Board Thread:Fun and Games/@comment-25856498-20161204060422/@comment-26441705-20161220071319

Alpha654 wrote: Well, they say that the "rework" involves Sparky charging two separate blasts at a time. But I have a different idea.

Alpha Sparky:

Sparky slowly charges up, then unleashes whatever it has charged up when it meets a target. This goes to a maximum of the current DPShot of the current Sparky, which takes 5 seconds.

So, let's say "Alpha Sparky" is charged up completely, but she gets zapped. If a Mini PEKKA is deployed in front of her 4 seconds later, she immediately fires the blast of electricity.

Once she attacks the target, she must let the electricity build up for 2 seconds before firing again.

Not only that, but when Sparky is killed, she releases ALL the electricity stored in a huge explosion, dealing the amount of damage she saved for an attack.

For all this, should Alpha Sparky's cost be kept at 6, increased or decreased?

Beta Sparky:

A separate card. This version of Sparky is different: She doesn't release electricity in one quick blow, she can deal around 300 DPS to one target at a time. Beta Sparky is a DPS card.

She can also fire at 2 other targets. However, if she targets two troops, she will deal reduced DPS to both (around 200), and only 100 DPS to three targets. Just like Lightning, Beta Sparky targets the troop with highest hitpoints.

Should Beta Sparky's cost be kept at 6, increased or decreased? So Alpha Sparky is the troop that increases damage overtime, and will fire whatever damage it has racked up ONCE it meets a target?

And Beta Sparky is just a Sparky that is set to regular damage like a normal troop would have?