Fan Idea - Tumblr Posts
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
Hey it's an actual update
Day 20: Daily rewards
The daily rewards were added just a few months(?) ago. They were supposed to boost progression for f2p players. But because Supercell is a company of greedy fucks (or at least the people behind Clash Royale are), they took half the rewards from the item shop and put them into the daily rewards. I'm here to bring this feature some justice.
Change 1: Rewards
So the reward system basically gives you three tasks of increasing difficulty to do every day, and each task you do will give you a better rewards. The best reward you can get is a lucky box for getting three wins, and it operates basically the same as the star drops from Brawl Stars (which is an actually good and f2p friendly game from Supercell). I'll talk more about lucky boxes later. But the other two possible rewards (3 and 10 crowns respectively) are trash. I finished the pass 19 days before the end of the season, meaning those crowns are completely useless. I don't need the extra crowns to get to the end of the pass anyway. I could do it without them. The pass is actually quite short. I propose replacing the crowns with more lucky boxes. This would actually help all the way through the season. Plus, for the hardest task, you could guarantee a lucky box that starts at rare instead of common, so doing the hardest task still gets you a better reward.
Change 2: Lucky boxes
So the lucky boxes themselves aren't even that great. They're ok, but nothing special really. So I'm fixing them in the most obvious way possible, buffs. Increase the chance of getting to a new lucky box rarity significantly, and increase the rewards themselves. I know, it's a lazy fix, but it works and it makes sense.
Star drops are still better tho
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
I literally have nothing to say for this little blurb
Day 22: Trebuchet
Rarity: Rare
Card: troop
Elixir: 5
Attack damage: 600 (at lvl 11)
Burn damage: 15 per tic
Burn tic speed: 0.5 secs
Burn duration: 6 secs
Health: 1379
Attack speed: 2.5 secs
Range: 7 tiles
The trebuchet is a long range single targeting troop that shoots flaming cannonballs at the opposing troops. Each of the shots only hit one troop, but if the troop was next to any other opposing troops when hit, all of them will catch on fire from the cannonball.
The trebuchet can help as a way to deal with mini tank + swarm pushes. It also has the range of the magic archer, helping it stay away from enemy attacks and help from afar. This compensates for the trebuchet's disgustingly slow attack speed. Plus it's just really fun to say.
I think this might be a very fun card to play with. It would be alone to defend most "mini pushes" (a term I coined to describe any push without a win con), but it can also be used to counter any swarms helping a win con. Overall, this seems like a balanced card.
Seriously tho, it's really fun to say. TREBUCHET!
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
I'm back, but this time, it's different
So I've been posting suuuuuuper lately night basically since the start of this entire thing, and that basically puts a lot of pressure on me to rush making the post, and then I forget about it the rest of the day.
But now I have a better and more consistent way. Instead of posting at 11:59 PM, I'll post at 12:01 AM!
So now I'll be posting very early morning. This will be the final late night post of this series.
That also means this one and the next one will be much closer timewise to each other than any other two Clash posts.
With that being said, Clash post!
Day 23: Sniper
So this is a really weird and interesting idea I thought of and it's loosely based off of the sniper monkey from BTD6 but that doesn't mean it can't be in Clash.
Rarity: Legendary
Elixir: 4
Attack: 2400 (at lvl 11)
Health: 190
Attack speed: 12 secs
Range: 13.5 tiles
Movement speed: 1 tps (tile per second)
Can only reload while standing still
The sniper is basically an amalgamation of the princess and the sparky combined into a squishy MENACE. It's single targeting, meaning literally skeletons can take it out, but if it hits something, that something takes a LOT of damage. Letting this thing run on your tower is game over almost immediately. But it is very easy to deal with considering its low health.
The sniper would be VERY annoying if not dealt with properly, but honestly isn't as overpowered as it may seem. This may actually become a midlatter menace, whilst seeing no play in top latter. If it's added, that is.
Welp, see ya in a few hours.
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
Wow it's been so long that's craaaaaaazy
Day 24: Hoggy Bank
The Hoggy Bank might be the most overlooked thing in Clash. Sure, if you fill it up fully, you get your money's worth, but who would buy this? Me, actually, but only after the changes I propose are implemented (if they're implemented)
Change 1: Gold limit
I don't think there should be a gold limit. I feel like if you play enough you should be able to get a lot more gold than 185000 (which, granted, is a lot of gold, but I'll get to that). Removing the gold limit entirely would be harsh, which is why we're doing some more things to change the hoggy bank.
Change 2: Gold collection
The gold collection of the hoggy bank is crazy. It's all the gold you usually get from battles x5. I think, considering that we just removed the gold limit, we should also need the gold collection. Now it will just equal the gold you have amassed over time with no multiplier.
