Board Thread:Update Suggestions/@comment-28342843-20180102151612/@comment-25856498-20180103104812

Hot Ball - A dangerous spell that can backfire upon you, but yields the best damage to cost ratio of all damaging spells.

When cast, the Hot Ball will launch into the air towards the target area. However, it can be repelled by any ranged projectile attacks; when this happens, the Hot Ball will be redirected towards the area with the greatest density of hitpoints on the opposing side, and will be open to attack from the opposing side in the similar fashion. It's like a game of volleyball, except with explosive consequences if you lose.

If the Hot Ball is hit 10 times without hitting the ground, it will explode harmlessly in mid-air. The Hot Ball will not be redirected towards the opponent's King's Tower, or its vicinity, if it has not yet been activated. Due to exploitability, you cannot cast the spell in your own area; it can only be cast on the enemy's half of the Arena.

Costs 3 Elixir and does 400 damage at level 1. It's a Rare card with a second's worth of deploy time. Normal Crown Tower damage rules apply.