evo mini pekka should be every time he kills something it turns into a pancake that heals 100 health Edit: PEOPLE why is larry being called weak he is a gigachad undefeatable enemy anyways He wouldn’t get infinite damage and the heal only comes when the enemy troop dies
I guess three musketeers with shields would be a perfect evolution. Strengthening it's weakness(fireball, lightning ) else extra hp is always great for marksman class.
nah fireball + log or zap and theyre gone with +3 elexier trade, if they had shields you wouldve to first zap or log and then fireball making them survive atleast with 1 hp which is completely balanced @@Acgrh-h4p
@@X.Caliardno cuz log to get of shield and then fireball does not kill 3m wich is pretty good, they still have to invenst something if you push in to kill them. so as an example fireball+log+zap to kill them would be 8 elixir only +1 instead of the +3 (with fireball and log) or instead of zap an spirit+skeletons also only +1 with fireball log. that means you get way more value out of your pump
Dart Goblin Concept: Poison Darts, whenever the dart from the dart goblin hits a troop, it's health starts to drain as it's poisoned. The poison stops after 8 seconds, and the poison is stackable. Poison does 15 dmg per 0.68 seconds.
Maybe even a coconut launcher that stuns enemies permanently if they are consecutively being hit by the dart goblin evolution aka coconut launcher goblin. They will be unstunned if the dart goblin retargets, or gets killed, the stun will last 2 seconds with each hit Poison would fit more for the spear goblins since you know. SPEARS
I feel like that would do too much damage, maybe every 3-5 hits, the dart goblin fires a special poison dart which has a green trail, can pierce through enemies, and gives the poison effect you just explained. That would definitely help balance it.
I have a great idea for the normal prince: When it one-shots something while he is in charge, he stays in charge. It would counter skarmy, and maybe it would be too OP, but, if it had a limit (like 8 cards), it might happen.
The evo golem can be a very heavy golem, meaning it cannot be pushed or pulled by anything, if a fisherman tries to pull it, he will pull himself, if you use tornado or log, it'll do nothing, or, it can be so heavy that it creates shockwaves that push other troops away when he moves, also, it can have spawn damage, he takes some time to fall, like the royal delivery, and he deals a lot of damage to troops in a very large range, and deals massive damage to buildings, like the earthquake.
Dark prince should have a mace that turns into a flail that attacks with a 3x3 range. With a 5 tile charge attack that pushes enemies closer. Perfect for counter little price + gaurdian while still being balanced
I’d say you want DP and Valk to be different and have uses in diff decks. So I’d say let DP either have 2 maces for more damage (since Valk is more on the health side) or if you want since her evo is a damage buff (tornado damage) add something that makes him more scary to deal with on the opponents side like parrying projectiles or being able to throw his shield once it’s “destroyed” and it leaves like spikes that damages troops but unlike poison it’s more like on the floor waiting for something, so if you cycle him it’ll really help his charge be more effective since RR and Prince have a better charge
I think a lot of the concepts have a massive flaw to their design mostly because they either go down the root of just being a more powerful version of the original, being pointless, being over powered, or just flat out unoriginal. Evolutions don’t just repeat what was done before, they are unique cards of their own added onto its original form. One example that I really liked out of all the concepts has to be the evolved Golem’s backpack Elixir Pump, because it makes the golem have an additional role that mixes up the type of play-style that’s expected of the Golem player. It’s also a nice nod to the Golem/Pump dynamic that’s been around for a long time.
It's so cool to see how you bring all these ideas to live with showing the editing process.. so cool and the effort to make is really high.. big props to you!
just remember all evolutions are usually unique and isn't just, more damage or something, half the time is an obvious counter to it, like evo archers for example you can just place a guy pretty close to them.
0:32 i guess in order for that card to have a new life, supercell should add 3m evo which would go something like archers' evo: like when the three musketeers are alive, they get three passive skills: Ranged Shield: that nerfs ranged attacks: princess towers, archers or whatever > Rage: increased attack speed > Third buff: buffing every third shot which deals +15% SPLASH damage, knocks the target back while doing a little AOE damage around the musketeer to close enemies (a reference to the royal giant's evolution) And as the number of living musketeers decreases, these skills are removed for example: 3 alive musk: Shield+rage+3rd shot buff > 2 alive musk: Rage+3rd shot buff > last remaining one: just every 3rd shot buff
U sir are actually spot on on what i think the evo’s will be great work i have no doubt that some will be exactly what u predicted especially once supercell see’s this im verry impressed u can just tell supercell wants broken but not to broken great work man
my evo concepts: *three musketeer* : does more dmg, more musketeer loses the last one does fast dmg but misses by 20% *tesla* : chains and wont get dmg when no enemy troops, but buffs your any enemy electric troops *elite barbarians* : passive: wont get any dmg from arrows, fireball, zap etc , have more durability but a bit slow and does more dmg, upon death (firts one) the survivor one gets rage boost *golem* : cactus like defense and throws rocks upon reaching 40% health *baby dragon* : 1vs1 version: spits lava thats burns the enemy, the effect will gone for 2.3 sec and wont get rage boost 2vs2 version: 2 baby dragon wont get rage boost until 1 dies *dart goblin* : 30% stun 30% poision and 40% normal *rascals* : the older brother throws his sword and stuns the ground troops when almost dead while the sisters slows the air troops *hog rider* : automaticaly jumps over log, and barbarian barrel, faster movement speed *mini pekka* : shocks the troops *dark prince* : sweeps any low hp troops like skeletons when charging,upon hitting stronger troops like knight stuns for 1.6 sec *skeleton barrel* : has 2 bomb 1 for building and another for the tower or giant like troops, if none of them used and survived then deploys at the same time as reached the tower.