Change 3: payment
If you've read my other entries in this series you'll know I'm not a fan of in-game offers that use actual money instead of in-game currency. This is why the hoggy bank will now cost 1500 gems instead of 4.99$ is fair in my opinion. On one side f2p players can now get the hoggy bank every few years. On the other side, the hoggy bank just more than doubled it's price (this drastic price increase also compensates for the no gold limit because maniacs like me who play this game too much will get such a good value off of a 4.99 no limit hoggy bank).
So yeah hoggy bank fixed.
Props to the devs for great name tho
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
So I was going to do my early morning thing like I planned but then I fell asleep (that's a new experience for me) so I'm doing it now
Day 25: Vortex
Rarity: Epic
Card: Spell
Elixir: 3
Radius: 3.5 tiles
Duration: 0.5 secs
The vortex is essentially the portal or Teleportation spell that has been suggested all too many times. Except the teleport spell is too overpowered, because you can just teleport your entire push away from a defence. The vortex will teleport OPPOSING troops.
It works exactly like a mighty miner's ability, but for a group of opposing cards. Any cards that are in the vortex's range or walk in during its duration will be teleported to the other side of the map, split across the middle vertically. So if you put your lava hound in the left corner and your opponent plays a vortex on it, the lava hound will go to the right corner (still on your side, but if you ace it in the corner of the pocket the vortex will to it to the other side outside the pocket). This spell does not affect towers.
The void can help separate pushes. Two small split lane pushes are usually easier to deal with than one massive push. Or the vortex can move your opponent's push away from your lower health tower, so you can prevent them from doing enough damage to win a tiebreaker. This card could definitely fit in a lot of decks, and would be a good way to diffuse very bad situations.
This isn't even a bad card idea actually
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
I fell asleep early again
Day 26: Chill Pill
This is a dumb idea
Rarity: Common
Type: spell
Elixir: 1
Radius: 2.5 tiles
Slowdown percentage: 50% speed
Slowdown duration: 2 secs
Heal: 1/3 of troop total health
The Chill Pill is essentially a pill that can does the same thing to enemies or allies, and can be helpful or hurtful depending on the situation. It heals any troops in its range's health, but also slows them down.
This is an interesting idea because of its uses. You can use it to hinder the opponent's troops, or to help yours. Or in specific situations, maybe even both. It would be interesting to see in a real game.
This was kinda a lazy post, because I thought of it on the spot, but it's not like anyone reads these posts anyway, so...
Supercell we need chill pill card
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
Hey we're back to early-day schedule
Day 27: Bear Trap
Rarity: Champion
Type: spell
Elixir: 1
Ability Elixir: 2
Radius: 1 tile
Damage: 15
Tic speed: 0.25 secs
The bear trap is essentially a trap for a small group of troops. At first, it does absolutely nothing. Completely stationary. But when you activate its ability, the bear trap snaps up any troops on the tile that it was placed on. It can take up to 3 troops at a time. Once a troop is snared, it CAN'T get out until it dies. The bear trap doe a continuous small bit of damage to any snared troops. When a troop is snared, all allies of the bear trap retarget to a different one (if they were targeted at the snared troops). The bear trap can never hit flying troops.
The bear trap is an interesting idea. I'm pretty sure it was thought of as a card way back when before evos, champions, and all the p2w stuff we have now. But now it can be used as a champion! This also means it can't be baited, because the player controls when it snared enemies. I would see this being better against tanks honestly
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
Back to late night shit
Day 28: Rematches
This idea just randomly came to me while I was taking a shit yesterday so I decided to post it here.
Also I think this is the first time I'm suggesting a feature addition. Like I've revamped and reworked features, I've made changes to and made custom cards, but never a completely original feature.
Well there's a first for everything.
A rematch is basically saying "that was luck I can beat you this time" to someone. If you suggest a rematch against someone, a notification will appear when they're not in a game (similar to how the wish list works) that tells them that someone wants to play them again. In the friends tab, they will find a rematch request (like any other game request). They have the option to accept or decline the request. If they decline, well what do you think will happen? But if they accept...
Upon accepting a rematch, both parties will get into a game with the SAME CONDITIONS AS LAST TIME. So let's say someone plays another person in a regular game. Even if the other person switched their deck, or upgraded a card, accepting a rematch will make them play with the exact conditions as last time, for that one game. For any draft games, the drafts will NOT be the same. That's the only time a rematch will not have the same conditions as the game being rematched.
No rematches will NOT give trophies or whatever the hell path of Legends is. They can give gold crowns and chests, but nothing else.
