Board Thread:Fun and Games/@comment-25856498-20161204060422/@comment-29604386-20170131181213

Then make it broken by doing the following:

Make it melee damage by making it charge like the Prince and Battle Ram. I does have a battle ram itself.

Keep the electrickery charge but instead of one powerful blast, make it an buffed, multi-targeting tesla due to there being a tesla. The more shots fired, the further it depletes the charge. Charge still regenerates, even while firing.

Increase range by .5 tiles and reduce her turn speed (right now it 180º no-scopes troops).

FIX THE CARD INTERACTIONS!:

1. Troops to the side of Sparky stop, walk backwards and plant themselves behind Sparky. WTF?!? That is incredibly annoying when I place Valkyrie to support.

2. If there is a troop which Sparky locks onto but the target moves out of range of Sparky and there are no other targets inside Sparky's reach, Sparky will continually target the target and blast it to smithereens. Oh, and distance is ignored.

3. Skeletons, as in the card, can counter a lone Sparky. Enough said

4. Sparky vs Electro Wizard/Zap/Lightning makes no sense. Apparently Sparky runs on special electricity which can be obliterated by normal, everyday electricity. Sparky should be getting buffed by these cards, not nullified.

The reason above are why I left Sparky to rust and move onto GraveDigger instead.