Board Thread:Fun and Games/@comment-26446612-20161007223306/@comment-29279962-20170531103904

Spectral Swarm.

The setting is in Bone Pit but at Night.

Special Enemies that can't be be harmed by physical attacks are your enemy here. Spectral Enemies take 50% more damage from Magic Based attacks though. Bring the Wizards and Witches! And spells that deal magical damage.

These are the list of things that deal Magical Damage.

Baby Dragon

Fireball

Witch

Lightning

Minions

Minion Horde

Tesla

Lava Pups

Inferno Tower

Inferno Dragon

Zap

Fire Spirits

Wizard

Ice Wizard

Golem's Death Explosion

Sparky

Mega Minion

Electro Wizard

Ice Spirit

Ice Golem's Death Explosion

Night Witch

Reasons for some things I considered as Magic: Minions shoot Dark Elixir which is a Magical Substance.

Night Witch's staff is magic.

Dragon Breath counts as magic.

The Death Damage of Golems should be counted as Magic because Golems are powered by magic and I feel like the explosion they do when they die is because the magical energy that's inside them gets released when they die.

Why I didn't consider these as Magic : Why is Poison not considered Magic? For me, I feel that Poison does physical damage. Rocket is an Explosive so it counts as Physical. Tornado is a natural disaster. So it does physical damage?

The Enemy has these special cards. Some spectral units may have other unique abilities aside from Physical Immunity and Magic Weakness. Troops with "Shadow" in their name move and attack faster.

Spectral Skeletons : 1 Elixir Cycle card. Unharmed by physical attack. Due to magic vulnerability, they can be oneshotted by Ice Wizard.

Shadow Goblin Gang : 3 Extremely Fast Goblins with a 0.9 second hitspeed and 3 Extremely fast Spear Goblins with 1.1 second hitspeed. Unharmed by physical attacks. Vulnerable to magic. 3 Elixir

Grave Digger : This Dark Figure just appears out of nowhere. Can be deployed anywhere in the arena. Unlike the regular Miner, He doesn't need to tunnel to your side. He just appears instantly and has a near-instant deployment. The AI is designed to deploy him beside either your ranged support, or Princess, or Arena Tower. AI prioritizes Princess when deploying him. He has a 1 second hit speed, giving him the DPS of Bandit but he still deals reduced damage to crown towers. Unharmed by physical attacks. Vulnerable to Magic. 3 Elixir

Shadow Giant : Same stats as Giant but with Medium Movespeed and 1.3 second hitspeed. Unharmed by physical attacks. Vulnerable to Magic. 5 Elixir

Spectral Witch : Summons spectral skeletons. Unharmed by physical attacks. Vulnerable to all Magic except Fire. Immune to Fire Magic. 5 Elixir. 5 Elixir

Ghost Guards : Eerie Guards that have a chill aura which slows all troops near them. They have a 1 second hit speed and fast movespeed. Their shields are weak and only allow them to block a single attack. They have 1 shield HP meaning their shields get knocked off in one hit. Same HP and damage per hit as Guards.Unharmed by physical attacks. Vulnerable to Magic. 3 Elixir

Spectral Swarm : A Minion Horde that's immune to physical damage but vulnerable to magic. Regular Minion horde can beat them EZ. Or just use Wizard/Witch. 5 Elixir.

Ghost Musketeers : Basically 3 Musketeers but are immune to physical damage and vulnerable to magic. Is cloaked for the first 3 Seconds they're deployed meaning your troops and towers won't be able to target them for those first 3 seconds. Save your Fireball for these spooky ghosts with guns!

The Bosses of this level.

Lumberghost : He's the Mini-Boss of this level. He freezes anything he's attacking for 1.5 seconds. Meaning whatever he's attacking can't fight back. Spills a freeze spell that freezes enemies for 4.9 seconds in a 3-tile radius. Has Double of the Lumberjack's HP and damage.

Super Shadow Bandit : Remember Shadow Bandit? She's back as a ghost. She's completely Immortal. The only way to kill her is to smash her King's Tower before she smashes yours. Her dash attacks instakill anything. Deals 666 damage otherwise. Will attempt to do a super sneaky rush attack every 10 seconds. You have to stun her or knock her back in order to stop this attack. She takes 1.5 seconds to charge this attack to give to give you time to cast either Fireball or Zap to interrupt her attack. Otherwise, she'll dash straight to your King's Tower, ending you.