Card, Evolution, and Rework Concepts

I pasted all this stuff from my wiki pages for them

Concept 1 wind spirit: it’s just like the other spirits with the same damage health and radius but it spawns a tornado and it should be a common card (created by Mythic Royale)

Concept 2 Royal Defender Paladin: hits all units in a 2 range cone aoe that is 120 degrees dealing 350 damage at level 15 and knockbacking anything that is 1 tile or closer 1 tile away and stunning for 1 second with a 3 second hitspeed and the defender blocks all projectiles and reflected attacks or spells that are fired at units that are behind him with his shield but the projectiles have to be 2 tiles away from him and and he takes damage from them his hp is 2000 at level 15 his speed is 60 and his elixir cost is 4 and he is a epic card whose name is Alex and he is unlocked in arena 1 (created by Dominus 10)

Card Concept 3 grass: grass is a common card that is a spell and it costs costs 1 elixir has a radius of 5 and you can touch it every second to heal all troops that you placed that are inside the grass by 50 and the grass will glow when you can touch it and all enemies that are in the grass take 25 damage every second and your troops are invisible for 5 seconds after they reach the grass and the grass lasts for 10 seconds and it is unlocked in arena 1 (created by Dominus 10)

Card Concept 4 dark princess: princess but with 50% less damage and she spawns shades which are like skeletons except they’re black ghosts on top of the units that she hits with her attack and she’s also unlocked in arena 11 with the other legendary cards (created by Dominus 10)

Card Concept 5 missile archer: missile archer shoots 3 arrows in a 5 range cone aoe radius that is 120 degrees which deals 350 damage to everything in the radius at max level with a 3 second hitspeed and a first attack hitspeed of 0.5 seconds with it’s bow and has 1000 hp at level 15 and it summons one zappy every 3 seconds it’s ability is rocket shot which makes it use a crossbow to shoot a rocket with a radius of 3 that deals 1000 damage at a target within 5 range and only costs 1 elixir with a 25 second cooldown and it costs 3 elixir and it’s movement speed is 52.5 because it’s in between slow and medium and it’s unlocked in arena 16 since it’s a champion card (created by Dominus 10)

Card Concept 6 Cannon Ball Barrage (created by Royale Man) fires a bunch of cannonballs at a area dealing area damage each cannonball deals 120 damage with 1440 total damage since it shoots 4 cannonballs and it’s a rare spell that deals 40% of it’s normal damage to crown towers it’s a rare card that is unlocked in arena 7

Stake Dropper (created by Dominus 10): a common flying troop that drops walls of stakes on the nearest units or line of units within 3 tiles that have a length of 18 tiles to cover the arena and they deal deal 100 damage to anything that touches them including flying units and each stake has a radius of one and the walls of stakes have 500 hp at level 15 and stun any units that they land on until they are destroyed since they’re staked in the ground and this unit has a hit speed of 3 and costs 5 elixir and it is unlocked in arena 5 and only blocks enemy troops and only one wall can be up at a time and enemy units can only be placed behind the wall if it’s on the opponent’s side or in front of it if it’s on the user’s side

Wind Warrior (created by Dominus 10) a epic ground troop that is unlocked in arena 8 and deals 100 damage to all enemies within a 2 width line in a range of 5 at level 15 and knocks them back by one tile with a 2 second hitspeed and it deals 400 more damage to enemies within 1.6 tiles and these damage amounts are at level 15 and he costs 4 elixir and has 1500 hp at level 15

Sniper and Warrior (created by Dominus 10): the sniper deals 1000 damage to everything within 10 range every 5 seconds within a 2 tile width line aoe but it deals 50% less damage to crown towers: the warrior deals 100 damage and has a hitspeed of 1 second with a range of 1.6 tiles and has 1000 hp and a 500 hp shield and everything will target the warrior instead of the sniper and the sniper won’t take damage until you kill the warrior and they are a common card that is unlocked in arena 5 and costs 3 elixir and all of the stats that I listed for it are it’s level 15 stats

