User:MagmaHound/Ideas

=Arrow Launcher=



Note: placeholder

"The Arrow Launcher shoots a load of Arrows great distances, devastating a lot of troops at once, but has a substantial reload time. Reduced Crown Tower damage."

Summary

 * The Arrow Launcher is a Building card unlockable from the Builder's Workshop (Arena 6).
 * Every 10 seconds, the Arrow Launcher launches Arrows to the area with the highest troop density, inflicting area damage.
 * It has a blind spot in which it cannot fire Arrows into.

Strategy

 * The Arrow Launcher is a long-ranged defense and thus can be placed far back, behind Arena Towers.
 * It is not recommended to use it against lone, high-health troops like Giants or PEKKAs as the Arrows deal very little damage to them.
 * Like the X-Bow, it can be used to outrange Crown Towers, however this is not recommended as the Arrows' reduced damage to Crown Towers mean that the damage per second of the Arrow Launcher against Crown Towers are very low.
 * An Arrow Launcher that is not tampered with can fire 4 volleys in its lifetime, which saves 6 Elixir (4 Arrows spells would cost 12 Elixir).
 * Note that the Arrow Launcher cannot fire in an emergency situation, such as a newly deployed Minion Horde dropped after the Arrow Launcher fires, while normal Arrows can.
 * Rockets can easily make short work of the Arrow Launcher. In a pinch, Fireballs and Lightning will do severe damage to Arrow Launchers too.
 * Arrow Launchers are not recommended for emergency defense, as it takes 4 seconds to deploy.
 * If you see an active Arrow Launcher, attack with high hitpoint troops so the Arrows deal minimal damage.
 * Hog Riders and any other fast melee troops can enter the blind spot quickly, which allows them to take down the Arrow Launcher with no resistance from the Arrow Launcher.

Trivia

 * The Arrow Launcher is the card with the slowest hit speed, at 10 seconds.
 * It is one of two buildings to have a blind spot, the other being the Mortar.

= Unobtainable =

"The Unobtainable class of cards is the most elusive rarity EVER to grace Clash Royale. While they are there, you stand almost no chance in obtaining them at all. And collecting multiple would definitely be nothing more than a dream."

Summary

 * Unobtainable is the fifth level of Rarity in Clash Royale.
 * It is much rarer than even the Legendary cards, being 25 times rarer than cards, 500 times rarer than  cards, 10,000 times rarer than  cards and 100,000 times rarer than  cards.
 * You cannot find them in the Shop, nor can you find them in Free Chests or Silver Chests. They can only be found within Gold Chests, Giant Chests, Crown Chests, Magical Chests and Super Magical Chests won from battles.
 * Giant Chests, Magical Chests and Super Magical Chests purchased from the Shop will never contain an Unobtainable. This is to prevent gemmers from obtaining Unobtainables rather quickly.
 * For this reason, it is very unlikely for anyone to obtain an Unobtainable card.
 * The first Unobtainable card can be found in the Legendary Arena, aka Arena 8.
 * If you somehow max out an Unobtainable, and even keep 1 spare copy of that Unobtainable, extra Unobtainable cards will be converted to 500,000 Gold each.

=Warriors=



"Hailing from the Archipelago come their native Warriors. Fueled by the force of mythical healing crystal hammers, these Warriors have never faltered in battle!"

Summary

 * Warriors are troops unlockable from the Legendary Arena (Arena 8).
 * It is a fast melee troop, that heals himself with every hit.
 * They do decently high damage which is balanced by relatively low hitpoints.
 * It is an Unobtainable card.

Strategy

 * Warriors left unchecked can severely damage or destroy an Arena Tower on their own.
 * Counter this by using masses of troops such as Skeleton Army.
 * You can also use Freeze defensively, which allows your Towers and troops to eliminate the Warriors while they are defenseless.
 * They can eat their way through ground troops that have a low DPS, such as Giant Skeletons and Witches, due to their self-heal per hit.
 * An easy counter to the Warriors would be a well-aimed Fireball. Due to their fast movement, it is easiest to hit Warriors when they are attacking something.
 * As they can only target ground troops, they are completely ineffective against air troops like Minion Hordes.

=Wizard Tower=

"Wizard Towers blast electrifying spells at their enemies. To this day, nobody knows what these spells are supposed to be. They look like lightning, but that's just a theory."

Summary

 * The Wizard Tower is a building unlockable from the Spell Valley (Arena 5).
 * It does area damage similar to the Bomb Tower, but it can target ground and air troops.

Strategy

 * The Wizard Tower is a great counter to Minion Hordes as it can deal area damage to air troops.
 * It can also stop a horde of other low health troops such as the Skeleton Army.
 * It does rather low damage, similar to the Baby Dragon, so it is basically a stationery Baby Dragon.
 * Be careful, as Royal Giants can outrange it completely.
 * It is very similar to a Bomb Tower so you can use this in place of it.
 * There are several tradeoffs, however; it does less damage and has lower health.
 * It does fire slightly faster than a Bomb Tower, however.

=Mythical Chest= "The Mythical Chest only appears in your head, as there have been no documented incidents of anyone obtaining one. It is the purest unobtainium."

Summary

 * Mythical Chests are extremely rare chests. Being much rarer than Super Magical Chests, these chests only appear from winning battles, and cannot be purchased from the Shop.
 * It is a pseudo-Super-Super Magical Chest. It guarantees many more and  cards than Super Magical Chests give, and Mythical Chests obtained at or above Arena 4 will guarantee  cards.
 * The chance of winning a Mythical Chest from a battle is 1 in 1,000,000 (0.0001%).
 * It takes 3 days to open, or 432 to open it instantly.

