@massgunner4152season shop was the only way for player to at least somewhat keep up with the evolutions being released. Now F2P players are stuck getting about 1 evo every 2 months.
@mrleast265-e8x not really because the evolution fragment was still some rando instead of the new one, the shop restocked every two weeks so it would still take two months to unlock anything and the fragments costed a lot so you would loss on getting the other stuff unless you burned gems daily, at least the crown searches had the decensy of giving away 4 full evolutions ontop of the gold and cards.
having the 3 musks act like the spirit empress is an amazing idea. you can have a 2 musk card at 7 elixir and 3 musk at 9 elixir, without the single musk. it will actually make the card see more use
yeah but i took inspo from a guy on reddit, i dont wanna act like its completely my idea. I just couldn't find the post to add credit in the vid. i hope the original creator finds this video and comments lol
@epsilonclashI think it could just be 1 musk at 5 elixir 2 at 7 elixir and 3 at 9 elixir, while this would make playing the one musketeer not good since if you just got 2 more elixir you would get two instead of one it wouldn’t block normal musketeer out of the meta and since it is called the three musketeers I think it makes sense that placing only one is a bad option
@yeldrix Honestly you could easily merge the one and three musketeer card into just one three musketeer card, and then the issues relating to balancing both cards is easily solved.
@vintagememelord8168 something like that. Maybe some elixir changes like making clone a two elixir spell, or, while it could aldo be very hard to balance, a 1 elixir spell. Maybe 3m could have 3 different musketeer types, like a normal musketeer, one with a revolver, and he'll, one with a Gatling gun
@vintagememelord8168 honestly what if mirror counted as one Evo play? Like if I play firecracker then I play mirror I can then play Evo firecracker? This might be op with broken evos, but I feel like it will help the card overall
@vintagememelord8168 I meant base mirror, it would be the buff/rework the card needs. Idk how Evo mirror would work though. It seems like they are going to release an evil for every card, if that's the case then Evo mirror could just give you the Evo card...
3-musketeers should have been made separate from normal musketeer. Like, call em "Elite musketeers" and call it a day Wow I predicted it. Guess they finally used their brains
honestly as someone who hates evolutions I think Evo rocket could actually be neat. I like Evo mortar as one of the few evolutions that are balanced and fun, I think if you refunded the level 3 star level for it you could make a goblin ride the rocket and spawn when it lands.
That doesn’t really fix it’s weakness or buff its strength. It also does not sound original and just lazy. Evo’s are supposed to make the card be alive and viable again. Look at barbs, without the evo no one would even dare try to use it
@ForsakenChancewhat if evo clone could create real cards, of the clones lvl, except if their over 3 elixir, their stats become 3/whatever their elixir is. So a baby dragon that does 100dmg, will do 75dmg
@all0K-frIt’s a bland idea and it doesn’t fit the evo’s theme. That will break the game and it sounds like a new card rather than a new evo. Clones evo has to be something like the skarmy evo where it is still technically counterable, but it removes its flaw where any splash damage card can just counter it
Well, they can give Freeze the ability to slow and dmg troops inside when its already placed (like poison). Or they can just add the removed goblin curse effect, that frozen troops receives 20% more dmg Also they can give evolved mirror troops a permanent rage, or a passive heal just like the removed feature of the Battle healer
An idea for EVO clone is give it the EVO zap treatment where it clones in three bursts. It could either constantly clone troops in the aoe or it clones the troops that were alive during the first burst
@slowdust9541 I have thought of that but I feel like it's still alright since getting the giant skeleton to the tower is not an easy task and you have to cycle to the EVO clone. This is kind of a similar case of the EVO lumberjack getting on tower. I'll admit if this EVO clone idea does become a thing I can already see it being a midladder menace
@Aspect_of_the_idiot i use gaint skeleton and yeah i do agree with it being already very hard to get him to the tower, they should make it a 2 card cycle evo
For clone, I've always had an idea for it that I think could work. When you clone a troop. The cloned version has 1 tenth of the original cards health so like a cloned minion might die on the first tick of a goblin curse but a cloned golem might have the health of a valkerie
You've definitely overestimated how much 10% of a troop's health is. A level 11 golem has 5120 health, so 10% of his hp is 512, which is slightly less than a level 11 recruit
@ssendo73 I guess but that's 11 elixir for a golem and and a recruit and to acount for how ever many cycles the evo would be. Though yeah, when you stack alot of troops up it would be alot.
4:07 what if e-spirit froze all enemies until the chain finishes? Or if thats not powerful enough have it so each chained zap also zaps the previous targets again, effectively still being frozen but with extra damage based on how far it travels
I think Bowler would make a good Evo, Imagine the Bowler throwing his bowler and it bounces like the Evo Bomber's bomb and every bounce it deals shockwave damage.
For the elixir pump,i thought it could work like a elixir storage from the CoC,every evolved pump would give u like 2+ elixir storage capacity,so u would be able to hold to 12 elixir,i think it could be balanced
5:49 I think that's a rlly cool idea, but maybe the first musketeer would have to cost 5 and maybe could have a different property than normal musketeers...
@dylanbaas3098 only reason scarmy (an possibly royal ghost) are not so broken is because the CRL is happening and they didn't everyone to play sloppily because the devs themselves know every Evo is supposed to be busted on release
For 3 musketeers I think it'd be cool if they made it so like u get back 1 elixir per troop they kill. Gets rid of the main weakness of them being so expensive. It'd be very high risk but very high reward and there isn't alot of decks with that playstyle.
Evo clone: summons a ground troop with the health of a goblin + a shield, in the center of the clones radius. It has a very slow hit speed but every time it hits something, a clone effect occurs around the troop, this clone however can clone enemy troops as well. Freeze evo: Deals 5 ticks of damage after the first initial freeze, each tick of damage will deal the same damage as xbow and apply a slowdown effect, similarly to the ice wizard's slow down effect, after the freeze effect ends the troops that where in the freeze's radius should all be slowed for 2 more seconds Evo e spirit: chains onto 2x as many enemies as normal and can rechain onto enemies that it's already chained before, similarly to the e drag Evo, if there is only 1 troop, it won't chain anymore Evo 3 muskies: they throw TNT to enemies more than 2 tiles away from them dealing bonus splash damage on top of their normal attacks. The TNT has a 1.5 tile radius and explodes after 3 seconds, they throw TNT once every 5 seconds, as long as a troop is in range but not within 2 tiles of the musketeer. Example: ice golem is at point blank range and an icewizard is 3 tiles away, the musketeer will shoot the ice golem and throw TNT at the ice wizard. Evo e golem: has a circle around it marking it's area of effect, similar to e giant. If any troop, friend or foe, die within this circle, the e golem heals based on that troop's max hp. The same is true for the golemites and droplets. The e golem can over heal up to 50% of its max hp. The golemites can over heal up to 100% their max hp. And the droplets can over heal up to 200% their max hp. (%s can be tweaked for balancing later on) Evo rocket: spawns from the floor and explodes instantly, also affects a wider area. (Bonus but not needed, 3 rings of effect, deals more damage the closer troops are to the center) Evo lightning: after striking 3 troops, if the troop it struck is still alive, it will become a lightning rod for the next 10 seconds, lightning rods will get struck by zap once every 3 seconds. Evo elixir collector: same mechanic as goblin barril, but both collectors have half the hp of a normal 1, both collectors will generate 3 elixir each + 1 after expiring. Evo mirror: if the mirrored card is another Evo in your deck, add 1 cycle to that card or evolve it if it has enough cycles to do so already (bonus not needed, it can give cycles to other cards in your deck that have an Evo but are not evolved, allowing you to have more than 2 evo's with the caviot of making the other evo's much harder to cycle)
The elixir mechanic is what makes the Empress legendary though, so you cant just slap that mechanic on other card. I think the only way to fix the 3 musketeers is to rework them into a completly different troop separated from the regular musketer.
