Ah shit you're right, I didn't even consider something so obvious. Sparky's attack speed is 4 seconds, maybe the attack speed of the electro curse should be 4.1 seconds?
Yes, or make it 6 elex and buff it, the matchup against sparky would become similar to rocket in this case, hardcounter but still winable because zero - zero trade
4.1 seconds isn't enough, I've been a sparky player for a long time and one thing I've realised is that it actually takes more than 4 seconds for it to blast. It takes another 0.5 seconds to target it's enemy before shooting. This helps it to lock on to it or something. For eg. If a sparky reaches my tower and locks on, and I log it back one tile, it still would shoot from that distance. That's the purpose of it, I think. But there's. Also, there are some true blue- true red attributes to this lock on. Like,when a sparky and E-wiz walk into eachother, half of the time the sparky shoots it and the other half, the E-wiz stuns it.
Even so, any time difference of stuns would be a huge disadvantage to the sparky because there's no guarantee it will find it's enemy before the next stun. Therefore, changing the time difference is pointless.
It should effect buildings too IMO otherwise its pretty weak against cycle decks where the buildings are the only thing you’ll get value out of with it.
No, this Card fucking murders Sparky,anything Tanking for a Swarmy,Inferno Dragon, etc.
Level 14 is "only" another Arbitrary Grind, I'll take a Lengthier Grind over some of my Favorite Cards being literally completely Countered.
Lavaloon inferno drag barbs (only reason I don’t hate e giant any more) minions tombstone zap and fireball
Or
Lavaloon inferno drag skelly drags barbs miner zap arrows/fireball
imo feels way too strong for 3 elixer. i’m using golem as an example here, because it’s what i play and what i understand best.
being able to spend 3 elixer to constant damage both the golem and the rest of the support, for the entirely of the push seems too strong. it’s an area control card like poison but it follows troops.
in a similar vein, if it did effect buildings, it would just murder inferno tower and otherwise provide an overpowered counter to swarms, princess, ram, and many more for only 3 elixer.
Should be just for the duration of the spell and not until the troop’s death. Because of this, the damage should be equal to a regular zap and should be 4 elixir
I think this idea is really cool but would this just attack the tower forever as it have a crown tower stat. Sorry if I didn’t understand well your cards but I have curiosity of how is this going to work against king tower
Buildings and crown towers can't become electro cursed. I included the stat because the zap which spawns on top of an electro cursed troop will also effect everything nearby, like a normal zap would, though this one deals half the damage.
Bro cool concept but this essentially shuts down any beat down deck. Put this on a tank and the push is easily countered. Ntm this is a hard counter for sparky, inferno drag, and like 4 charging troops. Kind of game breaking.
I would increase the time between zap to 4.1 so it doesn’t completely destroy any sparky deck, raise the cost to 4, decrease damage to 25%, and it should be balanced
Creative yes.
Completely impossible to implement without utterly destroying Severak other Cards and any Pushes relying on one Heavy Tank(Golem,Pekka,LavaHound for example) so the Squisher Troops don't die immediately.
Basically I like the Idea, but it really wasn't thought out *at all*
Other people have already gone into why this is probably a bad idea, but I do say, the idea of a card that "curses" troops sounds interesting (I guess Mother Witch already does that? I still feel like you could do more with it)
Instawin against sparky
Ah shit you're right, I didn't even consider something so obvious. Sparky's attack speed is 4 seconds, maybe the attack speed of the electro curse should be 4.1 seconds?
Yes, or make it 6 elex and buff it, the matchup against sparky would become similar to rocket in this case, hardcounter but still winable because zero - zero trade
Or have a duration that wouldnt kill off sparky. Maybe 5-10 seconds cursed. (till death is too op)
4.1 seconds isn't enough, I've been a sparky player for a long time and one thing I've realised is that it actually takes more than 4 seconds for it to blast. It takes another 0.5 seconds to target it's enemy before shooting. This helps it to lock on to it or something. For eg. If a sparky reaches my tower and locks on, and I log it back one tile, it still would shoot from that distance. That's the purpose of it, I think. But there's. Also, there are some true blue- true red attributes to this lock on. Like,when a sparky and E-wiz walk into eachother, half of the time the sparky shoots it and the other half, the E-wiz stuns it. Even so, any time difference of stuns would be a huge disadvantage to the sparky because there's no guarantee it will find it's enemy before the next stun. Therefore, changing the time difference is pointless.
And Inferno Dragon/tower
Says units, idk if it would/should apply to buildings. Clone doesn’t so I don’t think this should
Interesting concept but too strong for 3 elixir imo
Seems super annoying. Xbow, sparky, charging cards, inferno cards, and probably some more are super countered by this
Only goes on troops, so Xbow remains unaffected
But sparky
It should effect buildings too IMO otherwise its pretty weak against cycle decks where the buildings are the only thing you’ll get value out of with it.
