also don’t give elite barbarians a evo since they’re basically only used in mid ladder and they’d become even more of a mid ladder menace if that happened.
also angry form mega knight still has spawn damage.
calm form mega knight’s the one that has damage reduction not angry form
evo mega knight will be unchanged it’ll stay the same even with the rework
evo mega knight’s fine as is
oh and evo firecracker won’t have pushback either just like normal firecracker the firecracker rework applies to both of them
Also e giant shouldn’t get a evo either because he’d become a mid ladder menace if that happened and same with lava hound lava hound shouldn’t get a evo either and also same with xbow since most people hate it and no evo for three musketeers either and not for elixir collector that would be incredibly toxic and not for balloon evo lumberjack’s already toxic and not for miner either and also not for flying machine and ram rider and evo graveyard would be the most toxic thing ever.
and that furnace rework for spawning every spirit should just be a new card the furnace rework that they did is a good rework except for the fact that it made furnace become broken if used with clone or mirror
Royal Recruits Rework: “Shield & Spear”
Royal Recruits have been low skill for far too long which is why I made this rework.
Base Form:
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Shields Up:
- All recruits use their spears to perform ranged attacks while their shields are intact.
- The ranged attacks give them an extra tactical layer, poking from a distance while maintaining formation.
- The spears have 3.5 range and deal 25% less damage than their base melee attacks and they also have 25% slower hit speed than their base melee attacks.
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Shields Broken:
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Once a recruit’s shield breaks, they charge forward and switch to melee attacks until they hit something and the charge ends.
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This transition creates an engaging flow from ranged harassment to aggressive melee pressure.
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Stat Adjustments:
- HP and shield HP reduced by 33% to balance their new versatility and avoid being too tanky and to make them be less low skill.
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They no longer have double damage when
Evolved Form:
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Charging from the start
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Evo Recruits starts charging immediately when deployed
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They can do ranged attacks even when charging.
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Why this works:
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Adds Skill Expression: Players have to time attacks and counters depending on whether recruits are in ranged or melee mode.
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Maintains Identity: They’re still a group of shielded soldiers, but with dynamic combat behavior.
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Balances Strength: The 33% hp and shield hp nerf ensures they’re not overpowering given their new offensive tools and also makes them less low skill.
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Evo Upgrade: The evolved form rewards investment by making the unit more aggressive and flexible yk it still has the same theme as it did before.
I’m also adding a radius reduction to 3 to the graveyard rework.
Little Prince Rework — Legendary, 6 Elixir, Guardienne on Deployment
I did this because he’s ass right now since he’s outclassed by gobleinstein and he’s ass even if compared to normal cards.
Core Idea:
Make Little Prince not be outclassed by goblinstein and not be ass
And yes he’s getting new voice lines for this because the current ones are ass and everyone hates them.
Detailed Breakdown:
Cost & Rarity
• 6 Elixir, Legendary rarity — puts him in a solid, impactful slot but opens up deck building with other champions and now unlocked in arena 15 I made him legendary so that he wouldn’t be outclassed by goblinstein and not be ass and also because he’s a fraud and isn’t worthy of being a champion.
Guardienne on Deployment
• Guardienne spawns immediately on the field when Little Prince is deployed.
• Guardienne has knight level stats again nd she always dashes to attack but the dash now has 3 range instead of 5 and deals 50% less damage with 50% less knockback and her current dash for little prince’s ability happens on deployment.
Little Prince Stats
He stays the same
Mechanics & Playstyle
• Guardienne’s dash acts as the primary engage, charging into enemy troops to break through defenses.
• Little Prince stays at medium range, dealing consistent damage and ramping up with successful hits and now it stays at max damage even if he stops attacking a unit but it takes 10 attacks to ramp up to max damage.
• The combo makes a durable and aggressive push, combining burst damage (Guardienne’s dash) and sustained DPS (Little Prince).
• Being legendary means that he’s no longer outclassed.
