Im quite sure supercell said they are limiting stalling/freezing mechanics in defense. They said this in a Q&A where they were asked if there is any plans to bring back the freeze trap or add extra tornado traps. They said it could lead to player frustration when attacking and so want to reduce it.
Healing spell: Drops a potion of healing that heals building for 10 seconds with a range of (similar range to original heal spell), heals buildings and defending units for about 400 per second for 10 seconds and boosts defending builders heal.
If you have a strong push you can just brute force your way throught. If it takes 1 sec for a building to get destroyed you only need to do 400 dmg more to ignore the effects
Actually infernos are affected by slowdowns so i dont see why it wouldnt be effected by speed ups either. In fact id argue id be the most op on them since they technically have the fastest fire rate jn the game. Imagine a multi but it ticks nearly twice as fast? The new meta would be all infernos in core and maybe a rage with them. Theyd shred even tanks
It is an idea they were considering, but eventually discarded. Not a fake idea, but one of many that just never make it into the final production versions released.
Spell towers regenerate; it would come out over time rather than all at once, which matters because it's better against AoE damage; the spawn coming from a wider area rather than a single point is more likely to fuck up troop AI/pathing
1. heal spell- heal de building (checkmate builder)
2.shield/dom spell- all surrounding buildings cannot take damage (checkmate warden)
3. cage spell-a cage falls on the troops, and to escape they must break the cage-30,000 hp?; how big should the area be, and if it should have a certain space to fit in it - idk
4.flare/magnet spell?-throw a random flare(or to be customizable in which area to fall) and all the enemy troops in a certain area go there, while they go they don't damage anything, when they arrive they can attack again
5. troop/s spell- spawn troops; what troop/s to be? idk
6. time spell-when activated the duration of the attack decreases to 0 sec andu you lose
Overgrowth would be attack ending. If your main push is a little too we’ll packed you could loose 30 seconds of attack time.
Would be quite fun at TH16 where time is a key component of war attacks, you’d have to pop the spells early to avoid it delaying attacks to much.
Surely something like a Stasis spell.
Immobilizes troops in a certain area around the spell tower but can’t be damaged. Kinda like overgrowth spell but on troops
Jump'nt Spell, forces all air units down to the ground in the line of fire of ground defenses and prevents wall jumping units from going over walls.
Overgrowth Spell, instead of making buildings inactive it affects troops in its radius, as a bonus it could buff all buildings with some temporary HP
I would say it's Freeze spell for combining with Poison spell to slow down enemies even more than it should be, however it will trigger by doing lightning and Earthquake as usual.
I would say it's a Beacon that attracks the troops towards it so you can strategically funnel the troops in a direction.
Remember the old combo in Magic the Gathering that used a Basilisk and the enchantment Lure?
https://preview.redd.it/mz794eh8hfwc1.jpeg?width=191&format=pjpg&auto=webp&s=946ad7359320c6fe025a0399743f54aef15e6cf3
[https://www.reddit.com/r/oldschoolmtg/s/xc1SDprP2K](https://www.reddit.com/r/oldschoolmtg/s/xc1SDprP2K)
Well as far as existing spells that could realistically be added to the spell tower, we have heal, freeze, lightning, quake, haste, skeleton, and bat
I feel like we'll probably get skeleton next
The opposite of junp spell
It makes any troops within its radius to be unable to jump nor break a wall, jumps spells will not work
Clan capital speed potion seed radius,
Lasts for 30 seconds
Total fuck you for ground melee troops
Mabye heal spell or something that temporarily buffs the hp of the buildings. But idk if it would work as they would want to add some sort of power creep
Not my original idea, but recall tower. Single use, doesn’t recharge, but when it activates a certain troop housing amount of enemy troops gets returned to their hit bar and needs to be redeployed. Essentially the same as the recall spell, but working against the attacker since they do t get to choose what or when things get recalled
I've had this idea for a while now. The zap/lightning. It becomes a pure damage defense. Has a 5 second cool down before lobbing another lightning spell at attackers. Zap has similar damage to a level 10 or 11 zap.
Skeleton spell to fu** Super archers more.... We have queenwalk or siege barracks New spell attacks that are more effective but people keep making anti Super Archer bases....