Evo Clone: Cloned troops have the same HP as the original unit, but start dissipating over time, losing ~15% max health per second, on top of being able of getting attacked. Think magic mirror queens from that one clash of clans equipment. Evo Freeze: Units become brittle. For the duration of the freeze, units take 125% damage and if they die while frozen, they explode into ice shards / ice golem nova. (top path ice monkey lol) Evo Electro Spirit: The troops remain stunned until the entire chain is over. If the electro spirit managed to complete a full circle, it spawns a field of static electricity, where troops get zapped if they move (not if they stand still though). Lasts a couple sec idk. Evo Elixir Golem: When in its elixir blob or elixir golemite form (and theres actually a second unit of the same type), after [some time] merge back into the higher stage with 50% of combined HP. Optional nerf - opponent gains 0.5 elixir when this happens. Evo Rocket: Spawns an expanding explosion sphere that stretches a graveyard's width from the explosion radius. This deals an additional 4% of the explosion's damage every 0.5 seconds for a maximum of 5 seconds, provided the unit stays inside the sphere's radius for the full duration. Evo Lightning: Spawns a cloud that lasts for 20 seconds. It performs the 3 strikes as usual - but can strike the same target for less damage (100%, 50%, 25%). Every 10 seconds it reloads an additional lightning strike (still can hit same target, for 12.5% -> 6.25%). Assuming you hit a tower with all 5 strikes it would take 804 damage. Evo Elixir Collector: Stores elixir in itself instead of being in the player's bank. They player can tap on it to receive whatever is inside of it - or if it times out/gets destroyed, the collector spawns a troop(or troops) matching however much elixir was inside + 1. Player still gets 1 elixir on death. Evo Mirror: idk, spawns floppa and floppa eats the enemy tower. Emerald pass exclusive (thanks for reading
Clone: busted. could possibly lead to the worst tank meta ever (2 full HP golems or mega knights or goblin giant + sparkies on tower, make the HP loss every 0.5 or 0.7 seconds and stop the HP loss at 1 HP. A lot of Clone’s value comes from the time it buys and the swarms it creates, if a cloned troop gets hit and doesn’t have 1 HP already, maybe a clone evod giant skeleton could get an extra hit on tower) Freeze: Death explosion is flat out unnessecary, otherwise pretty ok but damage amplification shouldn’t apply to crown towers E-Spirit: possibly the only weak evo here, tf is unlimited stun gonna do to any card that isn’t an already dead Skarmy? also that electric circle is never happening in a real match unless the enemy uses Barbarians Rocket: Yes, make the rocket that already does a fraction of the princess tower’s damage do roughly 1/5th of it now with a 1 card cycle Lightning: Change it to 8-10 seconds duration and my life is yours Elixir Collector: people always say this but say “idk” when asked how the game’s going to decide what card spawns (what if you have no 4 or 5 elixir cards and have 3 or 4 in the bank? how is a troop spawn going to be good if the card is meant to be played in the back? doesn’t any big spell kill whatever viability this evo has?)
clone having a duration of like 2s to 5s where things (not spawned so skele barrel is only 2 barrels) get cloned in the radiys so you get consistent value from it
e-spirit evo would be fun if it could infinite chain but slower, giving it more time to get chaining and maybe stunning for a whole second also having the ability to change more than once on each target like it is right now
3M REWORK IDEA: kinda like how the rascals we’re supposed to be one night and two archers, but Clash Royale didn’t want to add those cards into different cards then it will mess up balancing so I think Three Musketeers should have a design rework,name so then they can balance the Three Musketeers (new versions) without interfering with the regular musketeer
clone can be reworked or evo like in clash of clans: the clones have the same hp like the original but disappear if some time passed or they die, so they can make the time around 3 seconds
Clone: I think the shield idea is the most reasonable and exactly what they will introduce into the game because it’s simply the most balanced and straightforward idea possible. Freeze: The damage increase mechanic they took away from the curse should logically go to the freeze evolution, since it makes sense that frozen troops are more fragile and should take more damage. Also, this evolution would be easiest to balance-obviously, a 10% damage increase is too weak, and 100% is way too strong at two cycles, so developers will find the right balance. Electro Spirit: The most logical is to make it like an infinite chain of the Electro Dragon, but then it will be insanely strong against beatdown decks. Sending one spirit with the Golem push could kill all of them, and it wouldn’t even be possible to kill it like the Electro Dragon to stop the chain. So maybe make the chain last for a timer, like 5 seconds. Three Musketeers: Due to their crazy deploy speed, they could have evolution cycle zero; after using the normal Three Musketeers once, all subsequent ones in the game would be evolutions. The card itself needs a redesign-make the placement like the Royal Recruits, so they’re harder to kill with spells. The evolution is simple-same as Musketeer evolution, but all three musketeers share one target chosen by the central musketeer. Possibly very OP since they can do (391x9=3519) tournament damage, almost like PEKKA’s HP (3760). On the other hand, a 2-second deploy time would give time to counter, and placement like Recruits prevents hiding three musketeers in a pocket near the tower, which makes the card insanely unbalanced in some cases because you could suddenly destroy the opponent’s second tower. Elixir Golem: It’s a terrible card that should be removed, but the only sensible evolution is that after 15 seconds it stops giving elixir upon death-essentially “expires.” This makes sense because everyone would evolve the Elixir Golem for the tower, and placing it simply on the bridge would be useless. This evolution partially fixes the problem of dumb users spamming the Elixir Golem on the bridge. Lightning: Do the same as with Zap-after the lightning hits the target, create a Zap field around it. Thus, Lightning evolution would both deal 3 high damage hits to the target and have splash damage around those targets. Everything else remains the same. Rocket: ⦁ Concept: add Goblin Barrel evolution so that when the Rocket lands, 3 Goblin dolls appear. Balanced and logical (reference to Goblin Barrel surprise behind a Rocket). ⦁ Nuclear Rocket: leaves behind a radioactive field similar to Goblin Poison, which dissipates over time. Each second damage drops by 50% from the previous value, and the radius increases by one cell (1 sec: 1000 damage, 1.5 cell radius; 2 sec: 500 damage, 2.5 cell radius; 3 sec: 250 damage, 3.5 radius; 4 sec: 125 damage, 4.5 radius; 5 sec: area fully dissipates). Elixir Collector: Simple-rather than giving 1 elixir per time standing, it gives 1 elixir per 1/7 health segment. If destroyed instantly with a Rocket, it will give 8 elixirs immediately, meaning a 2-elixir profit for you. But the opponent can hit your tower with the Rocket too, which is balanced. This forces the opponent not to attack your collector, as it will return all the elixir invested in it anyway, except if you’re sitting on 10 elixir in hand and it simply “burns.” Champions: Don’t add ability changes through evolution; just improve the card itself. For example, Bandit Boss could push away troops it charges at (like the Executioner’s evolution). Mirror: First of all, the card itself needs to be redesigned. I still don’t get the point of the +1 elixir and +1 level mechanic-it's totally pointless. For example, placing mirrored spirits doesn't make sense: you pay double the elixir but only get a 10% boost in effectiveness. It would be better if mirrored cards cost 0 extra elixir but don’t get the increased level. Or, the mirror could cost +10% elixir-like a mirrored spirit costing 1.1 elixir instead of 2, and a mirrored PEKKA costing 7.7 elixir. This way, the cost increase balances the card’s improved strength. As for mirror evolution, the only sensible way is to wait until all evolutions are in the game and make mirror evolution last, with an evolution cycle of zero so all cards played via mirror are evolved. That way, though you have only 7 cards in your deck, you could have 7 evolved versions of those cards depending on the situation-and that's way more interesting. Tower Wars: This is much more interesting! Instead of evolutions, introduce a concept of “amulets,” which you can buy with evolution shards-say, 10 shards per amulet. The idea: instead of the King’s cannon, he has a trinket-like stone that gives different abilities to the towers-like slowing shots by 10%. You risk losing the King’s cannon, but if he gets hit by a spell, instead of a cannon he has an amulet that buffs towers in different ways. The default basic amulet would be a deployable cannon, like the Princess Tower became the base troop tower card. This makes sense because you can’t “cycle” tower troops, but destroying one tower or activating the main building can trigger this mechanic. Hopefully, they listen! :(
