Board Thread:Update Suggestions/@comment-36100610-20180809215414

In this post I wanted to present a multitude of concepts I have been working. As you can see in the title the post will mainly consist of a new arena and some new cards to go with it, but at the end I will address a new idea that I haven't seen people request before.

New Arena: The Wildlands

The Deep Wildlands are a new arena that will be placed between arena's 6 and 7, therefore it will take the place of arena 7 and the Royal Arena as well as all of the later arenas will be moved up a number.

The Wildlands are the habitat of many primordial energies and natural forces, the forces of civilization have left this place all but untouched. Tall spiny trees (yes spiny, they are like redwoods but with massive woody thorns.) reach high up into the dark canopy and dissapear into a thick fog. Glowing fungus is littered about the dark undergrowth, the perfect amount of darkness for their strict needs. Many beasts roam the wilds, as well as some brave members of the more civilized regions of the vast world.

Found here: 

-Lucky Rabbit (common)

-Wildehog (rare)

-Troll (epic)

-Hunter (epic)

-The Fog (epic)

-The Log (legendary)

-Lumberjack (legendary)

As you can see I've moved some existing cards here, the Log, Lumberjack, and Hunter. I've done this for a few reasons; hunter is too difficult to use for arena 1 and with minions, spear goblins, archers, goblin hut, musketeer, and the fireball which can now knock it back, players should be able to counter balloon effectively down there.

As for the log and lumberjack, these cards never really fit in any of the arenas perfectly since they belong in a arena thats mainly forest focused like the one I've made here.

Cards:

Lucky Rabbit 

Description: Don't follow the rabbits, they may look cute but many adventurers have found themself lured to their end in these woods.

The rabbit is a 1 elixir kiting card similar to the Ice golem, it has much less hp but is ignored by towers which means the opponent absolutely has to answer it with a troop or it will deal weak but constant damage to the tower, this makes it a strong scout card as well since it is cheap and easy to start with and can be used to drag out enemy cards. It works as a nice kiting card since it doesn't just move at a constant speed, rather it "hops" everywhere by jumping small distances which makes it faster than the ice golem during these hops but is overall the same speed. It is cheap and really good for kiting melee units but is pretty much useless against ranged targets, but hey! Its 1 elixir.

Stats: Tournament standard level 9

Rarity: Common

Cost: 1 elixir

HP: 121

Damage: 67

Hit Speed: 1 sec

DPS: 67

Movement speed: Slow

Targets: Buildings

Range: Melee

The Fog

Description: An being that ruled the Wildlands long ago reduced to wisp a mere energy in the land has copied the logs antics and now rolls around spewing that vile fog it loves so much.

The Fog is a 2 elixir spell that works similarly to the log, it fires a small, blackened, shriveled tree trunk similar to the log that rolls along the ground, it spews out fog towards its left and right. The container itself has a hitbox and acts as area denial while it is moving and does barely enough damage to kill skeletons and bats at tournament standard, so while it is moving the opponent can't place down any skarmy or bats. The fog doesn't deal any damage but enemy troops caught within it have their attack range brought down to half, this doesn't effect melee troops very much but is a game changer for ranged troops who rely too much on their range. The fog doesn't last long but while ranged enemy troops are stuck in it you're troops can push in on the offensive with relative ease unless the opponent chooses to counter using mini-pekka, pekka, and the likes. Again, this card is very strong against most ranged cards like wizards, musketeers, etc, but does nothing to tougher melee troops like valkyrie.

Stats: Tournament standard level 4

Rarity: epic

Cost: 2 elixir

Damage: 70

Damage to crown towers: 24

Movement speed: average

Targets: Air and ground

Range: 9.5 tiles

Length: 2.5 tiles wide

Duration: 2.6 secs

Wildehog

Description: Wildehogs are the savage relatives of the hogs, they are territorial and love charging into things with their enlarged tusks. Watch out!

The Wildehog is a 6 elixir win condition that normally moves quite slowly but suddenly gains a large jolt of speed when it charges up, it targets ground troops but unlike most other cards the Wildehog ignores everything with less than 500 health, meaning it will not be stopped by skarmy, gang, guards, etc. It will charge straight towards any pekka, wizard, or buildings the opponent has on their side. It does not harm any troops it it's path, only the single troop it charges towards. It doesn't do very much damage when after it has stopped charging, the charge itself is what deals most of the damage. It can't be stopped by knight, the initial charge damage leaves the knight without enough hp to comepletely stop it so it gets more damage on the tower, to properly stop you'll need to spend a bit more then just 3 elixir, a knight and some skeletons could do the job.

Stats: Tournament standard level 7

Rarity: Rare

Cost: 6 elixir

HP: 1890

Damage: 178

Hit Speed: 1.3

DPS: 136

Charge damage: 720

Movement speed: slow-very fast

Targets: High health troops

Range: Melee

Troll

Description: Trolls, like the bowler, are yet another distant relative to the giant. Trolls however reside in areas where the wilderness rules and they prefer to keep there homes that way.

The Troll is a new 6 elixir win condition that blends the giants bulkiness with the ability to stun melee attackers, every 1.5 seconds roots come out of the ground damaging and stunning all non building units in a 2.5 tile radius around the troll, this is seperate from his main attack though so he can attack a tower or building and still stun surrounding troops, his roots kill skeletons in one shot. They stun for as long as a zap and do not effect flying troops.

Stats: Tournament standard level 4

Rarity: Epic

Cost: 6 elixir

HP: 3150

Damage: 345

Hit Speed: 1.7

DPS: 202

Movement speed: Slow

Targets: Buildings

Range: Melee

Root hit speed: 1.5

Root damage: 120

Root stun: .5 sec

Root Radius: 2.5 tiles

Strategy

Out of the 2 new win conditions the Wildehog is undoubtedly the higher risk higher reward card compared to the Troll which is basically a more expensive giant, and we all know how consistently strong giant is. If used at the right time the Wildehog can deal massive damage to the tower, all you need to do is draw out their tanks and get red of them so you can push when it is out of hand, if the opponent has 2 tanks in their deck you can try using tornado to drag it out of the way to guarentee a Wildehog charge on the tower. Neither win condition has to worry much about swarm troops since the hog ignores them and the troll evaporates them automatically, but they both can still take a lot of damage from them, the trolls roots only attack every 1.5 seconds meaning a skarmy can still get a few hits in before dying, but you still shouldn't use skarmy as a counter. The Hog however can't counter the skarmy at all, it takes a lot of damage from it but can still get damage on the tower because it charges so fast, skarmy isn't a true counter here either, same applies for goblin gang, guards, etc. To counter the hog you want bulky tanks or a stun to stop it's charge and dps to kill, the troll is best countered by buildings, though it does take lots of damage from mini-pekka and other dps troops they still aren't as effective because of the stun.

The Rabbit was already explained in it's entirety, it is strictly a kiting troop or scouting troop, not as versatile as the other 1 elixir troops, but it at least does this one thing better than the both of them.

The Fog should be used similarly to the Log, to take out swarm troops like skarmy, but because it doesn't do very much damage to bulkier troops it can't be used to kill princess, or weakened glass cannons. The fog is best used offensively when you have a large push going towards the tower, the fog disrupts troops the opponent places down to give yours an edge. It doesn't counter a lot of ranged troops alone but when paired with something like a dart goblin or musketeer it can. Because of it's weird ability it has interesting interactions with some troops:

-Bandit and mega knight can no longer dash/jump when in the fog.

-Though it doesn't actually stun troops it can retarget most ranged troops and buildings including X-bow and mortar. While under the fogs effect neither of these buildings can hit the crown tower.

That's all folks 