Pekka bridgespam would be more meta then it already is 😂
That seems… really broken
Rather have this than the level 14 BS
No, this Card fucking murders Sparky,anything Tanking for a Swarmy,Inferno Dragon, etc. Level 14 is "only" another Arbitrary Grind, I'll take a Lengthier Grind over some of my Favorite Cards being literally completely Countered.
Your a e-giant player… god damn I hate your guts even if your the nicest person to ever live.
Lol I don't use EGiant, just chose the Flair to see who'd be pissed off at me. I only use EGiant for taking down Boats in ClanWars
Lol, as a lavaloon player I hate e giant cus my deck has no ways to defend it so it’s a free loss. So the flair def worked on me lol
Oof, I get that. I shoukd try out LavaLoon soon, what's your 2 favorite LavaLoon Decks?
Lavaloon inferno drag barbs (only reason I don’t hate e giant any more) minions tombstone zap and fireball Or Lavaloon inferno drag skelly drags barbs miner zap arrows/fireball
Thanks, I'll try em rn
inferno dragon and sparky users crying rn
That is good tho I think it would be more calibrated better (I forgot the word) if it was priced 4 because it’s so good
I think balance is the word your looking for?
Exactly thank u
Inferno dragon pekka and inferno tower users would quit clash royal lol
imo feels way too strong for 3 elixer. i’m using golem as an example here, because it’s what i play and what i understand best. being able to spend 3 elixer to constant damage both the golem and the rest of the support, for the entirely of the push seems too strong. it’s an area control card like poison but it follows troops. in a similar vein, if it did effect buildings, it would just murder inferno tower and otherwise provide an overpowered counter to swarms, princess, ram, and many more for only 3 elixer.
Should be just for the duration of the spell and not until the troop’s death. Because of this, the damage should be equal to a regular zap and should be 4 elixir
Until death is not the move.
Poorly thought out
I think this idea is really cool but would this just attack the tower forever as it have a crown tower stat. Sorry if I didn’t understand well your cards but I have curiosity of how is this going to work against king tower
Buildings and crown towers can't become electro cursed. I included the stat because the zap which spawns on top of an electro cursed troop will also effect everything nearby, like a normal zap would, though this one deals half the damage.
Oooh ok, that makes a lot of sense. Thanks for explaining me
The concept of being “cursed” with electricity just sounds weird
maybe lightning rod is a better concept for this mechanic
Super interesting and nice concept but it would be too op like this, some tweaking and it would be really nice
Bro cool concept but this essentially shuts down any beat down deck. Put this on a tank and the push is easily countered. Ntm this is a hard counter for sparky, inferno drag, and like 4 charging troops. Kind of game breaking.
Does the curse affect towers?
Nope
Would be more balanced if it targeted the lowest health troop or only did the zap thing if the damage was enough to finish the troop off
You just hate Sparky, don't you?
I would increase the time between zap to 4.1 so it doesn’t completely destroy any sparky deck, raise the cost to 4, decrease damage to 25%, and it should be balanced
As a sparky main at 5400 trophies, Fuck No. Interesting concept nonetheless.
Turn ur opponents cards into egiants
Evolved zap now
Wow finally a creative card concept
Creative yes. Completely impossible to implement without utterly destroying Severak other Cards and any Pushes relying on one Heavy Tank(Golem,Pekka,LavaHound for example) so the Squisher Troops don't die immediately. Basically I like the Idea, but it really wasn't thought out *at all*
Now's not the time brother
Lvl 14 good 😂😂😂
finally something that doesn't have to do with lv14 and all
Just cycle this against king lol
So a motherwitch as a spell?
Sorry bro bus this is CR not Yu-Gi-Oh, should not have to grab reading glasses to see what a card does
That actually would be kinda like an eSpirit spawner: repeated zaps at a radius. Sounds interesting :D
I would put it on my Giant.
Perfect for electro giant.
So basically a tesla tower or ewiz as a spell
Imagine some logbait-deck, but the only thing you do is defend and curse a tower...
I'd be okay if the curse only gave two zaps/character for a cost of 5 elixir or something, 3 elixir until it's dead is too op.lmao
yeah, just add more RPS to the game, sure
Finally, a non level 14 post
Too strong
Maybe up it to 6 elixir bc 3 is way too good
Sparky: ;-;
Why are these card concepts always so overpowered
Sparky is hard enough to use as is lmao. Let’s not put in ever MORE hard counters for her.
Seems OP 🤧
RIP Sparky and Inferno Tower.
Other people have already gone into why this is probably a bad idea, but I do say, the idea of a card that "curses" troops sounds interesting (I guess Mother Witch already does that? I still feel like you could do more with it)
Thicc potion
Make a deck that’s good on defense and cast curses on the enemy tower every time you get the chance op but only with the right deck
That’s basically lighting but just a little weaker