**Zappies Rework and Electro Wizard Rework
Zappies Rework
Elixir Cost: 4 → 3 (1 per Zappie)
Damage: -25% (to compensate for cost reduction)
HP: Increased to Fireballer tier (survive Fireball, but still vulnerable to Poison/Rocket)
Purpose of Change:
- Make Zappies more usable and cost-efficient as a swarm-control and stun-support card.
- Reduce overpunishment from spells like Fireball while making them a cheaper, more flexible investment.
- The damage nerf offsets their stronger statline and lower cost, keeping them balanced.
Electro Wizard Rework
- Elixir Cost: 4 (unchanged)
- Damage: Increased by 75% to increase his dps (it’d be 25% if I didn’t include the hitspeed nerf it’s actually a 40% dps increase because of that so his dps at level 15 would be 259)
- Hitspeed: Nerfed by 25% because he shouldn’t permastun stuff that can be reset. (he’d still be able to permastun sparky but I made reworked sparky have immunity to being reset)
- Other: Keep his dual-target stun mechanic and spawn zap on deploy for utility
Why this works:
- Buffing damage makes him not have trash dps which is the main issue for him right now and the hitspeed nerf makes him not permastun stuff that can be reset. (he’d still be able to permastun sparky but I made reworked sparky have immunity to being reset)