I totally agree on Clone evo. Freeze damage amplification, although makes sense, will take away from uniqness of another card, and will make it even more powerful than ever. The curse never froze troops. Another question, is how big you want this damage amplification to be? The 5 seconds time limit for e-spirit is honestly an original idea, and could have potential, although 5 seconds is just a tiny bit stronger than the regular card. Not worth the evo slot. Also, 1-cost cards are often used to cycle faster towards the powerful evo you already use. Three-M evo is just so overtuned. The spell protection is a buff that can easily make 3M an immence pain in the neck to face, i.e. a midladder menace. Making them attack one target at a time is interesting, but makes it more vulnerable against swarms. Also, the 2 seconds deploy is just uncalled for. The E-Golem "expiration" is fun as heck, I LOVE IT 😂 Lightning evo goes slightly against its own design - "picking" the beefiest enemies in the enemy frays. On the other hand, yeah, it feels nice. Rocket Evo N1 is just a copy of another evo, both designed for tower spam strategy. Out. Rocket Evo N2, although complicated, makes use of a well thought out mechanic, which is even worth to become a card on its own. As long as the radiation field doesn't deal damage to the tower, I give it a pass. Elixir collector evo essentially turns it into a money bank - you pay 6 now, you get 8 now. You can always play the evo pump to distract the enemy push, and you earn 2 elixir for free. Broken beyond salvation, on par with the original E-Golem. I won't go down the details about Champions. Considering a new cards often gets added before its evo, an evo mirror can never exist in a way you described. As much as I hate to say this, selling tower upgrade mechanic for 10 evo shards per piece is the most realistic thing I can see Supercell make into the game in a close future. :(
Evo Cloned troops should stay alive for 1s after being hit before dying Evo Mirrored troops/spells gain +20% dmg for 5 seconds Evo Freeze gives 15% DMG amplification after thawing
Clone (1): Have the clone either have the full or partial health of the original card but have it rapidly decay, losing a % of health every second (not too disimilar as to how it works in Clash of Clans, a fair bit of diferent variables to balance, too) Clone (2): Instead of simply adding a cloned card, it removes the original but adds 3 clones instead (rather hard to balance and very biased to cards that make a lot of low hp troops) Freeze (1): Have frozen cards be permanently slowed down (pretty self explainatory, could also remove the normal freezing effect for evo) Freeze (2): Instead of freezing normaly, encase troops completely in ice blocks (this idea has a LOT of possibilities, could have the ice be universaly targetted, could have the ice slowly melt, and etc. Could branch off into a variety of ideas) Electro Spirit: None, feel free to suggest some yourself in the replies Three Musketers: None Elixir Golem: Have a big, beefier card, but instead of splitting into smaller ones have it either give elixir as it loses health or when defeated (its would make an interesting spin on the already existing Elixir Golem) Tower Troops: none, could have champion-like abilities though Rocket: Instead of one singular rocket have three smaller ones that can be used indepedently of each other (e.g. You buy the first rocket and then you can use two others untill the card exits your hand) Lightning: Have a longer lasting spell opposed to a once-off one, it will ocasionaly strike against the troop of largest health in the radius, but stunning every other one, not damaging them though (i.e. like a mix of void and zap) Elixir Collector: Have a radius around it in where if an enemy troop dies it will feed and speed up the elixir production, of course not at a 1:1 ratio or simply per death, along with more health (it adds a certain risk/reward between losing the building and ending up with more elixir than otherwise, as you see inspiration was taken from the evo within the video) Champions: None Mirror: Place two copies of the mirrored card, with reduced levels, but in opposite positions (NO i am not making the mirrored positions joke; its nice double lane pressure for all its worth)
That’s actually a good idea, it plays into the gambling play style the card already has, making it so that it can either be even more powerful or punishing for you
As a non clash royal player: here are my guesses. Evo clone(2 cycle, extra clones created on the opposite lane, opposite side of the bridge, back of tower, or something like that depending on how balanced it is) evo freeze(2 cycle, gets an added DOT kinda like a weaker poison, then does a burst of slow at the end.) Tornado (2 cycle,would just become old tornado with the buffed range) evo mirror (3 cycle and is 1 elixer cheaper, so same cost as the original card. It lowers the level by 2, so 1 level below instead of above). No tower troops, just an alternative tower troop that is a broken card that ruins the game, but is "balanced" because the tower health is halved. The towers become glass cannons doubling some gimmick they hold. Evo rocket leaves behind a goblin with a sheild(1 cycle, and drops gold. Gold does nothing) evo lightning lingers forever, so you can lightning something and it holds the strikes that dont hit(2 cycles, so if you lightning a musketeers, it leaves behind a storm cloud that holds 2 more charges until it phases away after 30 seconds or hits the rest of its charges) and the rest is just me taking a dump and thinking
I think we will get all rarities of tower troops (including Champion) before any one gets an Evo but I could see it working in a version of the game with 3 to 4 Evo slots. The first thing is that it would have to remove one normal Evo slot to use it, but as far as activating them it could be losing one tower, reaching a certain hp, reaching overtime or even taking the opponents tower. But, honestly, evolutions should be used mostly to help achieve a finer balance to cards that are hard to balance on their own, such as Wizard and Witch (as annoying as they can be, the evos made this cards viable again)
Here me out for evo elixer collecter When it generates elixer it spawns an elixer blob (same one as elixer golem) So it becomes a summoner and an elixer generator, bit it loses half of the elixer advantage from the blobs giving 0.5 elixer
Cool idea to fix three musketeers; you know how the dragon emperess cost 3 elixer at first and once you get 6 elixer it costs 6 elixer for a (way) better version of the card. This would be really cool if this was implemented on the three musketeers, were at first it costs 4 elixer for 1 musketeer then 7 elixer for 2 musketeers and then 9 for 3 musketeers and for 10 elixer it would give them a shield (same hp as the guards)
no not at all! I actually took inspo from a post I saw on reddit, i just couldnt find it to save my life so i hope the original creator comments so i can pin it!
