As the title says. What we have now with defense ninja’s is seriously out of whack. The current ninja’s are not taken out by a single spell, except for very specific circumstances. They can be killed if a toxic cloud (TC) is preemptively used directly before their spawn. Another option is to combine two spells together, such as TC and firestorm (FS). I don’t believe this is very balanced as I have spoken with other players who are facing sub level 14 defense ninja’s and their experience with them is that they die with 1 spell, they kill them solo with their king, or they can be effectively ignored.
Another observation is that defense ninja’s are completely resistant to spells while they are dashing, even if they are within range (before and after dash) of the spell. What this means is that any duration based spell loses a portion of the effectiveness of the spell while the ninja is dashing. And, as the dash as soon as they spawn, they do not typically take damage when they first spawn unless a spell was cast before they spawned.
Defense ninja DPS. Do they really need to be more effective at killing the king than another or combination of units. 5 ninja’s kill a king quicker than a group of raged ogres. LT’s were added to kill the king. Were ninja’s only added in defense to do the same? A bit frustrated after dying over 20 times in less than 2 days of war from ninja’s only.
Ninja stats: 12,274 health, resistance to fire and piercing @ 100%, weakness 200% to poison.
Raiding stats: TC - 7,570 * 2 = 15,140 damage to them (they don’t die)
Sonic Blast - 16,445 (takes off less than 50%, despite the fact they should die)
Firestorm - 9,801 (takes off close to 90%, despite having resistance, they still don’t die)
When lower level kings tell me that any of those spells kill their ninja, I think there’s a bit of an issue. Please address, I’m not a gem ATM and prefer the game to be at an enjoyable level, right now it’s pretty terrible.
Impressions of non maxed ninja’s can be found here -