Also to clarify, if you play one game, for this example let's use mega draft, and then play another with the same person, this time infinite elixir, and then you challenge your opponent to a rematch bely clicking the mega draft game and asking for it, you will get a rematch of MEGA DRAFT, NOT THE INFINITE ELIXIR.
So yeah that's rematches.
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
I forgor earlier today soooooo
Day 29: Tournaments Part 2
Ok, so I know I already did this one, but hear me out. (Also this is in addition to the other changes)
Change 1: Move the tournaments
The final tab of the home page will now be exclusively the season stuff. The Pass Royale will also be moved there cuz that's a seasonal thing too. The regular tournaments and event tournaments will be added as the newest tabs to the game modes in the main screen.
Change 2: Latter Tournaments
So I always hated the Goblin Queen's Journey because I felt it would be better as an event thing that comes and goes. But now I have a solution to kill it. Replace the Goblin Queen's Journey with Latter Tournaments! The Goblin Queen game mode will now be a mode you can play as a tournament, and the latter aspect will now be for the tournaments themselves!
But how will tournament latter work? Well, I envision it similar to the Path Of Legends. Tournaments will now add to a path that you can climb, and you can only climb tournament latter by winning games in the paid tournaments. This latter will obviously have better rewards, considering you have to pay at least some amount of gems to get in tournaments. Also this latter is a long with the tournament rewards themselves. (And season tournaments will not contribute to this latter. They will be their own game mode, and will work virtually the same, just moved to a different place in the home area)
CLASH ROYALE TOURNAMENT UPDATE NOW
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
And we're back to card ideas
Day 30: The Morphling
Rarity: Legendary
Card: troop
Elixir: 6
Health: 7000
Weapon switch delay: 0.25 secs
Speed: 1.5 tps (tiles per second)
Ground troop
The Morphling is a troop that uses the attack of the last thing that attacked it. Before it gets an attacked it will ignore everything and just walk. It will even ignore opposing towers if they don't attack it. This also means if you are able to freeze an opposing king tower long enough it can even walk past a king tower.
But when it is attacked, it will start using the attack of the thing that attacked it. Every time it's attacked by something new, it takes a bit to switch weapons, so there's an opening to attack it. The attack it uses will do the exact same everything that it would for the original attacker (scaled to whatever level the Morphling is, of course). If it's attacked by something that shoots multiple projectiles at a time (for example the hunter), even If only one of the projectiles hit it, the Morphling will attack with all of the projectiles.
Although this card may seem crazy unfair and overpowered at first, there are some easy ways to counter it. Overwhelming it with a bunch of different cards with different attacks can get it to repeatedly switch weapons, causing long periods of switch delay. This makes cards like the Rascals really good at defending against the Morphling. Also, any spirit can DESTROY this card. Remember how the Morphling uses the EXACT projectile as its attacker? Well, spirits throw themselves into opposing troops, so the Morphling will too.
So ye that's the Morphling
Being back to Making an actually good Clash Royale update every day until Supercell fixes their stupid game
I HAVE RETURNED FROM MY SLUMBER
So I already did a post explaining why I was gone and I'm not doing another sooooooooooooooooo
We're back babyyyyyy
And to celebrate I'm finally dipping my toes into evolutions
Day 31: Evolutions
Hey it's been one month
So I kinda avoided evos for a long time cuz I just hated their very idea. It just didn't fit in Clash in my opinion. But by now with literal midlatter hellfire commencing because of the mega knight Evo, I've accepted that this exists, so, I'm fixing them now!!
Evos are incredibly stupid and should not exist in Clash Royale. But while I don't think any change can make them good, I sure can try to make them better.
Change 1: level locking
So this is something I'm usually very against in Clash because of the grindy nature of this game, but for the purposes of today, I'm assuming my other updates already are in place.
So I think we should lock evos behind lvl 15. I already discussed making lvl 15 so much easier to get so I don't think that's a problem and other than that I just feel like having midlatter evos is so stupid. At the absolute very least lock it at lvl 11 goddammit
Change 2: Shards
Make shards buyable. And I don't mean with money. I honestly don't even give a shit if it's gems, gold, season tokens (well we already have that one but more shards for more tokens) we just need a better way of getting evos because at this point these is so stupid and crazy and a lot of times OP and we need a f2p way to get OP ones just so we aren't at a disadvantage bigger than the Goblin Queen's fat as-
So yeah that's evolutions. I don't want to do evos cuz again I hate that they're in Clash but it's a part of the game I can't ignore forever.
Okay but seriously what is the design for the Goblin Queen-
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
So this is my first ever attempt at an Evo so don't judge me
Day 32: Skeleton Spawner Evos
So when adding evos I'm going to group similar cards together just to make my life easier so yeah
Considering the skeleton Evo is already out, I would be easy to do skeleton spawning cards. Which is why I'm doing them!
