52 MORE Clash Royale Evolution Ideas

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  • Опубликовано: 30 апр 2024
  • Here are my ideas for the rest of the cards in Clash Royale. What are your thoughts?
    #clashroyale #clash #clashroyalememes

Комментарии • 15

  • @twangerrrrrr
    @twangerrrrrr Месяц назад +1

    For the hunter, the bear trap should be when it dies and does a little bit of damage and stops the troop from moving for like a second. it should only stay there for about as long as a mother witches spell lasts on troops. its a pretty good idea since hunter is a kind of close range troop doing more damage closer so if it dies it has something to stop the one that killed it.

  • @taytennis6455
    @taytennis6455 Месяц назад +7

    if you are confused why he has done cards with evos. He knows that he did and talks about it in the previous video how he just gives his own ideas instead for cards with current evos

  • @twangerrrrrr
    @twangerrrrrr Месяц назад +1

    I think the most balanced way of giving cards evolutions is giving regular cards as an evolution the ability of legendaries or champions ex. the archers get the magic archer's piercing arrow

  • @ausername6103
    @ausername6103 Месяц назад +1

    Bee card that will do percentage damage poison and die immediately after attacking

  • @niallvaz737
    @niallvaz737 Месяц назад +1

    nice editing

  • @niallvaz737
    @niallvaz737 Месяц назад

    I just think inferno dragon should like shoot faster and get a bigger beam + fire on troops when it dies.
    I think the pheonix should drop a fireball when it dies.
    I think mother witch should turn her hogs into boars
    I think witch should spawn weaker guards
    I think royal hogs should have rage
    graveyard should spawn weaker guards
    Archer queen should spawn archers with his ability
    Barbarian hut should spawn E barbs or something
    make pekka super pekka from coc builder

  • @everythingidoistragic
    @everythingidoistragic Месяц назад +1

    inferno dragon evo idea:
    flies faster
    better health
    better range
    special ability : has bigger wings that now pushes back enemies also does tower damage , beam after reaching max dmg is leaves a fire mark on the ground that burns enemies (the second ability is just a random ability to help inferno deal with swarms)(first ability is good so the inferno pushes back stun troops like the small tesla troop i forgot the name of so they need to charge again )

  • @gavinaaric
    @gavinaaric Месяц назад +1

    Tesla alr got evo

  • @sh4dowspear352
    @sh4dowspear352 Месяц назад

    xbow can peirce

  • @Mubstransportforlondon
    @Mubstransportforlondon Месяц назад

    Hi bro

  • @everythingidoistragic
    @everythingidoistragic Месяц назад

    witch evo idea:
    alot more health
    but slower
    special ability : spawns a big skeleton with close health to the giant but the witch has to channel energy first to spawn the big skeleton (this ability can be stopped by stun etc.)
    extra ability: also spawns dead troops as skeletons

