User:MagmaHound/Ideas/Cards

=Arrow Launcher=



Note: placeholder

"The Arrow Launcher shoots a load of Arrows great distances, devastating a lot of troops at once, but has a substantial reload time. Reduced Crown Tower damage."

Summary

 * The Arrow Launcher is a Building card unlockable from the Builder's Workshop (Arena 6).
 * Every 10 seconds, the Arrow Launcher launches Arrows to the area with the highest troop density, inflicting area damage.
 * It has a blind spot in which it cannot fire Arrows into.

Strategy

 * The Arrow Launcher is a long-ranged defense and thus can be placed far back, behind Arena Towers.
 * It is not recommended to use it against lone, high-health troops like Giants or PEKKAs as the Arrows deal very little damage to them.
 * Like the X-Bow, it can be used to outrange Crown Towers, however this is not recommended as the Arrows' reduced damage to Crown Towers mean that the damage per second of the Arrow Launcher against Crown Towers are very low.
 * An Arrow Launcher that is not tampered with can fire 4 volleys in its lifetime, which saves 6 Elixir (4 Arrows spells would cost 12 Elixir).
 * Note that the Arrow Launcher cannot fire in an emergency situation, such as a newly deployed Minion Horde dropped after the Arrow Launcher fires, while normal Arrows can.
 * Rockets can easily make short work of the Arrow Launcher. In a pinch, Fireballs and Lightning will do severe damage to Arrow Launchers too.
 * Arrow Launchers are not recommended for emergency defense, as it takes 4 seconds to deploy.
 * If you see an active Arrow Launcher, attack with high hitpoint troops so the Arrows deal minimal damage.
 * Hog Riders and any other fast melee troops can enter the blind spot quickly, which allows them to take down the Arrow Launcher with no resistance from the Arrow Launcher.

Trivia

 * The Arrow Launcher is the card with the slowest hit speed, at 10 seconds.
 * It is one of two buildings to have a blind spot, the other being the Mortar.

=Warriors=



"Hailing from the Archipelago come their native Warriors. Fueled by the force of mythical healing crystal hammers, these Warriors have never faltered in battle!"

Summary

 * Warriors are troops unlockable from the Legendary Arena (Arena 9).
 * It is a fast melee troop, that heals himself with every hit.
 * They do decently high damage which is balanced by relatively low hitpoints.
 * It is an Unobtainable card.

Strategy

 * Warriors left unchecked can severely damage or destroy an Arena Tower on their own.
 * Counter this by using masses of troops such as Skeleton Army.
 * You can also use Freeze defensively, which allows your Towers and troops to eliminate the Warriors while they are defenseless.
 * They can eat their way through ground troops that have a low DPS, such as Giant Skeletons and Witches, due to their self-heal per hit.
 * An easy counter to the Warriors would be a well-aimed Fireball. Due to their fast movement, it is easiest to hit Warriors when they are attacking something.
 * As they can only target ground troops, they are completely ineffective against air troops like Minion Hordes.

=Wizard Tower=

"Wizard Towers blast electrifying spells at their enemies. To this day, nobody knows what these spells are supposed to be. They look like lightning, but that's just a theory."

Summary

 * The Wizard Tower is a building unlockable from the Spell Valley (Arena 5).
 * It does area damage similar to the Bomb Tower, but it can target ground and air troops.

Strategy

 * The Wizard Tower is a great counter to Minion Hordes as it can deal area damage to air troops.
 * It can also stop a horde of other low health troops such as the Skeleton Army.
 * It does rather low damage, similar to the Baby Dragon, so it is basically a stationery Baby Dragon.
 * Be careful, as Royal Giants can outrange it completely.
 * It is very similar to a Bomb Tower so you can use this in place of it.
 * There are several tradeoffs, however; it does less damage and has lower health.
 * It does fire slightly faster than a Bomb Tower, however.

=Torcher=



"This superhuman will mercilessly burn you alive in the Arena, but what nobody knows is that he also has a warm heart."

Summary

 * The Torcher is a troop unlockable from the Builder's Workshop (Arena 6).
 * The Torcher is multipurpose: not only is he himself immune to ice-based attacks from the Ice Wizard or Freeze or fire-based attacks such as the Fireball or Fire Spirits, he also provides a fiery aura which makes all friendly troops near him immune to ice attacks (but not to fire attacks). He also actively attacks at melee range; although the attacks deal relatively low damage, on contact with enemy troops or buildings, they burn, sustaining damage over time.
 * The fire aura will also provide a small damage increase of 5% to all troops and buildings around it.

Strategy

 * The Torcher is an excellent support troop. As a good counter to Fire Spirits or Ice Wizard, it is extremely useful to eliminate these supporting troops.
 * It is immune to all fire-based attacks, coming from: Fireball, Baby Dragon, Inferno Tower, Lava Hound, Fire Spirits, Wizard, Furnace and Princess. This makes it a versatile troop to many combinations.
 * It will also be immune to, and also make nearby troops and buildings immune to the Freeze or the Ice Wizard, due to his fiery aura.
 * It can be used to counter a Hog Rider-Freeze combo. The Freeze will simply not work with the Torcher around, allowing the defending troops (Torcher included) to move and eliminate the Hog Rider.
 * It has low hitpoints and does rather low damage, so it isn't always good on its own! Its 6 Elixir cost justifies its supporting ability, not its ability to take on a tower alone!
 * Note that the Torcher is completely ineffective against enemy air troops, however its aura will influence friendly air troops.

* The afterburn damage is dealt over 5 seconds. The damage per second is calculated by adding the afterburn DPS to the damage per hit.

=Blizzard=

"A cold spell that sweeps across your defense, giving all intruders the chills!"

Summary

 * The Blizzard is a spell unlocked in Frozen Peak (Arena 8).
 * When cast, it blows through your side of the Arena, momentarily freezing all enemy troops within that area. Frozen enemy troops will then be slowed down for a short period of time afterwards.
 * It can only be used on your side of the Arena, regardless of whether you have placeable territory on the enemy's side.
 * The Blizzard will affect enemy cards that are on your side of the Arena, as well as on the bridges of the Arena.
 * Certain cards like the Ice Wizard and Ice Spirit are immune to the freezing effect and are only affected by the slowdown. The slowdown effect will last throughout the time any normal card would be affected.

Strategy

 * This card is a great card to assist in defending an enemy push, especially a push on both sides. Damage output of the enemy troops will be drastically reduced, but its moderately high Elixir cost can mean you lack firepower in actually taking the troops out!
 * This card deals no damage by itself. Cheaper cards such as the Ice Spirit and Zap can work better on smaller groups of troops.
 * Due to its area of effect it can replace the Freeze if you are simply using it for defending. Note, however, that it is completely useless in attack.
 * If you are expecting an enemy Blizzard during an offensive push, place a strong, intimidating troop such as the Dark Prince, Baby Dragon and/or Valkyrie to lure them into using their Blizzard. While they are being hit and countered, you can assist the push with the other cards you push with, as they will not be affected.