Super spicy concepts by me: Clone (2 cycles) - the spell will linger activate 2 more times in 7s intervals. big radius increase for every clone Freeze (1) - spawn an iceberg building. It has around pheonix hp and lasts for 10s. Frozen troops stay frozen until the iceberg breaks. Electro spirit (2) - has triple health and returns to troop form when the cain ends (keeps the hp). It stuns itself when returning to give enemies time to attack. Elixer golem (2) - +30% damage for every elixer the defender has (average in 2v2). Rocket (1) - creates a crater where you cant place troops and buildings for the rest of the game (zap radius). Troops can still walk over it as normal. Lightning (1) - lightning bolts also knock enemies out (big knockback) and give -50% movement speed for 3 seconds (can knock air and heavy units). Elixer Collector (1) - get 1 elixer when it gets hurt. 0.5s cooldown. Three musketeers (1) - instead of dying, each musketeer retreats to the king tower to heal. They can't attack while retreating. (HP on retreat: 250. Speed on retreat: very slow). Mirror (0 cycles) - when you mirror a card, it becomes boosted and gets +1 level the next time you play it (including evolutions). (Yes 0 cycles evo is wierd but you do need to cycle the mirrored card to get the bonus).
WOW if you read. Either way, here is my line of thought: Clone - this will reward cloning of tanks. And maybe you can sneak in some reinforcement while it's active Freeze - you can destroy the iceberg quickly if a third party attacks it (which is one of the best responced to freeze). Either way it can provide extra tanking. Electro spirit - now it's like a mini electro dragon with it's own style. Elixer golem - even the elixer it gives you can be a threat, especially near buildings and that's where you get it. Rocket - good cycling and tactical placements can give both control and damage Lightning - this can turn most heavy tanks useless for some time, giving you chance to break even through PEKKA and MK Elixer Collector - good against spells and has defensive potential (in the right place) Three musketeers- this will make them less fragile on defense and punish those who don't defend well. Mirror- a consistent boost that benefits every card. Play ot right and you can keep using a lvl 16 card for the whole game.
Maybe instead of Evo Tower Troops what you could do is Tower Troop Abilities like the Goblin Queen had in GQJ, where you spend 10 elixir to be able to use it and playing a card activates it. Princess fans burning arrows for
1:04 I personally would kinda copy evo skarmy, the cloned cards would get 2x hp and a clone that had infinite hp but was life linked to the original unit, if the first unit dies, the second one dies aswell, using evo clone 2 times would not give you a 20 thousand hp golem as it would only increase it to 2x hp and no more, however, it would add another life linked clone
1:33 :So you are saying that while a regular troop that would die to, for example, a rocket, it's clone would not? That would also make a cloned skarmy not die to log. It's a terrible solution
You re forgetting it's an Evo, it's supposed to be better than the normal card. the worst thing about the clone is it's spellability , and such an Evo would solve that problem
I think there is one way that supercell could make an interesting evo clone. What if instead of giving the actual clones a shield, you made it so they act as a shield for your ORIGINAL troops. Essentially, I would suggest making it so the spell works like normal, except if your card is about to take lethal damage. If an attack would be lethal to the original card that was cloned, then the damage would instead transfer to your clone and kill it, letting the OG card survive an extra attack it wouldn't have. In regular pushes this would only make your cards survive a TINY bit longer, as the card that was dealing the lethal blow could just attack again (keep in mind vines does this but better for same elixr cost so it wouldn't be busted extending a push that little bit), but for large spells like rocket against cards like sparky it could act as counterplay similar to the monk to tank the damage without needing to predict it 5 years in advance. Stuff like log with lingering hitboxes could be coded to hit twice so you can't turn any swarm into evo skarmy and make a SUPER toxic deck.
Evo clone could be something like evo knight like until the cloned troop is defeated the original takes 50% less damage. That would kinda nerf the log and buff log bait/graveyard so hey more options.
What if evo elixer collector lowered into the ground same as hidden tesla but slow enough so that your opponent has to react quickly to counter it? What if it DID collect elixer from fallen cards but only if they die within the area it was placed? It’s high risk high reward for both sides, not broken, and it changes how your opponent responds to it without breaking the flow of the game.
3 musketeers will be our first 0 cycle evolution
Or maybe have it start off as the evo but then become 1 cycle
I feel like spell resistance would be perfect for 3 musketeers
@obamaprism3237same I was thinking if they give them a shield that can take any spell just for one time then they become regular musketeers
@emmanuelzambrano3730 That's just expensive wizard
@NoMainTFNo
Mega Knight…oh wait, too late.
lol true
pekka… oh wait
Wizarrrrrr and I spoke too late again, gosh darn it.
Vines
and a card that should get one is void
hopefully this doesnt age like milk
Midladder replies
Who's here after the 3 musk's rework lmao
Me
5:46 That was 100% intentional
shh dont tell anyone
🤷67🤷
@Crystalized_Soul not reading allat son🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣😭😭😭😭😭😭
@Crystalized_Soul”only”
670 likes 🤯🤯🤯
0:23 that sentence aged well lol
aged like milk
Aged like fine wine
This aged well
This sentence aged well
Supercell would never give up on something that makes them money. That’s why they’re sticking with evos but removing the season shop.
2:57 6-7 sigh
Season shop is overrated, people only liked it because the chest unlock system was thrash and gold was a misery to get.
@massgunner4152season shop was the only way for player to at least somewhat keep up with the evolutions being released. Now F2P players are stuck getting about 1 evo every 2 months.
@mrleast265-e8x not really because the evolution fragment was still some rando instead of the new one, the shop restocked every two weeks so it would still take two months to unlock anything and the fragments costed a lot so you would loss on getting the other stuff unless you burned gems daily, at least the crown searches had the decensy of giving away 4 full evolutions ontop of the gold and cards.
@mrleast265-e8x It takes 3 months for 1 evo playing as F2P
5:47 I see what you did there...
heheheha
*insert party wizard emote*
Literally ran into comment just to see this one
67 🥭🥭
having the 3 musks act like the spirit empress is an amazing idea. you can have a 2 musk card at 7 elixir and 3 musk at 9 elixir, without the single musk. it will actually make the card see more use
yeah but i took inspo from a guy on reddit, i dont wanna act like its completely my idea. I just couldn't find the post to add credit in the vid. i hope the original creator finds this video and comments lol
@epsilonclashI think it could just be 1 musk at 5 elixir 2 at 7 elixir and 3 at 9 elixir, while this would make playing the one musketeer not good since if you just got 2 more elixir you would get two instead of one it wouldn’t block normal musketeer out of the meta and since it is called the three musketeers I think it makes sense that placing only one is a bad option
@Hooty87 No. The 1 musk alr exists so don't repeat it. Only give the ability to play 2 or 3 musketeers at best.
@yeldrixbro, I don’t think that a five elixir single musketeer is gonna kill the normal musketeer
@yeldrix Honestly you could easily merge the one and three musketeer card into just one three musketeer card, and then the issues relating to balancing both cards is easily solved.
I've always imagined freeze, clone, and 3m might get a rework when they get an Evo, like the furnace
How about evo OR regular clone can level up troops in 1 card cycle.
How about Mirror 1 card cycle, will NOT cost 1 extra elixir
@vintagememelord8168 something like that. Maybe some elixir changes like making clone a two elixir spell, or, while it could aldo be very hard to balance, a 1 elixir spell. Maybe 3m could have 3 different musketeer types, like a normal musketeer, one with a revolver, and he'll, one with a Gatling gun
@vintagememelord8168 honestly what if mirror counted as one Evo play? Like if I play firecracker then I play mirror I can then play Evo firecracker? This might be op with broken evos, but I feel like it will help the card overall
@all0K-fr
What about cards without EVOs
@vintagememelord8168 I meant base mirror, it would be the buff/rework the card needs. Idk how Evo mirror would work though. It seems like they are going to release an evil for every card, if that's the case then Evo mirror could just give you the Evo card...