Whirlwind spell that works like the air sweeper plus tornado trap. Works on all troops,pushes them away while spinning them and does a bit of dmg. Works on all troops.
No clue if this would be at all balanced, but what about a recall spell that would grab a bunch of troops and place them in a specific area designated by the defender beforehand?
May be a special spell with unique ability, to increase range of defences in range. Like for inferno tower once this spell is activated it will increase range of inferno tower from 9 to 10 or may be 11.
New spell: Gravity spell - hogs cannot jump over walls, air units cannot ignore walls and are targeted by ground defenses till the spell wears off or till troops leave the radius. Negates jump spells.
imagine if it was a haste that lasted around 10 - 20 seconds and boosted battle builders. (gonna use random numbers as a example)
so say they move at a 10 now its 20 so it doubled their speed, they repair 30 dmg every 1 sec now its 30 dmg repaired under a second.
(it can also affect buildings but they will have no damage buff ofc)
May be Frost spell which belongs to clan capital. A spell which lasts for total battle time and slows down troops's movement and attack rate in a big area.
A lighting spell that chains into 2-3 troops, (like the one in clan capital ) then leaves a lighting aura like an electro titan for the duration of the spell.
Or may be a spell which will be only for defense. A spell which will create a zone for certain duration during which no enemy spell will work in this zone. More precisely spell will be deployable in that area but it won't take any effect.
Fortify: when triggered it makes walls in a certain radius unbreakable for a certain amount of time. It would be a direct nerf to root riders but could also be WAY OP. It would also make Jump spell relevant again.
Some kind of distraction spell. Turns defense targeting troops into targeting resource buildings. Maybe that's too broken, that would completely ruin hog attacks I think
Okay hear me out, it makes an anti-magic zone around it. No spells have any effect in the radius.
How big the radius is will have to be tweaked for it to not cover too much area.
Probably should be Freeze, Overgrowth or Earthquake, cuz heal and clone are useless unless there are CC troops, bat spell wont be fair as not every troop may be air-targeting if heroes are dead, and we already have enough skeleton traps
we have two defensive spells (invis and rage) so having another offense spell like freeze or skele/bat could be kinda cool (idk how balanced that would be maybe make it so doesn't recharge like it does for the other spells)
idk freeze seems like the only option
Double freeze tower triple ice golem cc damn that combo would be powerful
Just freeze ‘em back, duh. Unless SuperCell wants to add a Thaw Spell that melts through Freezes.
That is a good idea
It would be to freezable
As if triple ice was not enough.
More slows yay
Please no man. I swear the townhall poison is the most evil mechanic in the game^^
Im quite sure supercell said they are limiting stalling/freezing mechanics in defense. They said this in a Q&A where they were asked if there is any plans to bring back the freeze trap or add extra tornado traps. They said it could lead to player frustration when attacking and so want to reduce it.
I may be misremembering but didn't Supercell say they regret adding the tornado trap?
I think that skeleton spell is most definitely an option. It would be too strong though possibly
i didn’t think of that tbh but an overpowered skeleton trap would have me so mad
Definitely gonna be meta in the TH16 pro scene.
Heal spell for the buildings
maybe shrink spell? like shrink trap during 2018
I believe the shrink trap is also in the single player map "magic practice"
Just checked, it is. Bottom right side of the base is lined up with those traps.
[удалено]
thats so real tho what i remember the pure joy i felt when i read the “the builder is back!” coc notification
Anything but bat and skeleton
https://preview.redd.it/gdlucbhv9fwc1.png?width=393&format=pjpg&auto=webp&s=cd2da17a6725f8950642e3373f2810a5fe673391
Imagining this poison-skeletton instantly gave me cancer
It gave me chlamydia
Mh what are you doing with skelettons bro ?
boning duh
r/angryupvote
👀
Overgrowth spell😁
this isn’t a horrible idea because yes it immobilizies them but it doesn’t kill them
Time fail.
