i had an idea for this, but entirely different all units can hit both air and ground, the unique part of air units is that they can hover over top of other ground minis. ground units would be attacked first, and then the air minis on top of them, unless the air mini has a taunt. a cornered mini can only be attacked from 3 angles with melee. a cornered mini against air units could also be attacked from the 3 air angles too. this allows you to make a more dense frontline, with like say, a bat stacked over top of your pekka to finish chipping away at whatever the pekka doesnt instakill, and it also makes it so the bat wont be targeted until the pekka dies, (or the bat moves to a tile with no ground unit protecting it) bat, a 2 elixir air mini with a fast attack speed, 1 damage, and low hp. upgrades give stat boosts, and allow it to gain 5 shield as vampirism overheal per upgrade bought lavahound, a 4 elixir melee air mini with very high hp, and extremely low dps, on death it is replaced with a lava pup which does decent dps and has very little hp. upgrade 1 taunts whatever it is hitting, upgrade 2 makes it so 3 pups spawn on death, and upgrade 3 is just more hp. megaminion, a 3 elixir melee air mini with 2 damage per hit, decent attack speed and hp. upgrade 1 is cleave, upgrade 2 is +1 damage, upgrade 3 is every 3 hits do knockback baby dragon, a 3 elixir air mini with the range of a bowler if not above a ground mini attack 40% faster, upgrade 1 uhhhh idk, upgrade 2 boast extra attack speed, upgrade 3 clash, do 8 damage in a 2x3 area like a dark prince, but without the stun and the baby dragon stays in its position
Bro I love this type of content, literally nobody does concept minis or new mini and hero ideas on UA-cam. You could be someone special in the community for this type of content ❤
I feel like air troops don't need anything too unique. Like still have a Flying type class that maybe gives them more movement speed or something, but they could just hover over the ground so you don't have to worry about whether troops are ranged or not, and treat them like normal units, like the Royal ghost floating on the ground sorta. Feel like there's so much potential, I just don't want them going overboard with it.
My idea was to make the Flying attribute as a Class instead of a Passive That way you can design the 0 star and 3 star upgrades in any way that first the Flying Character while also just adding the Flying as a Class With your idea every flying troop will be forced to have the exact same passive at 0 stars (every 15s Ascend for 5s and gain X when grounded) Great vid tho
YOO! Thanks for passing by Abdod and I also thought about a class but then if you only had one flying troop it could be a little weaker maybe, but yeah all flying troops having the exact same passive could be a bit repetitive. Probably It would have to be changed for each flying troop.
I don't care about Clash Mini because it's not released globally and I'm not jumping through hoops to play it. If I could just download and play like a normal game, then I would actually get involved and learn the game
i actually wanna hear a concept about a new hero that are a bit OP like what they've done to the battle machine......but has weakness......i wanna see a concept about the goblin king or a new mini that is 4 to 5 elixer cost.
I agree with your concept. A pop up attack the land. Like for the baby dragon. It has a ground attack maily but the super would be a fly and spread fire cleave. Or shot fire balls to the back line. I dont think it would be that hard to add flying as a super but they would have to be on the ground more then the air. For fully air units would need a completely rework as i believe there is enough ranged units in game to attack then. I think you should have a 6 slot in your team to place 1 air unit plus you normal team and work it thay way. As a full flying team would destory the game
Imagin flying troop survive in 1 or 2 hp remaining destroy your barb king or skeleton king or any ground troop This can lead to some unfair matchs They can made it clash ability and in some super also which gets harder every time it is used Your idea is also really cool ❤😊
I just want to ask why did they need to get a buff on the Ground. would that not just do so they will be better on the Ground and bad in the air. i Think they Should get rage while flying so they can have a abillity like a super that would make Them fly without getting worse Great video
How about a new class. Air Team. 2+(Injury Mini from this class will fly 2.5 seconds). 4+(and Clash! The team will fly for 1 second) Air team hero: Iron Angel: Has a two-cell blade and can pierce. Super: Flying and shooting four shells. Flight duration 5 seconds. 1st upgrade: After every fifth attack, Iron Angel make a jerk on one cell waving the blade. 2nd upgrade: Super: Taunt 3 seconds and 10 shield. 3rd upgade: Super: double the rockets!
