Board Thread:Update Suggestions/@comment-28992768-20170416052631/@comment-25856498-20170620065646

Shaman - Inspired by Dr. Kavan from Boom Beach, this unit revives fallen troops. The Shaman can revive troops from a 3 tile range. He himself does not do any damage, so leveling the Shaman only increases his hitpoints. As such, the Shaman does not target enemy units but rather walks towards low health troops belonging to either side.

Revived units glow bright green. The Shaman can revive both ground and air troops.

However, the Shaman's ability to revive is rather limited - it will only do so if the Elixir puddle created by the destroyed troop is still there, and the revived troop will only have 1 hitpoint (it will still do the full damage, however, and no other stat will be changed). In addition to that, the Shaman cannot revive buildings (the health decay would do it no good). The good thing is that the Shaman is able to revive troops from either side, so you could use the enemy's troops against them!

Troops that deal delayed death damage when destroyed (Balloon/Giant Skeleton) will not be able to perform another delayed death damage when revived. In other words, a revived Balloon/Giant Skeleton will not drop their death bombs. However, revived troops that do instantaneous death damage (Golem, etc.) will do that death damage when destroyed.

Revived troops with shields do not spawn with the shield on. However, revived troop spawners (Witch, Night Witch) will be able to spawn their respective troops, but these spawned troops will also have 1 hitpoint.

The Shaman costs 4 Elixir and is a Legendary card. At level 1, he has 700 hitpoints. He has a medium movement speed and a 1 second deploy time. The Shaman can only revive one troop every 0.6 seconds i.e. he cannot revive a large amount of troops at a time; after reviving a troop, there is a 0.6 second delay before he can revive another.