Rocket Rework (Level 15 baseline for the stats)
I made this rework because rocket cycling shouldn’t be viable seriously rocket shouldn’t do win condition level damage against towers.
Cost: 5 Elixir (down from 6)
• Radius: Increased to 3 (larger AoE)
• Initial Damage: Decreased by 33% (less
burst)
• Flight Time: ~3.15 seconds (10% faster than current)
• New Effect:
• Leaves a fire zone lasting 5 seconds after impact
• Deals 35 damage per second for 10 seconds (350 total) to troops and buildings inside the zone
• Towers take 30% burn DoT damage (105 total) from the fire zone
•. Base crown tower damage nerfed by 45% (so it’ll deal 402.55 crown tower damage at level 15 including the burn dot since the base crown tower damage is 297.55 we’ll just round that to 298 so the total crown tower damage will now be 403)
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Gameplay Implications
• Stronger against grouped troops: The sustained DoT punishes troops staying in the blast radius long after the initial explosion.
• Weaker against towers: The upfront damage nerf plus only 30% DoT on towers means Rocket won’t be a reliable win condition or chip damage tool anymore.
• Zoning & control: The fire zone encourages enemy troops to avoid the area, giving Rocket new tactical utility.
also when the barb barrel shoots barrels they roll across the map like barb barrel and deal the same damage as barb barrel and they also explode when they hit something without killing it and I decided to add a 33% damage reduction against air for the sparky rework.
Also reworked heal spell would do 600 healing (at level 15) and have the same damage as freeze and it’d have a 4 tile radius like rage and freeze and the fire spirit rework will no longer have the radius buff and it’ll have a 50% damage nerf yk it’ll be on the same level as the other spirits. (It’s a 50% damage nerf instead of a 25% damage nerf because of the burn dot) and reworked heal spell would stay at rare and heal spirit would become common because of that.
Also guardienne’s hit speed for the rework is 2 seconds and no reworked little prince wouldn’t be op because he’s ass right now even compared to normal troops and I made him a legendary because he’s just outclassed by goblinstein which does basically the same thing as him except both units are deployed immediately and the chain lighting can just replace the dash for little prince’s ability and it’s better than the dash for little prince’s ability little prince just isn’t worthy of being a champion there’s just no way to make him not be outclassed by goblinstein as a champion without completely redesigning him unless goblinstein’s trash and he’s not trash and he’s a fraud anyway he’s not actually a champion which is shown in the reveal trailer so it also fits the lore.
I’m also just making hog rider deal 50% less damage against everything for the rework instead of 50% less against buildings and 25% less against crown towers and I’m also increasing the charge damage increase to 150%.
Here’s the link to tower troop concepts I think I forgot to link it here
I’m also reworking bowler since it’d become a mid ladder menace below arena 15 because I moved mega knight to arena 15 for the rework even though I reworked the other mid ladder menaces besides witch and bowler is very good at countering swarms and it’s also very overpowered when overleveled
Bowler Rework Summary
• HP: -25%
• Damage: -25%
• Knockback: -50% (less oppressive control)
• Projectile Range: Reduced to 5 tiles (same as base)
• Projectile Speed: +37.5% (results in a 25% overall speed increase because the projectile range is 50% lower)
• Boulder Width: 1 tile
• Explosion Radius: 2.5 tiles
• Minimum Distance for Explosion: 2.5 tiles (explodes only after traveling at least this far)
• Explosion Trigger: Explodes on impact if it hits a target after 2.5 tiles, or at the end of its 5-tile range if it doesn’t explode before that
• Explosion Effect:
• Deals triple the bowler’s base damage
• Stuns units inside the radius for 1 second (stun doesn’t reset charge ups/ramp ups like for example it doesn’t reset sparky or reset infernos)
Overall the rework would make him deal slightly more damage but also be less tanky and oppressive.
Also forget the splash damage for the spirit empress rework but it should just have a swap button for it’s forms instead of it being based on how much elixir you have because that’d make more sense.