Float Synergy. Minis gain Untargetable for 2 secs (2) Flying minis gain Untargetable for 2 secs (4) Team gain Untargetable for 4 secs (+2) its like invisible but lasts for seconds based on the timer It sound okay I quess
@@FOFOTOM nah I think Untargetable fits for the Flying Passive Minis in my opinion. For small example: Both Clash games has the MInion only be targeted by range but maybe Clash Mini can revert that and will add hidden to Minion from all minis only in a synergy. yea something like that
I'm not so hot about that tbh i feel like 15 seconds is waaay to long and the fact that only other air unit can get them feels aslo weird btw i have a friend that has some concepts ready so when I'm done doing the art they will be shared if you are intrested in them (it kinda started with the same idea but we changed it a bit)
far too drastic and complex for flying troops in general, maybe make it so that either a only ranged troops can hit them regardless of range b make melee minis attack them slower c no change at all and no difference between air and ground EDIT: sorry for bad wording
That is for sure make it simpler but by doing that it would probably kinda take down tge ideia of a Flyin Troop, thats why you would only get them from tier 5 and above.
@@FOFOTOM should something this complicated be given to so many troops? also you can do any ranged hero or just make them harder to be hit by melee minis i just think that an ability this complicated should not available to so many minis
So basically all you're saying is " my source is trust me bro" That sounds way too complicated to be implemented onto a mobile game Here's a more realistic picture of how flying units would make thier way into clash mini They'd be like normal minis, attacking on ground level with ranged or melee attacks, but the moment the need to start chasing down a new target they begin to fly making them immune from all melee ground attacks, but still susceptible to ranged attacks and flying melee attacks, and once theyre in range they land back to the ground to start attacking making them unique in a way without making them OP like the royale ghost
They would only be obtainable at tier 5 and above so I don't think it would be that complex. And so you want flying troops to be like mortar of clash royal?
@FOFOTOM that comparison to the mortar is super flawed My idea has little in common with the mortar. Besides, your idea was just give every single flying mini a royal ghost Ability, plus mortar is in a healthy spot in most grand challenge stats in royale with a healthy 1% usage rate but a above average 55% win rate. Finally you're taking too much inspiration from Clash royale. Clash mini for the past 2 years has been trying to make itself distinct from clash royale and taking some ideas from already existing properties is not gonna help.
@@FOFOTOM I'm not talking about giving flying troops a diffrwnt way to fly, I'm talking about a standard way flying troops can Utilize flight so that way they can have different abilities that take advantage of that, like how ice wizzard can benefit his team when you use his 3rd Ability around 2 other allies, or chompy when he utilizes all his abilities A mini shouldn't be made with abilities already installed into the mini first play unless it's a super or a clash that doesn't make said mini OP, so any mini that can fly should fly when they go towards thier next target but land to give all other minis a fair chance when attacking
my only problem with the video you act like the issue with flying troops doesn't exist in clash royale sure the princess/king tower hits the air if you don't have answers to flying troops in your deck it is a bad deck even decks that are weak to air cards have at least one ranged troop
i would maybe treat flying troops similar to how they treat rider troops where most of the flying troops have a passive at the beginning that gives them increased range for a duration because they are high off the ground. then the 2 synergy would be duration lasts longer (like riders hit harder) and the 4 would be team gets permanent rage after a certain duration of time (i would design most flying troops to have some good mobility either in their base ability or upgrades or super, but not have them do a lot of damage )
Somebody send this video to supercell ASAP🗣️‼️🗣️‼️🗣️🗣️
I sure Hope they se it!😃
i had an idea for this, but entirely different
all units can hit both air and ground, the unique part of air units is that they can hover over top of other ground minis.
ground units would be attacked first, and then the air minis on top of them, unless the air mini has a taunt.
a cornered mini can only be attacked from 3 angles with melee. a cornered mini against air units could also be attacked from the 3 air angles too.
this allows you to make a more dense frontline, with like say, a bat stacked over top of your pekka to finish chipping away at whatever the pekka doesnt instakill, and it also makes it so the bat wont be targeted until the pekka dies, (or the bat moves to a tile with no ground unit protecting it)
bat, a 2 elixir air mini with a fast attack speed, 1 damage, and low hp. upgrades give stat boosts, and allow it to gain 5 shield as vampirism overheal per upgrade bought
lavahound, a 4 elixir melee air mini with very high hp, and extremely low dps, on death it is replaced with a lava pup which does decent dps and has very little hp. upgrade 1 taunts whatever it is hitting, upgrade 2 makes it so 3 pups spawn on death, and upgrade 3 is just more hp.
megaminion, a 3 elixir melee air mini with 2 damage per hit, decent attack speed and hp. upgrade 1 is cleave, upgrade 2 is +1 damage, upgrade 3 is every 3 hits do knockback
baby dragon, a 3 elixir air mini with the range of a bowler if not above a ground mini attack 40% faster, upgrade 1 uhhhh idk, upgrade 2 boast extra attack speed, upgrade 3 clash, do 8 damage in a 2x3 area like a dark prince, but without the stun and the baby dragon stays in its position
Like the concepts of minis! Just a little confused about the angles😵💫
inscryption
@@GenderonousDidMeDirty Thats a really good game👍
Bro I love this type of content, literally nobody does concept minis or new mini and hero ideas on UA-cam. You could be someone special in the community for this type of content ❤
Thank you!😄
@@FOFOTOMAlso we need another mini history like the guard
Ahh thanks! I'm starting to work on one but it should still take around one week or more
@@FOFOTOM all good, take your time
I don't think they should've supers .. it's should their super that grants the flight
I feel like air troops don't need anything too unique. Like still have a Flying type class that maybe gives them more movement speed or something, but they could just hover over the ground so you don't have to worry about whether troops are ranged or not, and treat them like normal units, like the Royal ghost floating on the ground sorta.