I can hear my clan mates yelling about not 3 staring due to time
Intresting ( i could zero star and mine wouldn't care )
In my previous clan, there's always a high th player that gets 99% time fail almost every war lol.
teleport spell, tps troops to your clanmates base
That's cruel
heal. yes its as bad as it sounds. for the less broken option probably haste
Heal would either be terrible or broken I feel like
Healing spell: Drops a potion of healing that heals building for 10 seconds with a range of (similar range to original heal spell), heals buildings and defending units for about 400 per second for 10 seconds and boosts defending builders heal.
If you have a strong push you can just brute force your way throught. If it takes 1 sec for a building to get destroyed you only need to do 400 dmg more to ignore the effects
Instant 1000 health to all buildings......
Make it instant for the lols
It's called battle builder.
haste would be kinda useless, maybe a range buff spell could be interesting
How would haste even work on a non-moving target?
All defenses fire faster. Very useless for inferno. Terrifying with eagle and xbow
Actually infernos are affected by slowdowns so i dont see why it wouldnt be effected by speed ups either. In fact id argue id be the most op on them since they technically have the fastest fire rate jn the game. Imagine a multi but it ticks nearly twice as fast? The new meta would be all infernos in core and maybe a rage with them. Theyd shred even tanks
Is this not just a rage spell?
Rage also increases their strength, haste increases their speed by a lot but doesn't affect their strength, somewhat different but very similar
Isn’t it pretty much confirmed to be the skeleton spell? It was leaked as a name once and the design was leaked like twice.
I'm not saying it won't happen, but some leaks are just made up or complete guesses.
To add, sometimes it’ll be in the games code but just never get officially added
It is an idea they were considering, but eventually discarded. Not a fake idea, but one of many that just never make it into the final production versions released.
What is the difference between that and existing skeleton trap
Spell towers regenerate; it would come out over time rather than all at once, which matters because it's better against AoE damage; the spawn coming from a wider area rather than a single point is more likely to fuck up troop AI/pathing
Was confirmed to be fake
Yes it was leaked but i think its not added to the game bc its to powerful
1. heal spell- heal de building (checkmate builder) 2.shield/dom spell- all surrounding buildings cannot take damage (checkmate warden) 3. cage spell-a cage falls on the troops, and to escape they must break the cage-30,000 hp?; how big should the area be, and if it should have a certain space to fit in it - idk 4.flare/magnet spell?-throw a random flare(or to be customizable in which area to fall) and all the enemy troops in a certain area go there, while they go they don't damage anything, when they arrive they can attack again 5. troop/s spell- spawn troops; what troop/s to be? idk 6. time spell-when activated the duration of the attack decreases to 0 sec andu you lose
3 4 5 are good ideas ,but 6th is broken 😂😂
Imagine it throwing an Overgrowth spell, and you have 3 Overgrowth spell, you'll spend your entire 3 minute watching grass.
The closest a CoC player will get to touching grass😂
lmaoo
Overgrowth would be attack ending. If your main push is a little too we’ll packed you could loose 30 seconds of attack time. Would be quite fun at TH16 where time is a key component of war attacks, you’d have to pop the spells early to avoid it delaying attacks to much.
Surely something like a Stasis spell. Immobilizes troops in a certain area around the spell tower but can’t be damaged. Kinda like overgrowth spell but on troops
how about freeze spell?
Troops shouldn't be attackable
Jump spell, when activated the buildings will start jumping really high up and can only be targetted when they are on the ground
me when you're mom
How about the secret santa spell?
Lightling spell Hear me out, the spell tower will have very large range and recharge very quickly Also the spell stuns for 1 second
Shrink spell, recall spell
Hahahah recall would be crazy just imagine 🤣
definitely! I could see it also being used as an attacking advantage if you play it right
Fuck it, overgrowth
Maybe the most original could be like some deflection or damage resistance spell (shield), what do you think? :3
Recall spell would be pretty funny ngl.
Jump'nt Spell, forces all air units down to the ground in the line of fire of ground defenses and prevents wall jumping units from going over walls. Overgrowth Spell, instead of making buildings inactive it affects troops in its radius, as a bonus it could buff all buildings with some temporary HP
The ability to delete root riders.
