Idea 2 is actually awesome, it would make zap more useful to use against buildings other than just inferno tower, and it reminds me of the sapper from team fortress 2
Idea 2 seems kinda ‘balanced’ (evolutions are usually broken but it won’t be game breaking) since it will have a longer stun against buildings (which it is usually weak against) but it will be the same for troops (which it is used to kill usually)
I feel like 2 would be very good. I was thinking about turning Zap into a lightning with Zap's AOE for 2 cycles, but i'm not sure. Maybe idea 2 with some extra damage, maybe like 300-500?
I could see idea 3 working under these conditons: -The conversion is a temporary status effect. (Super Magic Archer lol) -The conversion can only target one unit, damaging the rest caught in the zap.
I think it would be fun to take the first concept to the next level, the zap would make the troops in the radius into the evolved version of said troop, that way you could theoretically have multiple evolved troops in one deck, though to balance it it would probably need 3 cycles and it would not heal any damage already done to the troops, maybe keep the same hp and damage as well
Make the healing a lot, but temporary, going back to what the troops health would be after the effect wears off. Negates damage for a short time, but takes all the damage at the end
I have a good evolution idea for Bowler: Instead of rolling a boulder he rolls a bomb. When the bomb rolls over an enemy, the enemy gets stuck on the bomb and when the bomb hits something it blows up. Also in this evolution the Bowler actually gets hair!
Another idea: zap can chain like an e spirit off of troops I.e if a troop is close to tower you can zap the troop w/o hitting the tower and if troop is close enough to the tower the stun will chain to the tower, dealing Espirit damage but with reduced crown tower damage, and the spell itself will deal enough damage to kill goblins (+5.2% damage)
i think 3 is the best because it would make people think before putting a bulding or picking a strong card and try to bait you to use the spell beforehand
In my opinion, if Zap evolves, then most likely what they buff is the stun aspect. Like : Enemies hit by zap will be continuously stunned 2x every 0.5 seconds
I think that the healing should be 50% instead of 80%-90% and the jamming should last 5-6 seconds and the damage should be enough to kill a goblin and the zap should have a bigger radius
idea 1 and 2 i think that for rage it would be amazing (2 cycles), idea 3 i think it should be like an evolution for the heal spirit: after 2 cycles you can have like a baby cupid: like for buffing the heal spirit
I think a static effect which slowly stuns troops and buildings every so often would be nice. Like deals 20% dmg as static every 1 sec for like 4 secs.
Like the first 2, but if the 3rd got in, it'd need to be on a time limit, thinking maybe 6 seconds, enough to do some nice trolling, and to not be too busted.
i think zap would be like number 3, but like the cupid magic archer, where it controls the unit for a small amount of time. it could also reduce the next few hit speeds to a very small amount, creating that recharge effect. i dont think healing would be a good evo for zap. e.g the recharge zap used on a sparky or RG would restore their attack and let them essentially attack twice
Ice spirit evo: it dashes through enemies and freezes the similar to the electro spirt, or it freezes them for longer amount of time similar to a freeze spell.
YO! What if for the 1st idea the recharge was only temporary? All that electricity eventually goes away. Perhaps the unit gets healthpoints back for a few seconds but eventually they go away. If the unit would have been normally dead by then, it'd die once the temporary HP is gone. This would be very interesting for interactions and getting a few extra hits in for the tower or destroying a pump
Idea1 and 2 are pretty good, 3 is ridiculously broken, but amazing animation as always, keep up the good work
the cycle can be increased and an elixir limit can be added to the switch.
@@comradered8125 no
Both 2 and 3 are broken tbh...
Option 3 would be lovely for x-bow users
All are broken lmao.
Enemy: Ima place P.E.K.K.A behind my king tower.
Me: You mean my P.E.K.K.A?
King Tower deactivation
Idea 2 is actually awesome, it would make zap more useful to use against buildings other than just inferno tower, and it reminds me of the sapper from team fortress 2
X bow/Mortar users:💀
ZAP sapped my Cannon!
spy sappin’ my tesla
It would kill like every building
Log bait enjoyer 🔚
outro ended up being most accurate
🤣you’re right
Zap is a common so this will probably be one of the first spells to get an evolution
I doubt they will even be adding evolutions for spells.