Might be a hot topic but I think the vines just should've been a freeze rework instead of a new card
true i mean frozen things in the air technically shouldnt be floating like that
well, the three Musketeers part aged well
i fell asleep at the start of this video and hearing him say 6 or 7 at 5:46 woke me up
2:30
W pfp
Ik bro 🥀
This guy's the most mature and reasonable clash royale player/fan
3-musketeers should have been made separate from normal musketeer. Like, call em "Elite musketeers" and call it a day
Wow I predicted it. Guess they finally used their brains
It would be so much simpler to tweak them if they were like that, I don't know why supercell just doesn't do that
They were named after a novel, actually they were created because of the novel The three musketeers
@awesomewow668 You can still call the card that. However, they don't have to be the default musketeers.
this
@awesomewow668 What if the the title was "The Three Mega Knights"
6:03 well the re-work might be inspired because of this statement 🤣🤣
honestly as someone who hates evolutions I think Evo rocket could actually be neat. I like Evo mortar as one of the few evolutions that are balanced and fun, I think if you refunded the level 3 star level for it you could make a goblin ride the rocket and spawn when it lands.
My ideas for Evo clone and mirror is that they can copy evos. That's it.
That doesn’t really fix it’s weakness or buff its strength. It also does not sound original and just lazy. Evo’s are supposed to make the card be alive and viable again. Look at barbs, without the evo no one would even dare try to use it
@ForsakenChancewhat if evo clone could create real cards, of the clones lvl, except if their over 3 elixir, their stats become 3/whatever their elixir is. So a baby dragon that does 100dmg, will do 75dmg
@all0K-frIt’s a bland idea and it doesn’t fit the evo’s theme. That will break the game and it sounds like a new card rather than a new evo. Clones evo has to be something like the skarmy evo where it is still technically counterable, but it removes its flaw where any splash damage card can just counter it
5:21 what on earth is that deck that has golem and three m at the same time 😭
11:31 GOAT music choice
Well, they can give Freeze the ability to slow and dmg troops inside when its already placed (like poison). Or they can just add the removed goblin curse effect, that frozen troops receives 20% more dmg
Also they can give evolved mirror troops a permanent rage, or a passive heal just like the removed feature of the Battle healer
4:50 this aged like milk
Evolved mirror - 2 cycles - mirrors a card just in its evolved state. OP? Yes. Devious? HECK YEAH
Whose here after 3 Musketeers rework
Now no card will get an evo, they will get a hero form...
6:09 to be fair making 2 for 6 Elxier might be good
An idea for EVO clone is give it the EVO zap treatment where it clones in three bursts. It could either constantly clone troops in the aoe or it clones the troops that were alive during the first burst
would be broken in decks with gaint skeleton. like imagine it's near the tower and suddenly you have 4 of them with the same bomb effect
@slowdust9541 I have thought of that but I feel like it's still alright since getting the giant skeleton to the tower is not an easy task and you have to cycle to the EVO clone. This is kind of a similar case of the EVO lumberjack getting on tower. I'll admit if this EVO clone idea does become a thing I can already see it being a midladder menace
@Aspect_of_the_idiot i use gaint skeleton and yeah i do agree with it being already very hard to get him to the tower, they should make it a 2 card cycle evo
For clone, I've always had an idea for it that I think could work. When you clone a troop. The cloned version has 1 tenth of the original cards health so like a cloned minion might die on the first tick of a goblin curse but a cloned golem might have the health of a valkerie
I would like if it worked like clash of clans where it lasted for such a small window of time with less health but not literal 1 hp on a lava hound 💀
Nah that’s too balanced it wouldn’t make them money.
@DragoXArt dont worry, for the first month after release it would have double hp
You've definitely overestimated how much 10% of a troop's health is. A level 11 golem has 5120 health, so 10% of his hp is 512, which is slightly less than a level 11 recruit
@ssendo73 I guess but that's 11 elixir for a golem and and a recruit and to acount for how ever many cycles the evo would be. Though yeah, when you stack alot of troops up it would be alot.
14:45 my idea for an evo mirror is playing cards 2-3 levels higher than just 1, and it will be 2 cycles regardless of what cards you play
4:07 what if e-spirit froze all enemies until the chain finishes? Or if thats not powerful enough have it so each chained zap also zaps the previous targets again, effectively still being frozen but with extra damage based on how far it travels
Yeah like barbs until the e Spirit hits them ALL the ones already hit Will be stunned until the last barb IS hit Really good Idea there!
0:22 aged like milk
I think Bowler would make a good Evo, Imagine the Bowler throwing his bowler and it bounces like the Evo Bomber's bomb and every bounce it deals shockwave damage.
Evo Clone
1 cycle
Works like the evo skarmy
The clone dies when the original troop dies
For the elixir pump,i thought it could work like a elixir storage from the CoC,every evolved pump would give u like 2+ elixir storage capacity,so u would be able to hold to 12 elixir,i think it could be balanced
😂😂😂😂😂😂😂😂
5:49 I think that's a rlly cool idea, but maybe the first musketeer would have to cost 5 and maybe could have a different property than normal musketeers...
Evo Clone should do more clones if you have fewer troops. It could have a minimum clone count of like 5, too.
3m was leaked to getting a rework. So I think they will give it an evo.
How on earth will anyone get to the evo if its 9 elixir
How about a 0 cycle evolution, that only activates the evolution on it's first placement, like for freeze or 3 musketeers
I know you came into the comments after he said 6 or 7
They're gonna do an evolution for everything at some point 😑 (except Tower troops, and maybe champions)
honestly if tower troops ever got an evolution it would probably make them take enough damage and then it evolves
*makes his own asumptions on how an evolution is going to be and calls it op*
wrong
If u agree with this your so stupid
when is an evolution NOT broken when they get released?
@TheFakeStarWalkerscarmy?? lmao
@dylanbaas3098 only reason scarmy (an possibly royal ghost) are not so broken is because the CRL is happening and they didn't everyone to play sloppily because the devs themselves know every Evo is supposed to be busted on release
6:23 just give the evo musketeer like a one time spell shield and you good
That would just be the wizard
Evolved boss bandit confirmed dealing 3000 damage and chain dash like golden knight
For 3 musketeers I think it'd be cool if they made it so like u get back 1 elixir per troop they kill. Gets rid of the main weakness of them being so expensive. It'd be very high risk but very high reward and there isn't alot of decks with that playstyle.
5:48 say that again?
Evo clone:
summons a ground troop with the health of a goblin + a shield, in the center of the clones radius. It has a very slow hit speed but every time it hits something, a clone effect occurs around the troop, this clone however can clone enemy troops as well.
Freeze evo:
Deals 5 ticks of damage after the first initial freeze, each tick of damage will deal the same damage as xbow and apply a slowdown effect, similarly to the ice wizard's slow down effect, after the freeze effect ends the troops that where in the freeze's radius should all be slowed for 2 more seconds
Evo e spirit: chains onto 2x as many enemies as normal and can rechain onto enemies that it's already chained before, similarly to the e drag Evo, if there is only 1 troop, it won't chain anymore
Evo 3 muskies: they throw TNT to enemies more than 2 tiles away from them dealing bonus splash damage on top of their normal attacks. The TNT has a 1.5 tile radius and explodes after 3 seconds, they throw TNT once every 5 seconds, as long as a troop is in range but not within 2 tiles of the musketeer. Example: ice golem is at point blank range and an icewizard is 3 tiles away, the musketeer will shoot the ice golem and throw TNT at the ice wizard.