Feel like there's so much potential, I just don't want them going overboard with it.
Yeah I understand making them TO complex could kinda ruin it.
This would make for some crazy hero concepts
Supercell : adds flying troops
The community : 9 11
I want lavahound and balloon I also had this idea with my friends…. AMAZING VIDEO!!
Thank you!😄
My idea was to make the Flying attribute as a Class instead of a Passive
That way you can design the 0 star and 3 star upgrades in any way that first the Flying Character while also just adding the Flying as a Class
With your idea every flying troop will be forced to have the exact same passive at 0 stars (every 15s Ascend for 5s and gain X when grounded)
Great vid tho
YOO! Thanks for passing by Abdod and I also thought about a class but then if you only had one flying troop it could be a little weaker maybe, but yeah all flying troops having the exact same passive could be a bit repetitive. Probably It would have to be changed for each flying troop.
I don't care about Clash Mini because it's not released globally and I'm not jumping through hoops to play it. If I could just download and play like a normal game, then I would actually get involved and learn the game
Ahhh I get that. Maybe I should make a video about that. I haven't seen a new one of that type in months.
i actually wanna hear a concept about a new hero that are a bit OP like what they've done to the battle machine......but has weakness......i wanna see a concept about the goblin king or a new mini that is 4 to 5 elixer cost.
Hmmm... Interesting.
@@FOFOTOMwhat’s interesting?
Its just that I could make some content around that😅
Great video the concept given gives lots of creativity for the future like supers and clash’s
Thanks!😄
How about they can only be attack from below but they can go over troops? Kind of like a knight tanking for minions.
People: we want flying troops because it is new mechanic
Me: i want flying troops because baby dragon is so cute💚
Solid Point!😆💚
I agree with your concept.
A pop up attack the land.
Like for the baby dragon. It has a ground attack maily but the super would be a fly and spread fire cleave. Or shot fire balls to the back line.
I dont think it would be that hard to add flying as a super but they would have to be on the ground more then the air.
For fully air units would need a completely rework as i believe there is enough ranged units in game to attack then. I think you should have a 6 slot in your team to place 1 air unit plus you normal team and work it thay way. As a full flying team would destory the game
Yeah another slot for flying troops would make them easier to balance.
I was actually thinking about It the other day
😄Really?
@@FOFOTOM I was thinking about this from start of this game's release
@@sudhanvakashyap2980 🤣
Imagin flying troop survive in 1 or 2 hp remaining destroy your barb king or skeleton king or any ground troop
This can lead to some unfair matchs
They can made it clash ability and in some super also which gets harder every time it is used
Your idea is also really cool ❤😊
Thanks!😁
I just want to ask why did they need to get a buff on the Ground. would that not just do so they will be better on the Ground and bad in the air. i Think they Should get rage while flying so they can have a abillity like a super that would make Them fly without getting worse
Great video
Its just to not make trash while on the ground. Thanks!😁
@@FOFOTOM smart🧠
@@DaDodoDev Thanks!😄
How about a new class. Air Team. 2+(Injury Mini from this class will fly 2.5 seconds). 4+(and Clash! The team will fly for 1 second)
Air team hero:
Iron Angel: Has a two-cell blade and can pierce. Super: Flying and shooting four shells. Flight duration 5 seconds.
1st upgrade: After every fifth attack, Iron Angel make a jerk on one cell waving the blade.
2nd upgrade: Super: Taunt 3 seconds and 10 shield.
3rd upgade: Super: double the rockets!
Really fun concept and it would be very funny to see the hole enemy team to fly.😂 Seriously cool concept.
just make melee units jump to attack. thiss takes 0.2 second to do. would also make sense since this is a board game so they would not fly very high
Funny ideia but in my vision they would fly A BIT higher so it would be funny to see BK jumping😂
Maybe wgen they go to groud they could get like 10 shield
That could actually be a really good ideia!
Float Synergy.
Minis gain Untargetable for 2 secs
(2) Flying minis gain Untargetable for 2 secs
(4) Team gain Untargetable for 4 secs (+2)
its like invisible but lasts for seconds based on the timer
It sound okay I quess
With this be besides the flying passive or would this "replace" it?