Hog Rider Concept: Ramp Up, every 3 seconds, the hog rider will become faster and do 40 more dmg. (The speed cap is as fast as an ice spirit + rage in a raged arena.)
I think the musketeers evo should be bigger shots with knock back so regular musketeer balanced and three musketeers are seen as a way stronger win condition, maybe if a troop is knocked back into a tower the tower takes damage aswell!
I like these concepts, but here are my (maybe the most promising) picks or other effects for them: * Evolved Three Musketeers: They having a shield would be the most optimal way, so that the enemy could use more elixir than required to properly kill them. * Evolved Tesla: I can see it having both the multiple zapping with a little chaining effect, like it targeting up to four enemies, but losing its chain effect the more targets it has. * Evolved Elite Barbarians: Having double swords for double attacks are the most interesting of them three. * Evolved Golem: Yes, faster speed and faster attacks. I know, it's just more stats, but yeah. * Evolved Baby Dragon: Treating it as a older dragon while evolved makes the most sense for me, but it spawning pups on death not. Maybe it having two pups on each side would be better. But I'm also interested of it being kinda an "aerial evolved Firecracker". * Evolved Dart Goblin: Yes, more range, yes! It already dies in one hit, so that's his own downside. * Evolved Rascals: Yes, the gums making them stun for a bit is the bestest effect for them. Obviously the time should be reduced, but that's the best effect by far. * Evolved Hog Rider: Having it creating a Earthquake effect at its deployment is so good. And maybe it still doing the Earthquake but weaker while walking would make it perfect. * Evolved Mini P.E.K.K.A.: This one is based on a comment. When it kills any troop, it transforms it into a pancake that heals a quarter of that troop's HP. Yes, it spawning a healing pancake every time it kills something is op, but making the healing effect weaker seems balanced. * Evolved Dark Prince: Yes, the Dark Prince having a Megaknight effect on deployment seems viable, but the shield having a ton of health after being destroyed is a proper reason to have time dealing with him. * Evolved Skeleton Barrel: Some of these concepts seems kinda repetitive, but the way that I see it is something like "super tanky and slow, but gradually spawning skeletons with balloons", so yeah, imma pick the first concept.
I think a good concept for evol baby dragon would he turning into a full grown dragon (like the one from clash of clans), and for musketeer maybe give her a weapon that shoots 3 times and has a reload time similar to hunter
1 concept: Evo ice golem, With each attack he makes on the tower or buildings he slows down whoever is surrounded, deals +20% damage and when he dies he freezes for 2 seconds 2 concept: Missiles hit on the ice golem deal -50% total damage and when it dies it leaves an area for 6 seconds that leaves the enemy's troops 60% slower 3 concept: When the ice golem walks, it leaves a trail for 6 seconds that leaves troops 70% slow, and get more health
Dart goblin evolution idea (back ups):when the goblin starts to shoot it would spawn a goblin every 4 seconds,the goblin can be a distraction while the dart goblin shoot from afar
3:05, golem concept, bigger size ( prevents anyting from crossing the bridge but can still pass the bridge ) , slower but more hitpoints, eartquake on the area around him while moving it supposed to be the end of all buildings
I would say the Hog Rider skipping building and going straight for tower would be the ideal evo for that card that it won’t be as gamebreaking as the other ideas for it.
My idea for a golem evolution would be after a certain amount of health, it creates an small field like the E giant, where the ground shakes beneath it’s feet, dealing damage to close by ground troops.
Here are my ideas: Three musketeers: They gain weak shields, which are their helmets, and when the shield is broken, the helmets fly off, and every third shot is a special bomb shot, which explodes on impact and does extra damage + splash (this also applies to regular musketeer ig) Evolved tesla is in the game now Evo E barbs: Every hit casts a bleeding effect which does damage over time and decreases damage of enemies Evolved Golem: A really heavy golem which does mini earthquakes in it's tracks, which deals damage to surrounding enemies and slows them down. Evolved baby dragon: Baby dragon shoots a big fireball which lingers on the field for about a second before exploding into 5 small fireballs in all directions which do low damage. Dart goblin evolution: Every fifth shot, the dart goblin fires a special poison dart which has a green trail, can pierce enemies, and adds a poison effect (damage over time and maybe even decreased defense) Evolved rascals: The two ranged rascals shoot special bullets which slow down enemies speed and attack speed, and the melee rascal does extra damage to the enemies affected by it. Evolved hog rider: Upon placement, the hog rider gets a big speed boost which lasts for about 2 secs and uses his hammer to damage all enemies near him while doing that dash, which applies knockback. Evolved mini pekka: Every hit does a mini zap wave around it which lightly stuns enemies and does extra damage. Evolved dark rpince: While charging, he can throw his shield in front of him to do extra damage and stun, and it comes back to him. (Like the executioner) However, the dark prince can be hit normally in that small time frame. Evolved skeleton barrel: The card's hp is greatly buffed, and there are 3 barrels. When it reaches the tower, it drops one skeleton barrel at a time every few seconds. After the third one is dropped, the card dies. If the card is killed before all 3 barrels are used, it will use all the remaining barrels at once.
for the 3 musketeers I was thinking of giving them a tiny shield with a lifespan of even 10 which consisted of the helmet they wear so as to protect them from a possible fire ball... or I was thinking of an elixir extractor which instead of producing elixir produces the try but steals it from the opponent.
