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Thread: New Dark Spells (Resurrection, Confusion, and Invisible)

  1. #1
    Fresh Spawn
    Join Date
    Oct 2014
    Posts
    4

    Talking New Dark Spells (Resurrection, Confusion, and Invisible)

    I have thought of 2 dark spells that could replace the "Coming Soon" icons.

    Resurrection Spell
    Function: Creates a ring where skeleton troops spawn out of (like the witch).

    Level 1:
    • Troops Spawned: 5
    • Maximum Troops: 11
    • Duration: 10 seconds
    • Cost: 150 Dark Elixir

    Level 2:
    • Troops Spawned: 6
    • Maximum Troops: 14
    • Duration: 13 seconds
    • Cost: 175 Dark Elixir

    Level 3:
    • Troops Spawned: 7
    • Maximum Troops: 17
    • Duration: 16 seconds
    • Cost: 200 Dark Elixir

    Level 4:
    • Troops Spawned: 8
    • Maximum Troops: 20
    • Duration: 18 seconds
    • Cost: 250 Dark Elixir


    NOTES:
    - Can be placed anywhere on the base (not just out of the red area).

    Confusion Spell
    Function: Confuses enemy defenses into attacking other buildings / defenses.

    Level 1:
    • Damage Percentage: 20%
    • Duration: 8 seconds
    • Cost: 195 Dark Elixir

    Level 2:
    • Damage Percentage: 30%
    • Duration: 12 seconds
    • Cost: 215 Dark Elixir

    Level 3:
    • Damage Percentage: 40%
    • Duration: 16 seconds
    • Cost: 235 Dark Elixir

    Level 4:
    • Damage Percentage: 50%
    • Duration: 20 seconds
    • Cost: 260 Dark Elixir


    NOTES:
    - Damage Percentage is the percent damage the defense does to other towers when it is affected by the spell (for example, if an Archer Tower does 100 damage per second, when affected by a level 1 confusion spell it will only do 20 damage per second (20% of original) to other buildings.
    - Air Defenses and Inferno Towers are not affected (There are no flying buildings that an Air Defense could target, and an Inferno Tower would be too overpowered.
    - Town Halls will not be targeted unless the affected defense can not target anything else (excluding walls, traps, and non-revealed Hidden Teslas).

    Invisible Spell
    Function: Turns the attacker's troops invisible for a short period of time.

    Level 1:
    • Duration: 5 seconds
    • Cost: 120 Dark Elixir

    Level 2:
    • Duration: 7 seconds
    • Cost: 130 Dark Elixir

    Level 3:
    • Duration: 9 seconds
    • Cost: 140 Dark Elixir

    Level 4:
    • Duration: 11 seconds
    • Cost: 150 Dark Elixir


    NOTES:
    - The spell radius is only about the size of a Jump Spell radius.
    - The effect is similar to the Archer Queen's Royal Cloak ability.
    - Traps can still be triggered even when troops are affected by the spell. However, Hidden Teslas will not be triggered to pop up if they haven't been revealed yet.
    - This is included last on the list because it may be too overpowered. For example, troops targeting the Town Hall could turn invisible and nothing would be able to stop them.
    Last edited by noble2018; December 6th, 2015 at 02:10 AM.

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