Element Mith spell style (Rough draft)

Discussion in 'Ideas + Feature Requests' started by Zamaterasu, Nov 22, 2013.

  1. If you Devs need ideas for Mith spells I thought about element spells(only one of these elements can be casted)

    Fire Mith spell When a player does damage for every 5th hit on the same player increase their regen time by 5 mins.

    Wind Mith spell For every 5th hit The player regen is cut in half for one regen.

    Water Mith Spell For every 5th hit ignore Tower stats(meaning piercing damage)

    Earth Mith spell for every 5th hit the player takes the double damage on troops or spies.

    Thunder mith spell stun your opponent's army for 20 secs(meaning they cannot use any actions)

    The cooldown for these effects should be 10 mins their activation has to be declared on the target.

    Scouting should not be considered as a hit to activate the effect of the element mith effect.

    The activation for the mith spells for EE war should have no cost(because it should be able to be used in EE war only)

    If I were to choose an element I would go with Fire or Water because it would benefit for hybrids going against Attack builds.


    When you declare on your opponent the effect doesn't activate till the requirement is met once the effect activates you have the duration of 5 mins to get the effect to go off multiple of times. Once it gets 5 mins the cooldown lasts for 10 mins you get to declare again to use the effect.

    Please give me feedback on this Kaw Monsters
    ~Zamaterasu