Evo e golem: has a circle around it marking it's area of effect, similar to e giant. If any troop, friend or foe, die within this circle, the e golem heals based on that troop's max hp. The same is true for the golemites and droplets. The e golem can over heal up to 50% of its max hp. The golemites can over heal up to 100% their max hp. And the droplets can over heal up to 200% their max hp. (%s can be tweaked for balancing later on)
Evo rocket: spawns from the floor and explodes instantly, also affects a wider area. (Bonus but not needed, 3 rings of effect, deals more damage the closer troops are to the center)
Evo lightning: after striking 3 troops, if the troop it struck is still alive, it will become a lightning rod for the next 10 seconds, lightning rods will get struck by zap once every 3 seconds.
Evo elixir collector: same mechanic as goblin barril, but both collectors have half the hp of a normal 1, both collectors will generate 3 elixir each + 1 after expiring.
Evo mirror: if the mirrored card is another Evo in your deck, add 1 cycle to that card or evolve it if it has enough cycles to do so already (bonus not needed, it can give cycles to other cards in your deck that have an Evo but are not evolved, allowing you to have more than 2 evo's with the caviot of making the other evo's much harder to cycle)
The elixir mechanic is what makes the Empress legendary though, so you cant just slap that mechanic on other card.
I think the only way to fix the 3 musketeers is to rework them into a completly different troop separated from the regular musketer.
Another reason why he should have a million subscribers, this video is insane
Evo Clone: Cloned troops have the same HP as the original unit, but start dissipating over time, losing ~15% max health per second, on top of being able of getting attacked. Think magic mirror queens from that one clash of clans equipment.
Evo Freeze: Units become brittle. For the duration of the freeze, units take 125% damage and if they die while frozen, they explode into ice shards / ice golem nova. (top path ice monkey lol)
Evo Electro Spirit: The troops remain stunned until the entire chain is over. If the electro spirit managed to complete a full circle, it spawns a field of static electricity, where troops get zapped if they move (not if they stand still though). Lasts a couple sec idk.
Evo Elixir Golem: When in its elixir blob or elixir golemite form (and theres actually a second unit of the same type), after [some time] merge back into the higher stage with 50% of combined HP. Optional nerf - opponent gains 0.5 elixir when this happens.
Evo Rocket: Spawns an expanding explosion sphere that stretches a graveyard's width from the explosion radius. This deals an additional 4% of the explosion's damage every 0.5 seconds for a maximum of 5 seconds, provided the unit stays inside the sphere's radius for the full duration.
Evo Lightning: Spawns a cloud that lasts for 20 seconds. It performs the 3 strikes as usual - but can strike the same target for less damage (100%, 50%, 25%). Every 10 seconds it reloads an additional lightning strike (still can hit same target, for 12.5% -> 6.25%). Assuming you hit a tower with all 5 strikes it would take 804 damage.
Evo Elixir Collector: Stores elixir in itself instead of being in the player's bank. They player can tap on it to receive whatever is inside of it - or if it times out/gets destroyed, the collector spawns a troop(or troops) matching however much elixir was inside + 1. Player still gets 1 elixir on death.
Evo Mirror: idk, spawns floppa and floppa eats the enemy tower. Emerald pass exclusive (thanks for reading
Clone: busted. could possibly lead to the worst tank meta ever (2 full HP golems or mega knights or goblin giant + sparkies on tower, make the HP loss every 0.5 or 0.7 seconds and stop the HP loss at 1 HP. A lot of Clone’s value comes from the time it buys and the swarms it creates, if a cloned troop gets hit and doesn’t have 1 HP already, maybe a clone evod giant skeleton could get an extra hit on tower)
Freeze: Death explosion is flat out unnessecary, otherwise pretty ok but damage amplification shouldn’t apply to crown towers
E-Spirit: possibly the only weak evo here, tf is unlimited stun gonna do to any card that isn’t an already dead Skarmy? also that electric circle is never happening in a real match unless the enemy uses Barbarians
Rocket: Yes, make the rocket that already does a fraction of the princess tower’s damage do roughly 1/5th of it now with a 1 card cycle
Lightning: Change it to 8-10 seconds duration and my life is yours
Elixir Collector: people always say this but say “idk” when asked how the game’s going to decide what card spawns (what if you have no 4 or 5 elixir cards and have 3 or 4 in the bank? how is a troop spawn going to be good if the card is meant to be played in the back? doesn’t any big spell kill whatever viability this evo has?)
clone having a duration of like 2s to 5s where things (not spawned so skele barrel is only 2 barrels) get cloned in the radiys so you get consistent value from it
Thank god you're not a dev🙏🙏🙏
I think an interesting pump evo would be so it would give you a flat multiplier, like 1,1X/1,2X elixir instead of the usual 1 after some time
@magyartecun8op in x2 or x3 if it stacks but pointless otherwise thats the issue
e-spirit evo would be fun if it could infinite chain but slower, giving it more time to get chaining and maybe stunning for a whole second also having the ability to change more than once on each target like it is right now
3M REWORK IDEA: kinda like how the rascals we’re supposed to be one night and two archers, but Clash Royale didn’t want to add those cards into different cards then it will mess up balancing so I think Three Musketeers should have a design rework,name so then they can balance the Three Musketeers (new versions) without interfering with the regular musketeer
they are now 3 knight archer hybrids so lowk u cooked
@leandervandegriend2347i dont have a big spell in my deck😭✌️✌️
clone can be reworked or evo like in clash of clans:
the clones have the same hp like the original but disappear if some time passed or they die, so they can make the time around 3 seconds
Clone: I think the shield idea is the most reasonable and exactly what they will introduce into the game because it’s simply the most balanced and straightforward idea possible.
Freeze: The damage increase mechanic they took away from the curse should logically go to the freeze evolution, since it makes sense that frozen troops are more fragile and should take more damage. Also, this evolution would be easiest to balance-obviously, a 10% damage increase is too weak, and 100% is way too strong at two cycles, so developers will find the right balance.
Electro Spirit: The most logical is to make it like an infinite chain of the Electro Dragon, but then it will be insanely strong against beatdown decks. Sending one spirit with the Golem push could kill all of them, and it wouldn’t even be possible to kill it like the Electro Dragon to stop the chain. So maybe make the chain last for a timer, like 5 seconds.
Three Musketeers: Due to their crazy deploy speed, they could have evolution cycle zero; after using the normal Three Musketeers once, all subsequent ones in the game would be evolutions. The card itself needs a redesign-make the placement like the Royal Recruits, so they’re harder to kill with spells. The evolution is simple-same as Musketeer evolution, but all three musketeers share one target chosen by the central musketeer. Possibly very OP since they can do (391x9=3519) tournament damage, almost like PEKKA’s HP (3760). On the other hand, a 2-second deploy time would give time to counter, and placement like Recruits prevents hiding three musketeers in a pocket near the tower, which makes the card insanely unbalanced in some cases because you could suddenly destroy the opponent’s second tower.
Elixir Golem: It’s a terrible card that should be removed, but the only sensible evolution is that after 15 seconds it stops giving elixir upon death-essentially “expires.” This makes sense because everyone would evolve the Elixir Golem for the tower, and placing it simply on the bridge would be useless. This evolution partially fixes the problem of dumb users spamming the Elixir Golem on the bridge.
Lightning: Do the same as with Zap-after the lightning hits the target, create a Zap field around it. Thus, Lightning evolution would both deal 3 high damage hits to the target and have splash damage around those targets. Everything else remains the same.
Rocket:
⦁ Concept: add Goblin Barrel evolution so that when the Rocket lands, 3 Goblin dolls appear. Balanced and logical (reference to Goblin Barrel surprise behind a Rocket).