Dart gob had so much potential but bro just gave it a shield and range. Like you could of done like occasionally fires sleeping darts witch is self explanatory or like poison darts also self explanatory but think about the potential
1.Mini pekka: gaining 1/5th of its HP after killing a troop is a good evolution.. 2. Baby dragon Raging after Half of its HP depleted and deals double damage with Doubled attack speed. 3. Skeleton barrel dropping skeletons like dropship. 4. Dark prince throwing his sheild while charging And deals stunning effect and damage to the troops. Sheild throw also affects air units too.. 5. Prince keeps charging even if he hits small targets. But he stops when he hits larger targets knocking them back a few tiles..
Skeleton barrel idea; It’s a giant barrel and when it dies one or two smaller ones spawn. Also, the giant barrel has guards instead of regular skeletons so it can tank for the skeletons.
A cool idea for golem would be to give him an earthquake effect around him (kinda like E giant) that would only hit buildings or at least do very little to troops.
Evo e-barbs Concept #1: Gives massive boosts to other gay cards, like elixir golem, electro giant, mega knight, balloon, etc. Concept #2: One taps both air and ground troops, buildings, and towers, runs 10 times faster, has 5000% health buff, but in order to avoid being overpowered, female troops will now scare them away Concept #3: Everytime the player says anything, like "I love e-barbs", "I'm gay", and "I like sticking up huge things deep in my a-", their evo e-barbs will get stronger and stronger Concept #4: Attracts and hypnotizes enemy's male troops for a long duration into fighting for your side the whole match Concept #5: Everytime you win a game using a Evo e-barbs, you will guarantee to get a new boyfriend 🥵🥵 Concept #6: Evo shards are only available during the month of June I hope the reply section hide this reply 🙈🙈🙈
Cannon (evo) Concept 1: Big cannon, Fires larger ammunition than the common ones, which do more damage and pass through troops, in addition to having recoil Concept 2: double cannon that shoots x4 and has double health, It has a slightly slower attack after the bursts but those bursts stop the troop for 1 second
Triple musky: Temporary firerate boost and shield that make them resist any spell damage when spawn Tesla: Main zap does more damage, shot a bit faster and emits a electric cloud that make all enemy troops Slow and drain hp E-Barbs: When they target a unit after moving they do a unique especial attack that make a lot of damage and knockback all nearby troops then continue attacking like normally Golem: Main attack is a bit stronger and can stun buildings, when die drops 2 enhanced minigolems that can rage when hit a building Baby dragon: Can spit multiple mini fire balls surrounding the main one and it ignites the ground making a small damage like a poison (Actually very small damage, not enough to kill a skeleton) and a bit more hp Dart Goblin: every dart bounce to the nearest troop in 3 tiles radius making a double hit, and can apply a poison state for 5 seconds the first hit, the effect refresh in each hit, can't poison buildings Rascals: Girls slow down ground units and do small knockbacks to balloon type units The boy can knockback not heavy units and attack a bit faster Hog rider: Applys a resonance effect after each hit that make bonus damage over 1 second, when die drops his hammer and generate a shockwave that do a small damage to towers and ground units Mini pekka: Attack a bit faster and every hit can piercing layers or shields, for example if a golem have low health it kills the golem and the damage also applies to the small golems after death, this also applies to guards, caged goblin, giant goblin and more Dark prince: Can avoid first melee hit while charging, shield damage reduction while charging, immune to knockbacks while charging
My evo concepts of these cards..... Three musketeers: Be able to place 1 each of three 4 elixir musketeer cards per rotation until returning to 9 elixir card after 3 are used. E-barbs: Rage warcry for 4sec after running 4 tiles. Golem: Death damage of crystal shards spread or earth quake. Baby dragon: Fire spread Dart goblin: A sleep effect that slowly stops troops. Rascals: Rascal boy with upgraded sword and more health. Rascal girl's shoots big sized trouble gum with slow effects. Hog rider: That Muscular Hog from clash-a-rama. 😂 Mini pekka: Slaughter mode. 😅 Dark prince: Shield reflecting when dashing. Skeleton barrel: Drops 3 Skeletons per 4sec while floating plus a barrel roll Damage when destroyed.