Sniper Shot: costs 1 elixir unlocked in arena 5 and is a common spell, a musketeer deals 1000 damage to the target troop or building by sniping it with a metal rod and stuns it for 1 second flying troops take 250 more damage and are stunned for 3 seconds instead of 1 second and they’re on the ground and can be hit by stuff that can’t hit air units while they’re on the ground

Card Evolution Concepts

Anyone can add their card evolution concepts to this blog post and you can’t delete card evolution concepts but you can change them if they’re too overpowered or don’t make sense and you can also make them clearer and of course you can’t mess up this page either since it’s now actually a blog post

This blog post was made by me Dominus 10 and it’s supposed to be more like the article that shows the card evolution concepts just like the page that I made with this exact same text that got deleted and someone should submit these concepts to supercell and if you have any card evolution concepts then just add them to this page and also tell supercell that graveyard, and elixir golem should never get a evolution because they would be too toxic

Concept 1 Evolved Sparky: sparky gets a turret that deals 200 damage at max level, it has a hitspeed of 1 second and it stuns for 0.25 seconds every time it attacks, it’s single target and it also hits air units but it can’t reset sparky, sparky also gets immunity to being reset so you can’t use any cards to reset it and evolved sparky also gets 5% more hp so it can survive rocket, it also now has a 2 tile splash radius and it only requires 1 cycle. (created by Dominus 10)

Concept 2 Evolved Hunter: hunter’s shots now explode with a 1 tile radius which deals 56 damage at max level and hunter’s bullets now have half a tile of knockback and this evolution only requires one cycle since it isn’t that powerful. (the first 9 concepts were made by Dominus 10 which is me the creator of the page)

Concept 3 Dark Prince: dark prince becomes the evil prince because he decided to drink dark elixir and his attacks now have a 3 tile aoe with a 3 tile range which deals 50% damage because he can now summon meteors and his base attack range is now 1.5 and his base aoe is 1.5 and he deals full damage to enemies that are in his base attack range and base attack aoe and he also has 10% more health and 10% more shield health and this evolution is also only 1 cycle so that it’ll be consistent with prince’s evolution if he gets one and he’s more used in beatdown decks than cycle decks (created by Dominus 10)

Concept 4 ice wizard (this should be the only evolution concept for ice wizard because of the trailer which) ice wizard now shoots a cone of ice along with his normal attack that freezes all enemies in the direction that he is attacking that are in range with the same radius as hunter’s base attack but with 5.5 range and it also deals ice wizard’s normal damage and freezes for 0.25 seconds and this evolution is 1 cycle so that the evolutions for the wizards are consistent so that also applies to electro wizard’s evolution and of course this should be ice wizard’s evolution because it would match what he does in the ice wizard animation. (created by Dominus 10)

Concept 5 shield defender (from my new card concepts blog) smites a target troop within 5 range dealing 500 damage to them and stunning them for 1 second which is and has 25% more hp and only requires 1 cycle and it’s now called defender paladin and this evolution should be released with shield defender (created by Dominus 10)

Concept 6 prince: the evolved prince gets a new lance with a spike on it that has 3 range and pierce with 50% more damage and it is a 1 cycle evolution (created by Dominus 10)

Concept 7 princess: the princess now deals 50% extra damage over 3 seconds as fire damage and has +5 range and the splash radius is 1 tile bigger and it is called missle princess this is a 1 cycle evolution (created by Dominus 10)

Concept 8 dark princess (from new card concepts): the dark princess’s shades now have a 1 tile splash aoe when they attack and this is a 1 cycle evolution (created by Dominus 10)

Concept 9 rocket: evolved rocket is called nuke instead of rocket and it leaves a posion spell that is green instead of red because it’s radiation that has a radius of 5 and it’s base radius is 4 and it now looks like a nuke and hits instantly and it is a 1 cycle evolution (created by Dominus 10)

Concept 10 xbow: the xbow is now called the boombow and every shot is explosive and has a 1 tile splash radius because the shots are explosive and when it dies it activates stage 2 for 5 seconds which allows it to one shot any troop that it hits and deals 50% more damage to towers and buildings and it also has a base mortar which also deals 50% more damage to troops and buildings when the boombow dies and they both have enough range to snipe the king tower from the bridge and it’s a 1 cycle evolution (created by Ceetadel)