  • @rigboy1234
    @rigboy1234 Месяц назад +1

    Freeze - Fair. I like It.
    Poison - Definitely not. Too broken. That's pretty much infinite dmg to troops and can stop entire pushes just by kiting them.
    Tesla - We already got an Evo
    Zappies - I don't think It's a good idea. They are pretty much Tank killers, so also making them effective against swarms (when they are already THREE zappies) would make them even more annoying. Unless they still die to fireball and poison, in that case they would PROBABLY be balanced.
    Furnace - Yeah no. It would at start be incredibly annoying for Princess Towers while Cannoneer and Dagger Duchess would still completely counter It until It dies, in which case, 2 or 3 Is too many spirits. It would give It insane value.
    Hunter - Great Idea, but them being permanent for the rest of the game Is too annoying. They should have a timer and health like Structures do. Also not have the Hunter add bear traps all the time.
    Inferno Dragon - I'm not sure about this one. I mean, on practice, It doesn't change a lot about his actual counters, but 3 may be too many. Perhaps 2, dunno.
    E Wizard - Depends on the cooldown for every Electro Spirit. It would be better If they only spawned (one at a time) at deployment and death of the E Wizard.
    Phoenix - It's just a stat improve. Doesn't really feel like an evolution.
    Magic Archer - Would be too annoying. Adding any card to your side of the Arena If the opponent has Magic Archer would be dangerous, and not allowing It to activate King Tower worsens It out. Altho I do like the Idea, but not for Magic Archer.
    Goblin Drill - No. The Goblin Brawler just has too many dps and enough health to survive 1-3 elixir spells, along with the fact you also get regular goblins so It tanks for them. Maybe just make a tank goblin without more dps than a regular one.
    Night Witch - Interesting, jist don't make the poison effect permanent again. Please.
    Mother Witch - No. Just no. Royal Hogs already survive fireball and Pekka hits, so making the mother witch SPAWN those would be a headache.
    Skeleton King - Okay. Only gimmick Is the bomber feels kinda out of place, but It might work.
    Golden Knight - Kinda specific, but I like It.
    Mighty Miner - Feels more like a rework than an Evolution.
    Giant - Perhaps a bit too OP, but as long as It doesn't damage structured with Its footsteps, then sure, why not.
    Goblin Hut - I mean, here the Goblin Brawler works better since It ain't In front of your Tower. But I'm not sure.
    Barbarians - Nah.
    Wizard - We already got It
    Inferno Tower - Perhaps 2 beams, like the Inferno Dragon better?
    Witch - Not a bad Idea, but It shouldn't summon lots of bats, just like 1 for every skeleton round I guess. It would also overshadow Night Witch but whatev.
    Royal Hogs - Feels like an OP buff rather than an Evolution.
    Balloon - I actually dig this Idea. Just make the balloon attack ground troops slowly and the death bomber have slightly less health and damage than a regular bomber.
    Minion Swarm - Again, doesn't feel like an evolution.
    Ram Rider - NO.
    Electro Dragon - I really like this Idea. Just as long as It doesn't lay lots of eggs...
    Graveyard - Meh. Pretty anoying If the opponent doesn't have counters but If the opponent does have counters It feels pointless. Doesn't feel really balanced on any side.
    Rascals - Stat Buffs booooo tho I like the Rascal Boy having a metal sword.
    Bowler - The Bowler Is a pretty defensive and tanky card so If It spawns Golemitemites every rock It would prob spawn too many. I love the Idea Itself tho.
    Executioner - As long as It doesn't do pushback to really tanky cards, then sure.
    Cannon Cart - Really cool Idea, but It doesn't really do a lot of damage for Itself. Still effective against things like bats and such, which are a bug problem for the cannon cart.
    Archer Queen - Too OP.
    Monk - Not pretty unique.
    Rocket - Please don't make an Evo Spell Idea ever again.
    Royal Giant - Already got It.
    Skeleton Giant - How about the bomb Is the one who drops the skellies upon exploding? Cool idea btw.
    Lightning - Great Idea, If we're talking about the Lightning Mcqueen one. Hitting 4 Targets Is ok tho.
    Barb Hut - As expected. Cool.
    Goblin Giant - No. Just no. The giant Is too tanky and the dart goblin has too many dps. Would get so much value In most cases.
    E Barbs - The idea of somethin changing every third hit Is cool, but making It be 2x damage Isn't. They would erradicate everything that isn't a skarmy.
    XBow - While I think XBow Is already pretty annoying, the Idea Is pretty original. I like It.
    Sparky - Too specific, since It doesn't change anything If the opponent doesn't have an electro card, and there aren't that many electro cards on the game.

  • @everythingidoistragic
    @everythingidoistragic Месяц назад

    hunter evo idea:
    it has better ai and shoots closer to the enemies has better hp shoots more bullets walks faster and has a invisible ability when deployed
    special ability : invisibility (when deployed gains invisibility lasts as long as he doesnt take dmg or does damage