1 concept: Evo 1 musketeer can be a critical damage 1/3 and give 3× damage of normal 2 concept: Mini area dmg arround of musketeer like evo royal giant 3 concept: area damage of bullets of the musketeer
Idea for Rascal Evolution : (Cycles required 1 or 2) Rascal Boy: Increase Hp and Hp regeneration Rascal Girls: get Shield make them immortal as long Rascal Boy still alive (all incoming dmg taken by the girls will be Reflected on the Rascal Boy) Little Stats increase as well Exemple: if use Log and hit Evo Rascals, Rascals Girls survive but Boy takes x3 times Log Dmg because hit them and 2 Rascal girls reflect the dmg on the Rascal Boy Note: Rascal Girls must be Near the Rascal Boy to this ability to work also even Rascal Boy was low health and it will die will take all dmg work like Shield from Dark Prince or Guards
Who let bro cook?! Bro cooked and now we’re homeless. 💀 But seriously, thank god the developers are the one coming up with these ideas and not their community.
1 concept: evo goblins, The goblins have a shield that only works once with anything and nullifies 100% of everything but only once afterwards do the enemy goblins attack normally and have +7% health and the shield returns after 4 seconds without them entering combat 2 concept: leaf shield that nullifies 80% of damage from permanent air troops and has +6% damage 3 concept: shields like the prince of darkness but with 200 health and he has more life outside the shield than normal like +10%
Golem was pretty good. Mini Pekka Last concept was not that good "it will break the game". Dark prince was good and we NEED IT. These are the evolution that I was interested in or wanting in the game.
I have a concept for Golem. Name - Nature Punch Ability - Whenever Golem punches a building with his left arm, a mini earthquake occurs below it. And when he attacks with his right arm, it poisons and weakens the building he hits. Using both hands consecutively, a building gets destroyed faster.
Bandit Evolution is here -
ua-cam.com/video/gt84lr8jM9E/v-deo.html
Thanks for watching guys!
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Bro just made the baby dragon a splash damage,troop targeting, lava hound 💀💀
HE ALSO MADE A BABY (DRAGON) PREGNANT
@@dontsueme THEY GOT A BABY PREGGY?
it already targets troops, what u talkin about
@@millissecondchannel999lava hound doesn't target troops
bro relly threatening to break the game apart 💀
Bro must be hired by supercell 💀
none of these r game breaking they’re so lame😭😭
@@gleameyez7764 it is
@@gleameyez7764the hog rider💀
evo mini pekka should be every time he kills something it turns into a pancake that heals 100 health
Edit: PEOPLE why is larry being called weak he is a gigachad undefeatable enemy anyways He wouldn’t get infinite damage and the heal only comes when the enemy troop dies
mini pekka would almost counter Larry army
@@cobylin9192what is this larry thing? I see this larry shit all over cr cmnt sec😂 i think it is the name of channel?
Larry is the name of a skeleton.....he is the god of CR
@@Mukil2k3he’s undefeatable
@@Mukil2k3 no he is not he gets one shotted
I guess three musketeers with shields would be a perfect evolution.
Strengthening it's weakness(fireball, lightning ) else extra hp is always great for marksman class.
No. Evolved musketeers are already strong enough without shields
nah fireball + log or zap and theyre gone with +3 elexier trade, if they had shields you wouldve to first zap or log and then fireball making them survive atleast with 1 hp which is completely balanced @@Acgrh-h4p
@@X.Caliardno cuz log to get of shield and then fireball does not kill 3m wich is pretty good, they still have to invenst something if you push in to kill them. so as an example fireball+log+zap to kill them would be 8 elixir only +1 instead of the +3 (with fireball and log) or instead of zap an spirit+skeletons also only +1 with fireball log. that means you get way more value out of your pump
Да, возможно так и будет)
Its gonna break the game 💀, people will get angry how fast the tower Breaks
The way that you did this is really cool, I mean the animation is not perfect, you represented really well what you wanted to say.
I really respect that, thank you 🙏🏼
@@MEGraphics1How do you make the animation ?
Sidenote: can you do a tutorial pls?
Dart Goblin Concept: Poison Darts, whenever the dart from the dart goblin hits a troop, it's health starts to drain as it's poisoned. The poison stops after 8 seconds, and the poison is stackable. Poison does 15 dmg per 0.68 seconds.
Yeah I thought of something similar to the clash of clans Poison Lizard pet
Thank you, I'm so glad I'm not the only one who think this makes perfect sense
Maybe even a coconut launcher that stuns enemies permanently if they are consecutively being hit by the dart goblin evolution aka coconut launcher goblin.
They will be unstunned if the dart goblin retargets, or gets killed, the stun will last 2 seconds with each hit
Poison would fit more for the spear goblins since you know. SPEARS
I feel like that would do too much damage, maybe every 3-5 hits, the dart goblin fires a special poison dart which has a green trail, can pierce through enemies, and gives the poison effect you just explained. That would definitely help balance it.
Crow.
I have a great idea for the normal prince: When it one-shots something while he is in charge, he stays in charge. It would counter skarmy, and maybe it would be too OP, but, if it had a limit (like 8 cards), it might happen.