Concept 11 cannon cart: the evolved cannon cart has a 1 tile splash radius and deals 50% more damage and it becomes a rapid fire cannon and shoots like the boom bow when it dies with the boombow’s range and it’s now called the boom cart and it’s a 1 cycle evolution

This is the blog for card rework ideas you can paste your card rework ideas here and also send these ideas to supercell: Made by Dominus10

:bow_and_arrow:

Barbarian Barrel Launcher (Barb Hut Rework Concept)

(this is just the basic concept for it

Rarity:

Rare

Elixir Cost:

7

Type:

Building

Target:

Ground

HP:

Same as current Barbarian Hut HP (or slightly adjusted for balance in testing)

Lifetime:

30 Seconds

Effect:

Instead of spawning walking Barbarians, Barbarian Launcher fires groups of 3 Barbarians in barrels every 6 seconds toward the enemy’s strongest nearby structure or crown tower in a straight arc.

  • Launch Interval: Every 6 seconds
  • Launches per Lifetime: 5 launches total (just like you said)
  • Each Launch: 3 Barbarians
  • Total Barbarians Deployed: 15 Barbarians per building lifespan
  • Impact Damage: Barbarians land with a tiny area splash upon landing (just cosmetic or light chip damage) — this helps differentiate it from normal spawners.

Behavior on Landing:

  • Barbarians land aggressively and immediately start attacking the nearest target.
  • Cannot target air units but will land wherever targeted.

Gameplay Role:

  • Pressure Tool: Forces the opponent to answer sudden bursts of 3 Barbarians attacking together.
  • Bridge Bypass: Launching Barbarians closer to the tower can bypass common defenses like buildings placed at the river.
  • Synergy: Pairs well with spells (Fireball Bait, Log Bait decks) and heavy beatdown pushes.

:bar_chart: Example Stats (for Testing / Visualization Only

Launch Count Barbarians per Launch Interval Total Barbarians Lifetime
5 3 6s 15 30s

:hut: Apperance

It looks like the barbarian launcher with barb barrels shoved in it.

:dart: Strengths

  • Forces responses to sudden bursts of Barbarians.
  • Good offensive pressure vs. passive decks.
  • Creates unique lane pressure compared to normal buildings.

:no_entry_sign: Weaknesses

  • Predictable.
  • Can be punished with spells like Fireball or Lightning.
  • Easy to defend if anticipated properly.

:memo: Why This Works:

  • Fits the “funny Clash Royale” tone.
  • Updates an outdated card into something more active, like Goblin Hut’s rework.
  • Pushes unique gameplay rather than just being a worse Furnace.
  • Keeps its original spirit but adds interaction and counterplay.

:fire:

Furnace Rework Concept: Inferno Furnace

:fire:

Rarity: Rare

Cost: 4 Elixir (same as now)

Core Identity: Defensive building that supports offense with Fire Spirits but has stronger defensive firepower.

Stats (Adjusted from current Furnace for balance)

  • Lifetime: 30 seconds
  • Health: Slightly increased from current Furnace (so it’s sturdier on defense)
  • Spawn Rate: Every 7 seconds

New Mechanics:

  1. Inferno Blast (Passive Defense)
  • When a Fire Spirit spawns, the Furnace also emits a small area burst of heat (like a mini zap) around itself.
  • This deals moderate damage in a short radius — enough to kill Skeletons and Bats but not hurt tanks much.
  • Think of it like a toned-down Zap Radius attack that helps clear swarms.
  1. Final Blast on Death:
  • Upon destruction, Furnace releases 2 Fire Spirits at once in opposite directions.
  • This gives the player a last defensive or offensive push after losing the building.
  1. Fire Spirits Behavior (Buffed Slightly):
  • Fire Spirits now prioritize enemy troops first, then towers if clear.
  • Slightly faster movement speed, a little more reliable than before.

Summary of Why This Rework Works:

  • Keeps the Fire Spirit identity alive.
  • Adds better swarm control via the passive blast.
  • Makes it less useless against air swarms.
  • Creates a meaningful choice for defense or offense.
  • Makes the death effect impactful.