this didnt age well
@@ryry8533 i Said one of the First spells not the First one also the New teaser looks like the ice Spirit more than the snowball
@@ryry8533Its confirmed. The ice Spirit is the New evolution
You were right haha the coming evolutions are zap and tesla
As a zap user, i see this as an absolute win
idea 2 probably the most practical bc its what the spell is mostly used for in decks-to reset stuff
Idea 3: Zap enemy king = war resolve, peace deal reached 👍
The diplomatic way
one of if not the best animation ive ever seen on a clash royale concept
I like the second one! But the 3rd one is so funny to me XD
Idea 2 seems kinda ‘balanced’ (evolutions are usually broken but it won’t be game breaking) since it will have a longer stun against buildings (which it is usually weak against) but it will be the same for troops (which it is used to kill usually)
The return of heal would be funny
THIS MADE ME LAUGH! 😂 Very Nice Concept through
glad
Idea 2 is actually amazing😂
0:41 pekka in the bag💀
2nd Concept is awesome
my idea: zap storm.
Instead of 1 zap, it summons 3 zaps in a wide area with a slightly buffed stun duration (in order to make it more balanced)
BRO YOU GOT IT RIGHT
@@ANTHONYMARCELOJOAOKAUAN i did?????
had a vision?
@@NeonUserGT i must have had a crazy dream lol
This reminds me of the spy sapper from TF2
Nerf all the ability by 50% and they are actually pretty good consepts
Tell that to royal giant evolution
@@jona_hehe3768 tf you mean hes weak
This subscribe button was closest to the real deal
Who is watching this after the actual zap Evo 😊
I feel like 2 would be very good. I was thinking about turning Zap into a lightning with Zap's AOE for 2 cycles, but i'm not sure. Maybe idea 2 with some extra damage, maybe like 300-500?
Idea 2 is probably the only logical for supercell to do but still cool ideas
I could see idea 3 working under these conditons:
-The conversion is a temporary status effect. (Super Magic Archer lol)
-The conversion can only target one unit, damaging the rest caught in the zap.
the one with jamming buildings and healing would be cool, just decrease stun duration and healing
1 and 2 sound good but number 3 is broken because you could turn a push to your side but really good work and animation
Concept 3 is really cool, i would like to see it in-game. Its like the super magic archer.
XD
I think it would be fun to take the first concept to the next level, the zap would make the troops in the radius into the evolved version of said troop, that way you could theoretically have multiple evolved troops in one deck, though to balance it it would probably need 3 cycles and it would not heal any damage already done to the troops, maybe keep the same hp and damage as well
@Chillboy21 maybe mirror would work better for that concept
I'd love to see an evolved fire spirit where it deals burning (poisin) damage for a few seconds to the troops it attacks.
Imagine placing a pekka behind a king tower, pekka get evo-zapped and destroys your king tower💀
Imagine turning the very very large push of yout enemy into yours
I don't actually mind the third option for the evolution as long as the troop change is temporary
@@SpareShadez heavy decks wouldnt be used. imagine placing golem behind your tower then it gets zapped and raged boom triple crowns
Imagine putting a pekka in the back and it gets zapped 💀💀💀💀💀
Make the healing a lot, but temporary, going back to what the troops health would be after the effect wears off. Negates damage for a short time, but takes all the damage at the end
Awesome
I have a good evolution idea for Bowler: Instead of rolling a boulder he rolls a bomb. When the bomb rolls over an enemy, the enemy
gets stuck on the bomb and when the bomb hits something it blows up. Also in this evolution the Bowler actually gets hair!
For idea 3, it would be better if there was a massive amount of troops, it just converts the highest health one. That makes it balanced
That whould still be ridiculously broken, that whould kill all pekka and beatdown decks
@@Jayo_ True, what would be a better change?
@@Lucky-CRMaybe just converts a singular enemy card for like 10-7 seconds
@@Disagiato Like Super Magic archer?
Idea 3 should do it only if it kills and add idea two
Another idea: zap can chain like an e spirit off of troops I.e if a troop is close to tower you can zap the troop w/o hitting the tower and if troop is close enough to the tower the stun will chain to the tower, dealing Espirit damage but with reduced crown tower damage, and the spell itself will deal enough damage to kill goblins (+5.2% damage)
i think 3 is the best because it would make people think before putting a bulding or picking a strong card and try to bait you to use the spell beforehand
With some changes concept 2 would be good and could still be balanced
bro now is canon
In my opinion, if Zap evolves, then most likely what they buff is the stun aspect. Like :
Enemies hit by zap will be continuously stunned 2x every 0.5 seconds
You just predicted ice spirit lol
I have come to say you were 90% correct with that guess
@@joroyce9811 it stun continuously tho, but not every 0.5 sec 😅
@@RQuarius That's why I said 90 and not 100, but you got the most of the concept right 😂
2 the most balanced
I liked the idea 1 and 2
glad 😎
I think another cool idea is if it can go from one to another unit like electro spirit
Idea 2 is the most ideal
I think something like ice spirit evo, or like a lightning sized zap, would be sick
Idea one: heal spell 2
Idea 2: tf2 sapper.