Or after he hits a target with a charge
There will be splash dmg at the tip
Like a explosive tip
@@michaeljosephtumamac468i like this
dark prince with spiked shield so he charges through everything
Golden knight but on steroids
The evo golem can be a very heavy golem, meaning it cannot be pushed or pulled by anything, if a fisherman tries to pull it, he will pull himself, if you use tornado or log, it'll do nothing, or, it can be so heavy that it creates shockwaves that push other troops away when he moves, also, it can have spawn damage, he takes some time to fall, like the royal delivery, and he deals a lot of damage to troops in a very large range, and deals massive damage to buildings, like the earthquake.
I like the step idea. Make him walk slower but do a Shockwave like Evo royal giant when stepping
Nice video man! I can't believe we had the same idea for the Dark Prince Evolution!
That’s cool 😎
@@MEGraphics1 and me pls
Really insane graphics and animations, but the ideas were hella bland lol
Yea
The editing was great but the ideas sucked ass
The editing was funny to watch lmao.
And bad, especially the musketeers
Dark prince should have a mace that turns into a flail that attacks with a 3x3 range. With a 5 tile charge attack that pushes enemies closer. Perfect for counter little price + gaurdian while still being balanced
Nice
I’d say you want DP and Valk to be different and have uses in diff decks. So I’d say let DP either have 2 maces for more damage (since Valk is more on the health side) or if you want since her evo is a damage buff (tornado damage) add something that makes him more scary to deal with on the opponents side like parrying projectiles or being able to throw his shield once it’s “destroyed” and it leaves like spikes that damages troops but unlike poison it’s more like on the floor waiting for something, so if you cycle him it’ll really help his charge be more effective since RR and Prince have a better charge
I think a lot of the concepts have a massive flaw to their design mostly because they either go down the root of just being a more powerful version of the original, being pointless, being over powered, or just flat out unoriginal. Evolutions don’t just repeat what was done before, they are unique cards of their own added onto its original form. One example that I really liked out of all the concepts has to be the evolved Golem’s backpack Elixir Pump, because it makes the golem have an additional role that mixes up the type of play-style that’s expected of the Golem player. It’s also a nice nod to the Golem/Pump dynamic that’s been around for a long time.
Bro predicted a evolution💀
Which one?
@@matthieugaffud9168 tesla
Tesla
Bro it’s not hard to predict, majority of cards will eventually get an evo
@@godlyxnns Yeah but most of these cards will have to wait a while before they get a evolution.
Well edited, really interesting concepts
Glad to hear you like it man, thanks! ♥
This guy predicted evolve tesla
No bro,,this is not the tesla
He did not
okay sorry
Another cool concept for baby dragon is that when it dies, it turns into a skeleton dragon
W
Was thinking the same. but then that’s how phoenix was born 🎉
It's so cool to see how you bring all these ideas to live with showing the editing process.. so cool and the effort to make is really high.. big props to you!
I can gaurantee, evo goblin drill is next
just remember all evolutions are usually unique and isn't just, more damage or something, half the time is an obvious counter to it, like evo archers for example you can just place a guy pretty close to them.
Nice job though, some were pretty cool idea
omg this is great keep up the work bro nice
Thank you! 🙏🏼
Three Musketeers Concept: Healing Bullet, every shot from each of the three musketeers heal them all up 12 hp.
terrible idea
A bit generic
0:32 i guess in order for that card to have a new life, supercell should add 3m evo which would go something like archers' evo:
like when the three musketeers are alive, they get three passive skills: Ranged Shield: that nerfs ranged attacks: princess towers, archers or whatever > Rage: increased attack speed > Third buff: buffing every third shot which deals +15% SPLASH damage, knocks the target back while doing a little AOE damage around the musketeer to close enemies (a reference to the royal giant's evolution)
And as the number of living musketeers decreases, these skills are removed
for example: 3 alive musk: Shield+rage+3rd shot buff > 2 alive musk: Rage+3rd shot buff > last remaining one: just every 3rd shot buff
If the baby dragon spits actual fire even through troops when he evolves it would be awesome, and also a sick look to🫠
U sir are actually spot on on what i think the evo’s will be great work i have no doubt that some will be exactly what u predicted especially once supercell see’s this im verry impressed u can just tell supercell wants broken but not to broken great work man
my evo concepts:
*three musketeer* : does more dmg, more musketeer loses the last one does fast dmg but misses by 20%
*tesla* : chains and wont get dmg when no enemy troops, but buffs your any enemy electric troops
*elite barbarians* : passive: wont get any dmg from arrows, fireball, zap etc , have more durability but a bit slow and does more dmg, upon death (firts one) the survivor one gets rage boost
*golem* : cactus like defense and throws rocks upon reaching 40% health
*baby dragon* : 1vs1 version: spits lava thats burns the enemy, the effect will gone for 2.3 sec and wont get rage boost
2vs2 version: 2 baby dragon wont get rage boost until 1 dies
*dart goblin* : 30% stun 30% poision and 40% normal
*rascals* : the older brother throws his sword and stuns the ground troops when almost dead while the sisters slows the air troops
*hog rider* : automaticaly jumps over log, and barbarian barrel, faster movement speed
*mini pekka* : shocks the troops
*dark prince* : sweeps any low hp troops like skeletons when charging,upon hitting stronger troops like knight stuns for 1.6 sec
*skeleton barrel* : has 2 bomb 1 for building and another for the tower or giant like troops, if none of them used and survived then deploys at the same time as reached the tower.