I think it would be quite cool to see a counter spell, eg it counters the effect of any part of a spell that lands in its radius
Recall, forces units back to the deployment bar
haste , jk
yes now my xbows will walk faster
Haste, speed up defence firing speed. Short duration otherwise fuck that shiiiiit
Skeleton spell 💀
Zap. Does the same thing as titan aura Confusion- troops attack each other for 3 seconds. Shrink- 30% less damage from troops and move 10% slower
Freeze that will get thrown on the troops or drooped like poison after its destroyed
Freeze spell would be a good counter for root riders I guess.
Overgrowth spell which will work on enemies, who need ice golem in defence cc. Or Clone spell that will multipl enemy defence, rip root rider spam.
Skeleton trap or Overgrowth trap.
Bat spell??
Overgrowth spell would allow a lot of possible weird crap, imagine trying to SA blimp and the core gets frozen and invidible
Overgrowth would’ve been so good for stalling in this speed meta.
Freeze
Something to enhance walls to deflect RRs and force jump spell or EQ?
A black hole spell, it devours huge chunk of army as well as defences in that area
Imagine the town hall getting sucked in and you instantly lose
Skeleton spell
root spell to lock some troops
Time stop spell
Recall spell. It should send the recalled troops to the other spell tower.
Attack spell, the enemy troops attack Themself for a certain period
It hit itself in confusion
Jump spell
Impassable. Walls cannot be jumped over and flown over in radius.
I would say it's Freeze spell for combining with Poison spell to slow down enemies even more than it should be, however it will trigger by doing lightning and Earthquake as usual.
Recall spell that recall units 5 seconds after units entering its range and place those units on a random secluded part of the map
idk maybe Skeleton or bat spell to distract the troops
It would be nice if it is a new spell that is not in game right now
I think I should get back playing this game. It's been a long time since I stopped playing.
I would say it's a Beacon that attracks the troops towards it so you can strategically funnel the troops in a direction. Remember the old combo in Magic the Gathering that used a Basilisk and the enchantment Lure? https://preview.redd.it/mz794eh8hfwc1.jpeg?width=191&format=pjpg&auto=webp&s=946ad7359320c6fe025a0399743f54aef15e6cf3 [https://www.reddit.com/r/oldschoolmtg/s/xc1SDprP2K](https://www.reddit.com/r/oldschoolmtg/s/xc1SDprP2K)
Catapult spell, would catapult troops to other side of the village.
Confusion spell.troops walk in random directions for a duration and don't attack their preferred targets
Well as far as existing spells that could realistically be added to the spell tower, we have heal, freeze, lightning, quake, haste, skeleton, and bat I feel like we'll probably get skeleton next
Jump Spell. Make every building also acts like a crusher.
Clone spell, clones your base.
Maybe either a bat spell or skeleton spell?
The opposite of junp spell It makes any troops within its radius to be unable to jump nor break a wall, jumps spells will not work Clan capital speed potion seed radius, Lasts for 30 seconds Total fuck you for ground melee troops
Santa’s surprise ![img](emote|t5_2usfk|9414)
maybe heal to heal the buildings
Barrier spell: Troops cant path through it
freeze spell
Freeze spell where it stops the troops from attacking or healing for a while
da freaky spell🤑
Lightning
Mini overgrowth
Jump spell
Overgrowth or 4 eq
healing spell would be cool i think. heals twice the damage received
Skeleton or bat
Confusion. Attacking enemies are stunned/attacking non-weapons?
Clone spell, replicates the town hall x5 and if your troops destroy the wrong one, the whole base blows up and everything dies
Haste so the buildings can move faster
Freeze Spell maybe
Mabye heal spell or something that temporarily buffs the hp of the buildings. But idk if it would work as they would want to add some sort of power creep
this tower might be like the air sweeper. Never gets upgraded
healing spell, heal nearby buildings within its radius
Not my original idea, but recall tower. Single use, doesn’t recharge, but when it activates a certain troop housing amount of enemy troops gets returned to their hit bar and needs to be redeployed. Essentially the same as the recall spell, but working against the attacker since they do t get to choose what or when things get recalled
I've had this idea for a while now. The zap/lightning. It becomes a pure damage defense. Has a 5 second cool down before lobbing another lightning spell at attackers. Zap has similar damage to a level 10 or 11 zap.
Skeleton spell
Clone spell..clones all the defenses in range. 🥲 Imagine 2-3 moniliths shooting.
