Board Thread:Update Suggestions/@comment-28992768-20170416052631/@comment-26529912-20171105164428

Ok, I want to give 2 shout-outs.

First, to the creator of this thread, PROblemGamer14 for his early, early Zombie idea.

'Zombie- Once placed, 2 zombies will appear that have low hitpoints. When they die, they wil resurrect and if they die again, they will resurrect once more and if they die a third time, they stay dead.'

HP: 32

DPH: 56

Targets: Ground

Range: Melee

Hit Speed: 1.1 seconds

Speed: Medium

Resurrection Timer Speed: 5 seconds

Resurrection Count: 2

Rarity: Common

Elixir Cost: 1

Many think this card is OP. I don't think so, as it serves as a unique way to turn around a zap/log bait deck. Because the zombies return to life a few times, that gives them another standing chance against the low-damage spells, like Zap, Log, and Arrows. Using all three to kill them would be a waste, as you deplete 7 elixir for such cheap troops to be killed.

This brings me to the point that Zombies could be nerfed a bit more. Say, that you use Poison to kill an oncoming Minion Horde, but there are Zombies within the horde. The poison kills the minions in a brief period of time, but the zombies die immediately. Due to the timer of the resurrection, the Zombies (based on when they walked into the poison) will revive, lasting a bit longer after the poison fades. In conclusion, Zombies won't die to poison, which can cause a bit of trouble for certain players that are facing a push of which Zombies are trying to assist in.

How to fix? The elixir could be increased to 2-3, and maybe add a few more zombies, roughly the same number as Guards or Bats, giving them more attack damage. Also, decreasing the resurrection timer to 2.5/3 seconds could make it so opponents dealing with Zombies must be prepared quicker to counter them. They may also need an increase in rarity, perhaps Epic or Rare (Legendary is just overboard at this point).

If these are made as balance changes, a good way to implement them is in a deck with heavy tanks, like Golem. The zombies could trail behind Golem, and once the Golem is destroyed by something like Inferno Tower, the zombies would be targeted by the crown tower, giving the Golemites some brief breathing room. Once the Golemites become targeted in that quick time, the Zombies will be alive again, flicking the tower to deal some tough damage if left alone. To make this go further, send Miner to the tower when you see the last zombie die a second time. He will likely make it in time to be targeted, then being the damage sponge for another session of dangerous damage.



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<p style="font-weight:normal;font-size:14px;margin-bottom:0px!important;">Another shoutout would be to RaptorDude1206, for his Reaper Statue concept.

<p style="font-weight:normal;font-size:14px;margin-bottom:0px!important;"> Okay: First off I will describe the Statue of the Reaper (cuz it's my favorite of them all) 

<p style="font-weight:normal;font-size:14px;">It's basically a huge statue that, when destroyed, releases EIGHTY Skeletons and a Headless Horseman charging alongside them...

<p style="font-weight:normal;font-size:14px;">'When not destroyed, it will shoot strange wisps of fire at the enemy, dealing 30 damage per shot and 2 seconds per shot, which gives a DPS of 15. Bad, huh?'

<p style="font-weight:normal;font-size:14px;">'Well, it has a total HP of 3500. As much health as a Level 7 KING TOWER. Man. '

<p style="font-weight:normal;font-size:14px;">'Also, it has a range of 4. It can be outranged by a lot of stuff.'

<p style="font-weight:normal;font-size:14px;">Really, it basically is a distraction and a tank until it breaks and lets out Chaos.

<p style="font-weight:normal;font-size:14px;">'It has an elixir cost of... Eight. So it IS expensive.'

<p style="font-weight:normal;font-size:14px;">'It is a pretty good building but is easily countered. I give it an Epic rarity.'

<p style="font-weight:normal;font-size:14px;">'Thanks for reading and please credit me if it gets into Clash Royale! Thanks.'

<p style="font-weight:normal;font-size:14px;margin-bottom:0px!important;">P.S. It targets both ground AND air when it is in regular Statue Mode.

<p style="font-weight:normal;font-size:14px;margin-bottom:0px!important;">He managed to become the 499th post on the thread of which he submitted his idea, so no major feedback was able to be given, so here I am, doing it myself.

<p style="font-weight:normal;font-size:14px;margin-bottom:0px!important;">Start with the death effect. I see how 80 skeletons can spawn, but not in the way that he may be thinking. I believe that a unique way to implement this is to spawn roughly 6/7 intangible ghosts/wisps that will fly to a random location on the field and summon a graveyard. Due to multiple balance changes, the number of skeletons could easily accumulate, and with the randomness of the graveyard spawns, chances are that one could appear behind your crown tower and take 15 seconds to even get the last skeleton to the bridge. If this is done, a good counter imho would be Dart Goblin, as its range can let it chip out all skeletons about to spawn from the graveyards. Tesla could also work through its speed, and Lumberjack would function similar.

<p style="font-weight:normal;font-size:14px;margin-bottom:0px!important;">The Headless Horseman? Is this a Prince or is there more to it, say a shield or an alternate move speed? Whatever it is, perhaps it could spawn for the opponents making this card a high risk/high reward sort of thing. It could work, making it spawn opposite the center of the building's center. What do I mean by this? I'll explain. Say that you placed the building at the front of your left bridge, the furthest up that you could place it. Once it gets destroyed, there could be an explosion where a pumpkin flies out, spawning on the front of the right bridge on your opponent's side. This, however, will be under the enemy's control, meaning it will not damage your opponent's troops and buildings. This could definitely make for a dangerous card to play in the beginning of a battle, as you might have to prep for a second building, or some sort of meat shield for the Horseman to attack.

<p style="font-weight:normal;font-size:14px;margin-bottom:0px!important;">The building's attack ability? Completely unecessary to me. Why add such little damage if its more a temptation for the opponent? It's better making it do no damage rather than insignificant damage. The chaos already is brought from the skeletons spawning everywhere across the field.

<p style="font-weight:normal;font-size:14px;margin-bottom:0px!important;">I'd say its hp is acceptable, and if left defenseless, a Flying Machine could hit it without being hit itself, but due to Flying Machine's DPS, it may take a decent portion of the battle to damage it without help. Perhaps a way to work around the HP is giving the building a weakness, say taking more damage from troops like Skeleton-related troops, both Witches, Bats, and Minions, as they could go under the same theme as the Reaper Statue.

<p style="font-weight:normal;font-size:14px;margin-bottom:0px!important;">With no attack, range is eliminated altogether.

<p style="font-weight:normal;font-size:14px;margin-bottom:0px!important;">The elixir cost works out, as a super pricey building with beefy hitpoints is very decent. There is no major need for change here.

<p style="font-weight:normal;font-size:14px;margin-bottom:0px!important;">Rarity, though. Give it Legendary definitely. Otherwise, it could easily be obtained, and may become excessive in the meta.

<p style="font-weight:normal;font-size:14px;margin-bottom:0px!important;">A great way to use this building is to have no synergy with it. Just let someone break it, then use a troop that is often used in a Graveyard deck, perhaps multiple, as the graveyard random spawn could allow you to do a split push, causing your opponent to panic. However, their Horseman may cause havoc on your part. As it is your opponent's, its best to plot out where the horseman is going to spawn. Do this by noting the center point of your Statue when first placed. This will determine where the Horseman will spawn, and also where you need to use a troop like Inferno Dragon or Electro Wizard (if the Horseman has a charge attack), or a tank for damage absorption. Be warned though: if the Horseman is left alone, you might find you tower damaged significantly (unless you're lucky enough to have a graveyard spawn to distract the Horseman).