Nice vid man 😃
Thank you♥
The BABY dragon having pups is wildd!!
Эволюционные карты очень крутые в Clesh Royale, новые функции карт тоже классные)
I hope supercell take inspiration from your video😊
evolved rascals gum idea is so good bro
Damn. Putting your motion graphics to good use! ;-D
great editing skills! :)
Thank you 🙏🏼
Really well done animating must I say
❤️
Hog Rider Concept: Ramp Up, every 3 seconds, the hog rider will become faster and do 40 more dmg. (The speed cap is as fast as an ice spirit + rage in a raged arena.)
I think the musketeers evo should be bigger shots with knock back so regular musketeer balanced and three musketeers are seen as a way stronger win condition, maybe if a troop is knocked back into a tower the tower takes damage aswell!
OMG the old legendary card sound 😍
Evo tesla aged well
It was way off💀
Princess concept:
Target where you want to shoot.( maybe able to shoot where you target and also the tower at the same time?)
Good idea?
1:17 which means for as long as the tesla is underground, it is functionally immortal
Nice video ill sub
♥
Baby dragon but when it is the only flying troop in a 10 tile radius it gets raged
Finally evo tesla exist but not the same concept so thats good to hear
Bro predicted the future with the evolution Tesla
For the evo hog rider, the hog and rider will split apart when the health is gone. The rider will attack anything and the hog will be a regular hog
i love the 3 musk clone thing
I like these concepts, but here are my (maybe the most promising) picks or other effects for them:
* Evolved Three Musketeers: They having a shield would be the most optimal way, so that the enemy could use more elixir than required to properly kill them.
* Evolved Tesla: I can see it having both the multiple zapping with a little chaining effect, like it targeting up to four enemies, but losing its chain effect the more targets it has.
* Evolved Elite Barbarians: Having double swords for double attacks are the most interesting of them three.
* Evolved Golem: Yes, faster speed and faster attacks. I know, it's just more stats, but yeah.
* Evolved Baby Dragon: Treating it as a older dragon while evolved makes the most sense for me, but it spawning pups on death not. Maybe it having two pups on each side would be better. But I'm also interested of it being kinda an "aerial evolved Firecracker".
* Evolved Dart Goblin: Yes, more range, yes! It already dies in one hit, so that's his own downside.
* Evolved Rascals: Yes, the gums making them stun for a bit is the bestest effect for them. Obviously the time should be reduced, but that's the best effect by far.
* Evolved Hog Rider: Having it creating a Earthquake effect at its deployment is so good. And maybe it still doing the Earthquake but weaker while walking would make it perfect.
* Evolved Mini P.E.K.K.A.: This one is based on a comment. When it kills any troop, it transforms it into a pancake that heals a quarter of that troop's HP. Yes, it spawning a healing pancake every time it kills something is op, but making the healing effect weaker seems balanced.
* Evolved Dark Prince: Yes, the Dark Prince having a Megaknight effect on deployment seems viable, but the shield having a ton of health after being destroyed is a proper reason to have time dealing with him.
* Evolved Skeleton Barrel: Some of these concepts seems kinda repetitive, but the way that I see it is something like "super tanky and slow, but gradually spawning skeletons with balloons", so yeah, imma pick the first concept.
I think a good concept for evol baby dragon would he turning into a full grown dragon (like the one from clash of clans), and for musketeer maybe give her a weapon that shoots 3 times and has a reload time similar to hunter
Imagine, unlocking all the evolutions shards to unlock the evolution, and in the end, it’s just the same thing except the horizontal 0:11
I appreciate that they're not all extremely overpowered or game breaking like they are in most idea videos
Thanks for the input man 🙏🏼
1 concept: Evo ice golem, With each attack he makes on the tower or buildings he slows down whoever is surrounded, deals +20% damage and when he dies he freezes for 2 seconds
2 concept: Missiles hit on the ice golem deal -50% total damage and when it dies it leaves an area for 6 seconds that leaves the enemy's troops 60% slower
3 concept: When the ice golem walks, it leaves a trail for 6 seconds that leaves troops 70% slow, and get more health
They should do an evolution for hog rider where when he dies he gets off of his hog and starts attacking.
A Evo elite barbs concept could have a shout stun like from Skyrim
Dart goblin evolution idea (back ups):when the goblin starts to shoot it would spawn a goblin every 4 seconds,the goblin can be a distraction while the dart goblin shoot from afar
terrible idea
3:05, golem concept, bigger size ( prevents anyting from crossing the bridge but can still pass the bridge ) , slower but more hitpoints, eartquake on the area around him while moving
it supposed to be the end of all buildings
You should do bandit next and these are actually so good
And fun fact im in the toilet😂
ua-cam.com/video/gt84lr8jM9E/v-deo.html
😊
I would say the Hog Rider skipping building and going straight for tower would be the ideal evo for that card that it won’t be as gamebreaking as the other ideas for it.
Mini pekka’s evolution should be the first hit deals 2.5x damage
Just make ur own game lol
My idea for a golem evolution would be after a certain amount of health, it creates an small field like the E giant, where the ground shakes beneath it’s feet, dealing damage to close by ground troops.