Idea 3: betrayal
All of these would instantly push the spell to the best ingame🎉
Idea 2 is the best , but make it deal more damage and only last for 3 seconds for troops and 6 for buildings, would be very powerful with rage 😮😅
1st concept is good
the idea of regenerating the top
I think that the healing should be 50% instead of 80%-90% and the jamming should last 5-6 seconds and the damage should be enough to kill a goblin and the zap should have a bigger radius
Idea 1. HEAL SPELL IS BACK!
Idea 1/heal spell 😂
idea 1 and 2 i think that for rage it would be amazing (2 cycles), idea 3 i think it should be like an evolution for the heal spirit: after 2 cycles you can have like a baby cupid: like for buffing the heal spirit
👏😀
Idea 2 is genius, first one will be heal spell all over again and third one is just super magic archer in a spell.
This is very relevant now
Bringing the heal spell back as a evolution would be sick
Bro predicted evo zap
Nope, non of them actually made it to the game, are you re***d?
Imagine putting pukka behind the king tower then zap it's ur enemy now 😆😂
Idea 3 is mid ladder menace
The first is literally just the heal spell but actually balanced since it would require a few cycles to make work.
OP
I think a static effect which slowly stuns troops and buildings every so often would be nice.
Like deals 20% dmg as static every 1 sec for like 4 secs.
Like 2, but for normal troops aswell
Idea 2 is the best by far
Like the first 2, but if the 3rd got in, it'd need to be on a time limit, thinking maybe 6 seconds, enough to do some nice trolling, and to not be too busted.
Idea 1 would be a great idea, Idea 2 would be 50% okay, and Idea 3 is broken like literally it’d be considered cheating
thats turn real....
1 is good but only as a support card
2 is PERFECT IT SHOULD BE ADDED
3 will be broken but still 50/50
Increíble (☉。☉)
Bro tryna revive heal after 3 years with 1st one
# 2 for sure
We need a pekka bridge spam evolution, this would be cool
i think zap would be like number 3, but like the cupid magic archer, where it controls the unit for a small amount of time. it could also reduce the next few hit speeds to a very small amount, creating that recharge effect. i dont think healing would be a good evo for zap.
e.g the recharge zap used on a sparky or RG would restore their attack and let them essentially attack twice
Nah, what in the name of Undertale was that conversion zap spell?
Lol friendly one is good 🤩
The best
Buildings be dancing
bro predicted evolved zap 3 months before it was released🥴
Got the effect wrong all three times though
Man i hope they will do 2 option or 2
I like the 3rd one
Best video ever ❤
Ice spirit evo: it dashes through enemies and freezes the
similar to the electro spirt, or it freezes them for longer amount of time similar to a freeze spell.
My Idea:Normal to Evolution
wont even work with cards without evolution
the 2 idea as independent card can be good idea, the 3 its the super magic archer
Idea 2 is pert
#2 would be the best because the healing mechanic from #1 would make for some broken interactions and bugs
Nah bro idea 3 is too op, imagine your opponent drops a 2 elixir card to your golem witch push and
Idea 4 leaves elevtric field stuns every 1 second lasts for 3 seconds
I was close, almost similar
They took inspiration from the subscribe part lol
3 would be good if the zap could only change the troops that it can kill into friendly like zapped goblins but its not that helpful that way
Bro just made the super magic archer in number3 but it’s permanent and DOES SPLASH DMG
Bro thats gon be 3 cycles if it got added in the game
YO! What if for the 1st idea the recharge was only temporary? All that electricity eventually goes away. Perhaps the unit gets healthpoints back for a few seconds but eventually they go away. If the unit would have been normally dead by then, it'd die once the temporary HP is gone. This would be very interesting for interactions and getting a few extra hits in for the tower or destroying a pump
Well the actual evo is just like 3 huge zaps
Idea 2 most balanced, would bring pekka back into the meta
Idea 3 on defensive inferno tower😂
Bro made heal spell all over again
Evo Zap Concept: here are super great support to your unit with many player syle with it
The game here a zap that will zap unit 3 time