⦁ Nuclear Rocket: leaves behind a radioactive field similar to Goblin Poison, which dissipates over time. Each second damage drops by 50% from the previous value, and the radius increases by one cell (1 sec: 1000 damage, 1.5 cell radius; 2 sec: 500 damage, 2.5 cell radius; 3 sec: 250 damage, 3.5 radius; 4 sec: 125 damage, 4.5 radius; 5 sec: area fully dissipates).
Elixir Collector: Simple-rather than giving 1 elixir per time standing, it gives 1 elixir per 1/7 health segment. If destroyed instantly with a Rocket, it will give 8 elixirs immediately, meaning a 2-elixir profit for you. But the opponent can hit your tower with the Rocket too, which is balanced. This forces the opponent not to attack your collector, as it will return all the elixir invested in it anyway, except if you’re sitting on 10 elixir in hand and it simply “burns.”
Champions: Don’t add ability changes through evolution; just improve the card itself. For example, Bandit Boss could push away troops it charges at (like the Executioner’s evolution).
Mirror: First of all, the card itself needs to be redesigned. I still don’t get the point of the +1 elixir and +1 level mechanic-it's totally pointless. For example, placing mirrored spirits doesn't make sense: you pay double the elixir but only get a 10% boost in effectiveness. It would be better if mirrored cards cost 0 extra elixir but don’t get the increased level. Or, the mirror could cost +10% elixir-like a mirrored spirit costing 1.1 elixir instead of 2, and a mirrored PEKKA costing 7.7 elixir. This way, the cost increase balances the card’s improved strength.
As for mirror evolution, the only sensible way is to wait until all evolutions are in the game and make mirror evolution last, with an evolution cycle of zero so all cards played via mirror are evolved. That way, though you have only 7 cards in your deck, you could have 7 evolved versions of those cards depending on the situation-and that's way more interesting.
Tower Wars: This is much more interesting! Instead of evolutions, introduce a concept of “amulets,” which you can buy with evolution shards-say, 10 shards per amulet. The idea: instead of the King’s cannon, he has a trinket-like stone that gives different abilities to the towers-like slowing shots by 10%. You risk losing the King’s cannon, but if he gets hit by a spell, instead of a cannon he has an amulet that buffs towers in different ways. The default basic amulet would be a deployable cannon, like the Princess Tower became the base troop tower card. This makes sense because you can’t “cycle” tower troops, but destroying one tower or activating the main building can trigger this mechanic. Hopefully, they listen!
:(
I totally agree on Clone evo.
Freeze damage amplification, although makes sense, will take away from uniqness of another card, and will make it even more powerful than ever. The curse never froze troops. Another question, is how big you want this damage amplification to be?
The 5 seconds time limit for e-spirit is honestly an original idea, and could have potential, although 5 seconds is just a tiny bit stronger than the regular card. Not worth the evo slot. Also, 1-cost cards are often used to cycle faster towards the powerful evo you already use.
Three-M evo is just so overtuned. The spell protection is a buff that can easily make 3M an immence pain in the neck to face, i.e. a midladder menace. Making them attack one target at a time is interesting, but makes it more vulnerable against swarms. Also, the 2 seconds deploy is just uncalled for.
The E-Golem "expiration" is fun as heck, I LOVE IT 😂
Lightning evo goes slightly against its own design - "picking" the beefiest enemies in the enemy frays. On the other hand, yeah, it feels nice.
Rocket Evo N1 is just a copy of another evo, both designed for tower spam strategy. Out. Rocket Evo N2, although complicated, makes use of a well thought out mechanic, which is even worth to become a card on its own. As long as the radiation field doesn't deal damage to the tower, I give it a pass.
Elixir collector evo essentially turns it into a money bank - you pay 6 now, you get 8 now. You can always play the evo pump to distract the enemy push, and you earn 2 elixir for free. Broken beyond salvation, on par with the original E-Golem.
I won't go down the details about Champions.
Considering a new cards often gets added before its evo, an evo mirror can never exist in a way you described.
As much as I hate to say this, selling tower upgrade mechanic for 10 evo shards per piece is the most realistic thing I can see Supercell make into the game in a close future.
:(
5:23 and now after 3M rework three musketeers gets played 1st play of the game
5:54 they need to seperate musk and 3m so they can balace each card individually
W prediction
3 musketeers take can't really apply now
maybe evo mirror could make the mirrored card not cost +1 elixir?
Either the same elixir or possibly even -1 elixir instead
This is such a great video as it questions certain cards while bringing in the community to add their unique ideas
Evo Cloned troops should stay alive for 1s after being hit before dying
Evo Mirrored troops/spells gain +20% dmg for 5 seconds
Evo Freeze gives 15% DMG amplification after thawing
Clone (1): Have the clone either have the full or partial health of the original card but have it rapidly decay, losing a % of health every second (not too disimilar as to how it works in Clash of Clans, a fair bit of diferent variables to balance, too)
Clone (2): Instead of simply adding a cloned card, it removes the original but adds 3 clones instead (rather hard to balance and very biased to cards that make a lot of low hp troops)
Freeze (1): Have frozen cards be permanently slowed down (pretty self explainatory, could also remove the normal freezing effect for evo)
Freeze (2): Instead of freezing normaly, encase troops completely in ice blocks (this idea has a LOT of possibilities, could have the ice be universaly targetted, could have the ice slowly melt, and etc. Could branch off into a variety of ideas)
Electro Spirit: None, feel free to suggest some yourself in the replies
Three Musketers: None
Elixir Golem: Have a big, beefier card, but instead of splitting into smaller ones have it either give elixir as it loses health or when defeated (its would make an interesting spin on the already existing Elixir Golem)
Tower Troops: none, could have champion-like abilities though
Rocket: Instead of one singular rocket have three smaller ones that can be used indepedently of each other (e.g. You buy the first rocket and then you can use two others untill the card exits your hand)
Lightning: Have a longer lasting spell opposed to a once-off one, it will ocasionaly strike against the troop of largest health in the radius, but stunning every other one, not damaging them though (i.e. like a mix of void and zap)
Elixir Collector: Have a radius around it in where if an enemy troop dies it will feed and speed up the elixir production, of course not at a 1:1 ratio or simply per death, along with more health (it adds a certain risk/reward between losing the building and ending up with more elixir than otherwise, as you see inspiration was taken from the evo within the video)
Champions: None
Mirror: Place two copies of the mirrored card, with reduced levels, but in opposite positions (NO i am not making the mirrored positions joke; its nice double lane pressure for all its worth)
brotato I wish evos still existed
give clone damage amplification for the duration of goblin curse, and to the troops standing on it. thats it.
interesting idea but I feel like clones are so fragile the damage amp would do nothing
@epsilonclash it will damage amplify the regular troops too
5:47 get out of my head get out of my head get out of my head
evo e golem would give an instant evo for the opponent like one card need two turn to regen then boom, only one lol
That’s actually a good idea, it plays into the gambling play style the card already has, making it so that it can either be even more powerful or punishing for you
returning in a few years to see which ones they actually added
As a CS Student your name gives me trauma...
Explain?