=Torcher=



"This superhuman will mercilessly burn you alive in the Arena, but what nobody knows is that he also has a warm heart."

Summary

 * The Torcher is a troop unlockable from the Builder's Workshop (Arena 6).
 * The Torcher is multipurpose: not only is he himself immune to ice-based attacks from the Ice Wizard or Freeze or fire-based attacks such as the Fireball or Fire Spirits, he also provides a fiery aura which makes all friendly troops near him immune to ice attacks (but not to fire attacks). He also actively attacks at melee range; although the attacks deal relatively low damage, on contact with enemy troops or buildings, they burn, sustaining damage over time.
 * The fire aura will also provide a small damage increase of 5% to all troops and buildings around it.

Strategy

 * The Torcher is an excellent support troop. As a good counter to Fire Spirits or Ice Wizard, it is extremely useful to eliminate these supporting troops.
 * It is immune to all fire-based attacks, coming from: Fireball, Baby Dragon, Inferno Tower, Lava Hound, Fire Spirits, Wizard, Furnace and Princess. This makes it a versatile troop to many combinations.
 * It will also be immune to, and also make nearby troops and buildings immune to the Freeze or the Ice Wizard, due to his fiery aura.
 * It can be used to counter a Hog Rider-Freeze combo. The Freeze will simply not work with the Torcher around, allowing the defending troops (Torcher included) to move and eliminate the Hog Rider.
 * It has low hitpoints and does rather low damage, so it isn't always good on its own! Its 6 Elixir cost justifies its supporting ability, not its ability to take on a tower alone!
 * Note that the Torcher is completely ineffective against enemy air troops, however its aura will influence friendly air troops.

* The afterburn damage is dealt over 5 seconds. The damage per second is calculated by adding the afterburn DPS to the damage per hit.

=Story Mode=

"Story Mode chronicles a journey from the bottom all the way to the pinnacle of Clashing."

Summary

 * Story Mode is the single player mode of Clash Royale.
 * In Story Mode, players progress through all 8 Arenas in a storyline, using the cards they've accumulated through playing the traditional multiplayer mode of Clash Royale.

Plot
will not reveal anytime soon though

Gameplay

 * In Story Mode, players progress through hub worlds of all 8 Arenas. There are several modes in each hub world:
 * Arena Ladders, which contain 24 opponents that get increasingly difficult as you progress through them. The rules are entirely normal and are no different from those used in the traditional multiplayer mode.
 * Arena Challenges, which contain 30 different challenge battles which force you to fight under certain conditions like using a deck entirely made up of Common cards, using a deck with no Spells, etc.
 * Champion Clash, which contains 5 battles with specialized opponents; four skilled Sidekicks and one Boss. The Sidekicks are skilled and tough to beat, while the Boss utilizes a special twist in his battles to give him/her an advantage. Completing this mode in the Arena unlocks the next Arena, even if you have not completed all Ladder and Challenge battles.
 * Arena Fillers, which is a "grinding" mode; the opponent difficulty depends on the player's choice. Winning the battle grants you spare Silver.
 * Story Mode introduces a single-player resource: Silver.
 * Silver is used as payment to hire and use Companions, and also used to upgrade them.
 * Silver can be won by winning any sorts of battles in each Arena, with the reward increasing as you progress through Arenas.
 * Winning Champion Clash battles reward you with the most Silver, this is followed by Challenges, then Ladders, and lastly Fillers which reward you with the least Silver.

Companions

 * Companions are friendly characters that give you perks in battle.
 * Companions are unlocked as you progress through the story; you unlock one per Arena.
 * To hire a Companion, you will have to pay the required amount of Silver. This allows you to have the Companion permanently.
 * After hiring a Companion, you can use the Companion to accompany you in battles, for a small fee of Silver per battle. This gives Experience points for the Companion.
 * You can only have one active Companion at a time. While not in a battle, you can freely change the active Companion between those you have hired.
 * Companions have two perks: a passive perk and an ability. Passive perks help you throughout the battle, while abilities are special boosts that can be used once per battle.
 * Once enough Experience points for a Companion have been accumulated, you can upgrade your Companion with Silver.
 * Beware that Arena opponents may have hired their own Companions which carry similar perks; you will not be able to tell which one they will have used though.

=Early Access Tournaments=

"Perform well in these free-for-all tournaments to gain early access to upcoming cards in future updates!"

Summary

 * Early Access Tournaments are special Tournaments with a twist: these Tournaments are special events hosted by SC and are open to all, regardless of level. There is no level requirement to join these tournaments.
 * All players who have played within the 48 hours prior to the start of the tournament are automatically entered in these tournaments where they will be placed in random pools of 1,000 players similar to Trophy Leagues of Clash of Clans. There will be a maintenance break prior to this.
 * Anyone that has not played within these 48 hours will not be eligible for the tournament, but there will be a notification prior to the maintenance break.
 * This tournament has a twist: all players will have the upcoming card in their deck for all battles in the tournament, replacing the first slot of their current Battle Deck whenever they battle in this tournament. Depending on the rarity of the upcoming card, the level of the upcoming card given to everyone will vary.
 * For example, everyone will be given a level 7 version of the card to use in the tournament if the upcoming card is a card.
 * Standard Tournament Rules apply otherwise. Level caps and 3 minute overtimes, in other words.
 * At the end of the Tournament, the top 3 players in each 1,000 player pool will be awarded with the upcoming card alongside a Tournament Chest independent of any other Tournament Chests they might have.
 * The card awarded will be at level 1 just like when it is unlocked. When it is unlocked, other types of Chests will be able to contain this new upcoming card as well.
 * The remaining players will receive rewards as if they had joined a 1,000 player tournament.
 * This tournament will precede an update which formally introduces the upcoming card to all players, including non-participants.