@@FOFOTOM nah I think Untargetable fits for the Flying Passive Minis in my opinion.
For small example: Both Clash games has the MInion only be targeted by range but maybe Clash Mini can revert that and will add hidden to Minion from all minis only in a synergy.
yea something like that
mm they could add 4 troups max that are weak but immune to stun and clashs for example and that can still be targetted by everyone
4 troops?
@@FOFOTOM idk just to make the synergy but more would be too good maybe
Ah ok just god a little confused.😆😵💫
Nice content :))
Thanks :)
I'm not so hot about that tbh i feel like 15 seconds is waaay to long and the fact that only other air unit can get them feels aslo weird btw i have a friend that has some concepts ready so when I'm done doing the art they will be shared if you are intrested in them (it kinda started with the same idea but we changed it a bit)
Huh I would watch.😀
@@FOFOTOM Sorry it sounds very horrible the way I said it kinda like an add I'm sorry 😭😭
Hey no problem dude! Its all fine!😄👍
I made almost the same idea even before battle boxer eas added 😭😭😭
😂
@@FOFOTOM but i watched the video and IT was great
Keep up the good work
Thanks!😄 I will
YES FLYING TROOPS!!!
🥳
They just wont fly
Bro If they added this they're gonna make it pay to win like everything
Probably😂... SP EXCLUSIVE! FOR ONLY 280 EPIC KEYS!
far too drastic and complex for flying troops in general, maybe make it so that either
a only ranged troops can hit them regardless of range
b make melee minis attack them slower
c no change at all and no difference between air and ground
EDIT: sorry for bad wording
That is for sure make it simpler but by doing that it would probably kinda take down tge ideia of a Flyin Troop, thats why you would only get them from tier 5 and above.
@@FOFOTOM should something this complicated be given to so many troops? also you can do any ranged hero or just make them harder to be hit by melee minis i just think that an ability this complicated should not available to so many minis
Yeah but that could make it harder to balance and it wouldn't really feel like its flying
@@FOFOTOM which idea exactly? and i am pretty sure adding such a complicated passive to every flying troop is setting up for a balancing nightmare
Mostly A and B
So basically all you're saying is " my source is trust me bro"
That sounds way too complicated to be implemented onto a mobile game
Here's a more realistic picture of how flying units would make thier way into clash mini
They'd be like normal minis, attacking on ground level with ranged or melee attacks, but the moment the need to start chasing down a new target they begin to fly making them immune from all melee ground attacks, but still susceptible to ranged attacks and flying melee attacks, and once theyre in range they land back to the ground to start attacking making them unique in a way without making them OP like the royale ghost
They would only be obtainable at tier 5 and above so I don't think it would be that complex. And so you want flying troops to be like mortar of clash royal?
@FOFOTOM that comparison to the mortar is super flawed
My idea has little in common with the mortar. Besides, your idea was just give every single flying mini a royal ghost Ability, plus mortar is in a healthy spot in most grand challenge stats in royale with a healthy 1% usage rate but a above average 55% win rate.
Finally you're taking too much inspiration from Clash royale.
Clash mini for the past 2 years has been trying to make itself distinct from clash royale and taking some ideas from already existing properties is not gonna help.
Each one with their own idea I guess...
@@FOFOTOM I'm not talking about giving flying troops a diffrwnt way to fly, I'm talking about a standard way flying troops can Utilize flight so that way they can have different abilities that take advantage of that, like how ice wizzard can benefit his team when you use his 3rd Ability around 2 other allies, or chompy when he utilizes all his abilities
A mini shouldn't be made with abilities already installed into the mini first play unless it's a super or a clash that doesn't make said mini OP, so any mini that can fly should fly when they go towards thier next target but land to give all other minis a fair chance when attacking
my only problem with the video you act like the issue with flying troops doesn't exist in clash royale sure the princess/king tower hits the air if you don't have answers to flying troops in your deck it is a bad deck even decks that are weak to air cards have at least one ranged troop
Yeah that is true but it doesn't mean instant death...
isnt this just like untargetable?
Yeah but on top of that people can pass below you and you cannot be hit by an AOE DMG Attack like princess/Wizards Supers
we can do better. another field of play doesn’t feel organic
i would maybe treat flying troops similar to how they treat rider troops where most of the flying troops have a passive at the beginning that gives them increased range for a duration because they are high off the ground. then the 2 synergy would be duration lasts longer (like riders hit harder) and the 4 would be team gets permanent rage after a certain duration of time (i would design most flying troops to have some good mobility either in their base ability or upgrades or super, but not have them do a lot of damage )
Clash
Mini
Trash idea, make flying troops just cosmetic and nothing related to gameplay
Promo sm 🌷