Is that hollow knight music i hearr🤟
Revert the ram rider change 💔
fr
@epsilonclash as a ram rider main I'm suffering, I'm dying
As a non clash royal player: here are my guesses. Evo clone(2 cycle, extra clones created on the opposite lane, opposite side of the bridge, back of tower, or something like that depending on how balanced it is) evo freeze(2 cycle, gets an added DOT kinda like a weaker poison, then does a burst of slow at the end.) Tornado (2 cycle,would just become old tornado with the buffed range) evo mirror (3 cycle and is 1 elixer cheaper, so same cost as the original card. It lowers the level by 2, so 1 level below instead of above). No tower troops, just an alternative tower troop that is a broken card that ruins the game, but is "balanced" because the tower health is halved. The towers become glass cannons doubling some gimmick they hold. Evo rocket leaves behind a goblin with a sheild(1 cycle, and drops gold. Gold does nothing) evo lightning lingers forever, so you can lightning something and it holds the strikes that dont hit(2 cycles, so if you lightning a musketeers, it leaves behind a storm cloud that holds 2 more charges until it phases away after 30 seconds or hits the rest of its charges) and the rest is just me taking a dump and thinking
Evo arrows?
More waves
@BloxSanic yea basic but good
5:42 six seven
5:42 SIX SEVEN
I think we will get all rarities of tower troops (including Champion) before any one gets an Evo but I could see it working in a version of the game with 3 to 4 Evo slots. The first thing is that it would have to remove one normal Evo slot to use it, but as far as activating them it could be losing one tower, reaching a certain hp, reaching overtime or even taking the opponents tower.
But, honestly, evolutions should be used mostly to help achieve a finer balance to cards that are hard to balance on their own, such as Wizard and Witch (as annoying as they can be, the evos made this cards viable again)
2:35 six seven detected :(
3 musk prediction?
Why do you keep repeating the same "on top of that" joke
Zawg aint no way we getting pissed over smth like that
@Pitbreeder_777 i am
u paid too much attention cause i didnt notice
Here me out for evo elixer collecter
When it generates elixer it spawns an elixer blob (same one as elixer golem)
So it becomes a summoner and an elixer generator, bit it loses half of the elixer advantage from the blobs giving 0.5 elixer
Cool idea to fix three musketeers; you know how the dragon emperess cost 3 elixer at first and once you get 6 elixer it costs 6 elixer for a (way) better version of the card. This would be really cool if this was implemented on the three musketeers, were at first it costs 4 elixer for 1 musketeer then 7 elixer for 2 musketeers and then 9 for 3 musketeers and for 10 elixer it would give them a shield (same hp as the guards)
yep ive talked about that in the vid! but yeah I think its a decent idea
@epsilonclash wow that's funny I wrote this comment before watching the video..., sorry for stealing your idea.
no not at all! I actually took inspo from a post I saw on reddit, i just couldnt find it to save my life so i hope the original creator comments so i can pin it!
5:46 six seven
Dude you said the same thing 4 times in a row
0:23 they've stopped now. Heroes... 😭😭😭
Super spicy concepts by me:
Clone (2 cycles) - the spell will linger activate 2 more times in 7s intervals. big radius increase for every clone
Freeze (1) - spawn an iceberg building. It has around pheonix hp and lasts for 10s. Frozen troops stay frozen until the iceberg breaks.
Electro spirit (2) - has triple health and returns to troop form when the cain ends (keeps the hp). It stuns itself when returning to give enemies time to attack.
Elixer golem (2) - +30% damage for every elixer the defender has (average in 2v2).
Rocket (1) - creates a crater where you cant place troops and buildings for the rest of the game (zap radius). Troops can still walk over it as normal.
Lightning (1) - lightning bolts also knock enemies out (big knockback) and give -50% movement speed for 3 seconds (can knock air and heavy units).
Elixer Collector (1) - get 1 elixer when it gets hurt. 0.5s cooldown.
Three musketeers (1) - instead of dying, each musketeer retreats to the king tower to heal. They can't attack while retreating. (HP on retreat: 250. Speed on retreat: very slow).
Mirror (0 cycles) - when you mirror a card, it becomes boosted and gets +1 level the next time you play it (including evolutions). (Yes 0 cycles evo is wierd but you do need to cycle the mirrored card to get the bonus).
WOW if you read.
Either way, here is my line of thought:
Clone - this will reward cloning of tanks. And maybe you can sneak in some reinforcement while it's active
Freeze - you can destroy the iceberg quickly if a third party attacks it (which is one of the best responced to freeze). Either way it can provide extra tanking.
Electro spirit - now it's like a mini electro dragon with it's own style.
Elixer golem - even the elixer it gives you can be a threat, especially near buildings and that's where you get it.
Rocket - good cycling and tactical placements can give both control and damage
Lightning - this can turn most heavy tanks useless for some time, giving you chance to break even through PEKKA and MK
Elixer Collector - good against spells and has defensive potential (in the right place)
Three musketeers- this will make them less fragile on defense and punish those who don't defend well.
Mirror- a consistent boost that benefits every card. Play ot right and you can keep using a lvl 16 card for the whole game.
Maybe instead of Evo Tower Troops what you could do is Tower Troop Abilities like the Goblin Queen had in GQJ, where you spend 10 elixir to be able to use it and playing a card activates it.
Princess fans burning arrows for
1:04 I personally would kinda copy evo skarmy, the cloned cards would get 2x hp and a clone that had infinite hp but was life linked to the original unit, if the first unit dies, the second one dies aswell, using evo clone 2 times would not give you a 20 thousand hp golem as it would only increase it to 2x hp and no more, however, it would add another life linked clone
I have idea
You can give cloned troops a shield
What if the clone, when played, would clone everything in the radius again 10 seconds later
Just make Evo Mirror make the card you're mirroring cost -1 elixir rather than +1
1:33 :So you are saying that while a regular troop that would die to, for example, a rocket, it's clone would not? That would also make a cloned skarmy not die to log. It's a terrible solution
You re forgetting it's an Evo, it's supposed to be better than the normal card. the worst thing about the clone is it's spellability , and such an Evo would solve that problem
@PreotuPeastbut then that just removes the counter for it entirely
They already made evo skarmy the same way and its not that hard to counter
I think there is one way that supercell could make an interesting evo clone. What if instead of giving the actual clones a shield, you made it so they act as a shield for your ORIGINAL troops. Essentially, I would suggest making it so the spell works like normal, except if your card is about to take lethal damage. If an attack would be lethal to the original card that was cloned, then the damage would instead transfer to your clone and kill it, letting the OG card survive an extra attack it wouldn't have. In regular pushes this would only make your cards survive a TINY bit longer, as the card that was dealing the lethal blow could just attack again (keep in mind vines does this but better for same elixr cost so it wouldn't be busted extending a push that little bit), but for large spells like rocket against cards like sparky it could act as counterplay similar to the monk to tank the damage without needing to predict it 5 years in advance. Stuff like log with lingering hitboxes could be coded to hit twice so you can't turn any swarm into evo skarmy and make a SUPER toxic deck.
Who's telling him 3 musk just got a rework
our brains are shrinking
Evo mirror plays the opponents last played card for the same elixir
5:47
Elixir pump evo should pump megaknights every 2 seconds that spawn on the other persons tower
Evo clones do small amount of death damage
mirror counting towards evo cycle could be viable. Make one cycle and the mirrored card ist more expensive which makes it an investment.
67!!!!!?
cool if it was those evo not heroes
golem evolution gonna be so peak. Every step being royal giant evo's knockback.
Evo mirror concept:
Can play ANY card you have in your deck
That simple
Evo clone could be something like evo knight like until the cloned troop is defeated the original takes 50% less damage. That would kinda nerf the log and buff log bait/graveyard so hey more options.
First list ever made about cr and everything made sense...
What if evo elixer collector lowered into the ground same as hidden tesla but slow enough so that your opponent has to react quickly to counter it? What if it DID collect elixer from fallen cards but only if they die within the area it was placed? It’s high risk high reward for both sides, not broken, and it changes how your opponent responds to it without breaking the flow of the game.