Which editing website do you use to edit? Nice video btw.
Thanks! I’mu using photoshop and after effects
I like the range of dart goblin,it deserves so much that evolution
3:28 what a nice word,’poision’
Wizard tower troop is all that I'm looking for now
Why was there only commentary for the golem hhahaha
Here are my ideas:
Three musketeers: They gain weak shields, which are their helmets, and when the shield is broken, the helmets fly off, and every third shot is a special bomb shot, which explodes on impact and does extra damage + splash (this also applies to regular musketeer ig)
Evolved tesla is in the game now
Evo E barbs: Every hit casts a bleeding effect which does damage over time and decreases damage of enemies
Evolved Golem: A really heavy golem which does mini earthquakes in it's tracks, which deals damage to surrounding enemies and slows them down.
Evolved baby dragon: Baby dragon shoots a big fireball which lingers on the field for about a second before exploding into 5 small fireballs in all directions which do low damage.
Dart goblin evolution: Every fifth shot, the dart goblin fires a special poison dart which has a green trail, can pierce enemies, and adds a poison effect (damage over time and maybe even decreased defense)
Evolved rascals: The two ranged rascals shoot special bullets which slow down enemies speed and attack speed, and the melee rascal does extra damage to the enemies affected by it.
Evolved hog rider: Upon placement, the hog rider gets a big speed boost which lasts for about 2 secs and uses his hammer to damage all enemies near him while doing that dash, which applies knockback.
Evolved mini pekka: Every hit does a mini zap wave around it which lightly stuns enemies and does extra damage.
Evolved dark rpince: While charging, he can throw his shield in front of him to do extra damage and stun, and it comes back to him. (Like the executioner) However, the dark prince can be hit normally in that small time frame.
Evolved skeleton barrel: The card's hp is greatly buffed, and there are 3 barrels. When it reaches the tower, it drops one skeleton barrel at a time every few seconds. After the third one is dropped, the card dies. If the card is killed before all 3 barrels are used, it will use all the remaining barrels at once.
for the 3 musketeers I was thinking of giving them a tiny shield with a lifespan of even 10 which consisted of the helmet they wear so as to protect them from a possible fire ball... or I was thinking of an elixir extractor which instead of producing elixir produces the try but steals it from the opponent.
Dart gob had so much potential but bro just gave it a shield and range. Like you could of done like occasionally fires sleeping darts witch is self explanatory or like poison darts also self explanatory but think about the potential
1.Mini pekka: gaining 1/5th of its HP after killing a troop is a good evolution..
2. Baby dragon Raging after Half of its HP depleted and deals double damage with Doubled attack speed.
3. Skeleton barrel dropping skeletons like dropship.
4. Dark prince throwing his sheild while charging And deals stunning effect and damage to the troops. Sheild throw also affects air units too..
5. Prince keeps charging even if he hits small targets. But he stops when he hits larger targets knocking them back a few tiles..
Skeleton barrel idea; It’s a giant barrel and when it dies one or two smaller ones spawn. Also, the giant barrel has guards instead of regular skeletons so it can tank for the skeletons.
Ebarbs area damage with battle axes would be crazy
A cool idea for golem would be to give him an earthquake effect around him (kinda like E giant) that would only hit buildings or at least do very little to troops.
@@Crispy1470 Cool idea
Ebarbs evo=gay at max level
Evo barbs aren’t that good
@@mc.donaltrumpete9979 He is talking about elite barbarians
Fr bro their ability is gonna be kissing each other for an insane damage buff or smth💀
@@olympusfitnesscenter they are a walking e barb hut
Evo e-barbs
Concept #1: Gives massive boosts to other gay cards, like elixir golem, electro giant, mega knight, balloon, etc.
