
150 |
115,000 |
14 days |
8
|
Skeletons:
| Preferred Target |
Attack Type |
Movement Speed |
Attack Speed |
Range |
| None |
Melee (Ground Only) |
24 |
1s |
0.4 tiles |
| Level |
Damage per Second |
Damage per Attack |
Hitpoints |
| 1 |
25 |
25 |
45 |
V. Interaction
Color:
The Dark Elixir gives it a greenish tinge, fading to a lime when the spell begins to end. A lot more a dark lime compared to the jump spell.
Photoshop Art:
(sorry its horrible its just a rough idea)
g
rise_spell_info.png
Sounds:
Skeletons keep their respectable sounds, even when being summoned. However the spell itself should be an extended sound of something like this. *Don't get spooked xD*
VI. Conclusion
**Let me know your suggestions. If I have broken any rules in making this I'm sorry, I don't intentionally mean to. I read all the rules before posting.**
Any feedback I'll accept even if it's deconstructive 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!