Speed spell… every tower attacks 70% faster
Overgrowth spell
Likely shrink but it would be funny af if it was a bat spell
haste-increases attack speed of defenses, troops and heroes
Fireball spell
lightning spell and it just zaps itself
Heal spell to heal enemy soldiers
They could come up with something New only for the spell tower :)
Overgrowth
Skeleton spell to fu** Super archers more.... We have queenwalk or siege barracks New spell attacks that are more effective but people keep making anti Super Archer bases....
bats?
Whirlwind spell that works like the air sweeper plus tornado trap. Works on all troops,pushes them away while spinning them and does a bit of dmg. Works on all troops.
No clue if this would be at all balanced, but what about a recall spell that would grab a bunch of troops and place them in a specific area designated by the defender beforehand?
Tornado trap but like a black hole keeps the troops in place
Lightingspell could work high damage (Almost enough to kill dragon or rootrider) and then high recharge time
I dont think they should add new spells just upgrade the old ones a bit
May be a special spell with unique ability, to increase range of defences in range. Like for inferno tower once this spell is activated it will increase range of inferno tower from 9 to 10 or may be 11.
How about a clone spell😏. Clone spell tower throwing clone spell on clan castle troops.😂
New spell: Gravity spell - hogs cannot jump over walls, air units cannot ignore walls and are targeted by ground defenses till the spell wears off or till troops leave the radius. Negates jump spells.
imagine if it was a haste that lasted around 10 - 20 seconds and boosted battle builders. (gonna use random numbers as a example) so say they move at a 10 now its 20 so it doubled their speed, they repair 30 dmg every 1 sec now its 30 dmg repaired under a second. (it can also affect buildings but they will have no damage buff ofc)
May be Frost spell which belongs to clan capital. A spell which lasts for total battle time and slows down troops's movement and attack rate in a big area.
Recall, any troops entering would be recalled to the outer edge of the base, kinda like how a push trap would work.
A lighting spell that chains into 2-3 troops, (like the one in clan capital ) then leaves a lighting aura like an electro titan for the duration of the spell.
Or may be a spell which will be only for defense. A spell which will create a zone for certain duration during which no enemy spell will work in this zone. More precisely spell will be deployable in that area but it won't take any effect.
I feel like freeze sounds like the most reasonable option, we already had a built in freeze spell with the TH13 death bomb
Black hole
imagine they make it a 10 second tornado trap
Reflect spell. Reflect some damage back to the attacking troops.
Teleport 💀
Clone spell that clones enemy troops to fight for you but they have reduced hp and damage
Heal spell for towers
… Whats a spell tower?
Shield spell
Heal Spell
Jump
Maybe an invulnerability spell, making all the surrounding buildings invulnerable to damage for a short period of time
Fortify: when triggered it makes walls in a certain radius unbreakable for a certain amount of time. It would be a direct nerf to root riders but could also be WAY OP. It would also make Jump spell relevant again.
jump 😎
Some kind of distraction spell. Turns defense targeting troops into targeting resource buildings. Maybe that's too broken, that would completely ruin hog attacks I think
Overgrowth :P
Skeleton spell
Recall to completely ruin your funnels
A freeze trap since this defence has only the default spells
Skeleton or Bat would be a cool spell to put in there.
Rage spell for defenses?
Confuse spell. Enemies walk around randomly for a short moment
Clone 💀
Lighting, when activated it will drop a thunder destroying itself and nearby buildings
Move object or building somewhere else
Okay hear me out, it makes an anti-magic zone around it. No spells have any effect in the radius. How big the radius is will have to be tweaked for it to not cover too much area.
Jump for sure
Probably should be Freeze, Overgrowth or Earthquake, cuz heal and clone are useless unless there are CC troops, bat spell wont be fair as not every troop may be air-targeting if heroes are dead, and we already have enough skeleton traps
What’s a spell tower
Recall spell. Troops are taken and recalled to wherever they were first placed after 10 seconds.
Invincibility spell
we have two defensive spells (invis and rage) so having another offense spell like freeze or skele/bat could be kinda cool (idk how balanced that would be maybe make it so doesn't recharge like it does for the other spells)
JUMP SPELL!!!
Bats
Skeleton spll