Concept #2: One taps both air and ground troops, buildings, and towers, runs 10 times faster, has 5000% health buff, but in order to avoid being overpowered, female troops will now scare them away
Concept #3: Everytime the player says anything, like "I love e-barbs", "I'm gay", and "I like sticking up huge things deep in my a-", their evo e-barbs will get stronger and stronger
Concept #4: Attracts and hypnotizes enemy's male troops for a long duration into fighting for your side the whole match
Concept #5: Everytime you win a game using a Evo e-barbs, you will guarantee to get a new boyfriend 🥵🥵
Concept #6: Evo shards are only available during the month of June
I hope the reply section hide this reply 🙈🙈🙈
Understated video
Cannon (evo)
Concept 1: Big cannon, Fires larger ammunition than the common ones, which do more damage and pass through troops, in addition to having recoil
Concept 2: double cannon that shoots x4 and has double health, It has a slightly slower attack after the bursts but those bursts stop the troop for 1 second
I think that 3 musketeers evolution Is going to be that whenever a musketeer dies the other one upgrade
@@gjergjin79 that’s cool 👌🏼
Bro literally make the exact design of evo Tesla
The Elite Barbarians card looks like IA 💀
Evolved Golem will definitely break this game
Triple musky:
Temporary firerate boost and shield that make them resist any spell damage when spawn
Tesla:
Main zap does more damage, shot a bit faster and emits a electric cloud that make all enemy troops Slow and drain hp
E-Barbs:
When they target a unit after moving they do a unique especial attack that make a lot of damage and knockback all nearby troops then continue attacking like normally
Golem:
Main attack is a bit stronger and can stun buildings, when die drops 2 enhanced minigolems that can rage when hit a building
Baby dragon:
Can spit multiple mini fire balls surrounding the main one and it ignites the ground making a small damage like a poison (Actually very small damage, not enough to kill a skeleton) and a bit more hp
Dart Goblin:
every dart bounce to the nearest troop in 3 tiles radius making a double hit, and can apply a poison state for 5 seconds the first hit, the effect refresh in each hit, can't poison buildings
Rascals:
Girls slow down ground units and do small knockbacks to balloon type units
The boy can knockback not heavy units and attack a bit faster
Hog rider:
Applys a resonance effect after each hit that make bonus damage over 1 second, when die drops his hammer and generate a shockwave that do a small damage to towers and ground units
Mini pekka:
Attack a bit faster and every hit can piercing layers or shields, for example if a golem have low health it kills the golem and the damage also applies to the small golems after death, this also applies to guards, caged goblin, giant goblin and more
Dark prince:
Can avoid first melee hit while charging, shield damage reduction while charging, immune to knockbacks while charging
For the mega knight there should be a hulk smash effect like the incredible hulk used against the abomination, kinda like earthquake
My evo concepts of these cards.....
Three musketeers:
Be able to place 1 each of three 4 elixir musketeer cards per rotation until returning to 9 elixir card after 3 are used.
E-barbs: Rage warcry for 4sec after running 4 tiles.
Golem: Death damage of crystal shards spread or earth quake.
Baby dragon: Fire spread
Dart goblin: A sleep effect that slowly stops troops.
Rascals: Rascal boy with upgraded sword and more health. Rascal girl's shoots big sized trouble gum with slow effects.
Hog rider: That Muscular Hog from clash-a-rama. 😂
Mini pekka: Slaughter mode. 😅
Dark prince: Shield reflecting when dashing.
Skeleton barrel:
Drops 3 Skeletons per 4sec while floating plus a barrel roll Damage when destroyed.
This guy: evo e barbs
Everyone: no.
Skeleton barrel: creates skeletons with ballons that fly like from clash of clans
Skeleton barrel with gaurds
1 concept: Evo 1 musketeer can be a critical damage 1/3 and give 3× damage of normal
2 concept: Mini area dmg arround of musketeer like evo royal giant
3 concept: area damage of bullets of the musketeer
Idea for Rascal Evolution :
(Cycles required 1 or 2)
Rascal Boy: Increase Hp and Hp regeneration
Rascal Girls: get Shield make them immortal as long Rascal Boy still alive (all incoming dmg taken by the girls will be Reflected on the Rascal Boy)
Little Stats increase as well
Exemple: if use Log and hit Evo Rascals, Rascals Girls survive but Boy takes x3 times Log Dmg because hit them and 2 Rascal girls reflect the dmg on the Rascal Boy
Note: Rascal Girls must be Near the Rascal Boy to this ability to work also even Rascal Boy was low health and it will die will take all dmg work like Shield from Dark Prince or Guards
Idea: Evo Balloon drops 3 skeletons when dropping bombs, or maybe it could have a booster attached to it that expires after 2 seconds.
Barril de esqueletos: O primeiro conceito me agradou muito. Um ciclo para essa carta seria perfeito!
I have a idea for golem his stomps or steps should do knock back or damage
this would be so dope for clash please let this be in the game
Evolved Tesla is gonna released tomorrow 🤩
Who let bro cook?! Bro cooked and now we’re homeless. 💀
But seriously, thank god the developers are the one coming up with these ideas and not their community.
1 concept: evo goblins, The goblins have a shield that only works once with anything and nullifies 100% of everything but only once afterwards do the enemy goblins attack normally and have +7% health and the shield returns after 4 seconds without them entering combat
2 concept: leaf shield that nullifies 80% of damage from permanent air troops and has +6% damage
3 concept: shields like the prince of darkness but with 200 health and he has more life outside the shield than normal like +10%
bro i hardly understand you :/
another concept for the baby dragon is it could summon in its mum when it gets damaged.
The best one would be the first skeleton barrel concept it was genius
6:41 MINI PRKKA IS A CHILD, AND A MALE WTH WHY CALL THEM BABIES
Golem was pretty good.
Mini Pekka Last concept was not that good "it will break the game".
Dark prince was good and we NEED IT.
These are the evolution that I was interested in or wanting in the game.
Love your feedback, thanks!🙏🏼
I have a concept for Golem.
Name - Nature Punch
Ability - Whenever Golem punches a building with his left arm, a mini earthquake occurs below it. And when he attacks with his right arm, it poisons and weakens the building he hits. Using both hands consecutively, a building gets destroyed faster.
Would love to see Lava hound, flying machine, balloon, 3/5 Elixir minions, ice golem. Miner. Goblin drill, barb hut.
I figured evolved Dart Goblin would have a temporary poison effect on whatever the darts hit
The dart goblin range consept is basically a budget xbow