Today will be Evo witch, graveyard, and tombstone
Evo 1: Witch
This one I think would actually change the most. It would have the same stats, and spawn the same amount of skeletons, but these skeletons are Evo, of course. Just like the regular skeletons Evo, each spawn of skeletons can summon a max of 8 skeletons. Notice how I said SPAWN of skeletons. This means every time the witch spawns skeletons, that set can spawn it's OWN 8 skeles. Along with this the witch itself gets a magic barrier that makes anything near it weaker. This actually helps it because high damage minitanks like Valkyrie are usually the way to go to counter this thing, but now it won't be as effective.
Evo 2: Graveyard
So this is literally each (Evo) skeleton can spawn 5 new (Evo) skeletons, so that's a short one.
Evo 3: Tombstone
So along with the same evo skeleton set (this time every pair of skeletons spawned is in a set of five max) I also decided to give tombstone the skeleton king treatment. Every time something dies, it will equate to one more Evo skeleton by the end of the tombstone's life. The Evo skeletons that pop out of the tombstone at the end are in a set of ten, but can go up to 20 if enough things die before the tombstone does. I could honestly see logbait getting so much worse from this
So ye those are my evos goombye
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
This is your calling to play Cult of the Lamb if you haven't already
Now back to today's broadcast
Day 33: Electro evos
Evos for electro things (not all electro things... Yet)
Let's get started!
Evo 1: Sparky
This may or may not be the reason I'm doing electro evos.
May or May not.
Anyway I had a cool idea for sparky. The only stat change is damage which is HEAVILY increased (idk I just thought it would be fun for a big damage boi to be a bigger damage boi) but the star of the show is its E.V.O. or Electric Voltage Optimization (see what I did there?). If Sparky is hit by any electric attack, weather it be a stunning, resetting, or regular one, it will take that attack and charge it's own attack faster. This completely destroys two of it's best counters, and WILL help it a lot.
Evo 2: Electro Wizard
So I just thought it would be funny if the Evo electro wizard was basically electro wizard on crack.
Evo electro wizard is now much fast (that being his only stat buff) his gimmick is his attack. Now each hand will attack separately and will BOTH send out two electric attacks. Plus they aren't in sync and will never hit the same thing with two electro bolts at a time, so with three or less troops is is stupidly good on defence. I also though it would be nice not to need to hold the hand in attacking while an opponent is stunned, so I guess I lied and that is technically a tiny attack speed buff? Considering it's a "charged" electro wizard, it could just actually have a faster attack speed.
Hehe electro wizard on coke
Evo 3: Electro spirit
I feel like the spirit gimmicks will be simple because the ice spirit one was just "it slows things down two more times" so I just gave Evo electro spirit a slightly larger chain range and infinite chains, so now it can singlehandedly take out 2000000000 troops.
Theoretically, of course.
Evos are dumb in general, but there aren't trash, which is better than Supercell and their stupid Evo Firecracker can do, sooooooooo
Byyyyyyyyyyyyyyyyyyyyyyyyyyyyyyeeeeeeee!!!
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
Evos are honestly so much easier to do than real cards and especially full updates seriously it's basically just giving an existing card a gimmick
Day 34: Small spell evos
So I thought there should be competitors to the Evo zap
So now there is
Evo 1: Log
The log will now hit surfaces and bounce back away from them. The log Evo itself has a slightly longer range (maybe 1.5 tiles) but the log, if it hits a building, will bounce off of it. After bouncing, the log gets a bit more range (maybe 2.5 tiles per bounce) so you could make some dumb infinity logs in 7x elixir friendly battles by placing buildings now. This bounce also means it can hit troops twice (and push them twice), but the bounce will not affect troops, meaning you can still knock a golem if you really want and the log will not bounce. Keep in mind the log will not bounce off of your own buildings (if it did the Evo wouldn't work against goblin barrel). This Evo is 2 cycle (which I just realized I didn't mention the cycle time for the other cards. Just use the elixir president Clash already uses.)
Evo 2: Giant snowball
The giant snowball is now hilariously fun to use. The slow lasts longer, and slows more. But the snowball has two more influential changes. It gets the range of arrows and gets a MASSIVE knockback boost. Basically the giant snowball is now a MORE giant snowball. The new knockback and range can be helpful for getting more defences away from your attack, which is also true for the slowness buff.
Evo 3: Barb barrel
My personal golden child. My new gimmick idea is also pretty funny. The barb inside the barrel is almost the same as regular Evo barbs, with one key difference. Every troop the barrel kills his increase the rage time on the Evo barb. This means if it kills no troops,a regular Evo barb would come out. But if it destroyed a skarmy, for example, on it's way to coming out, it will now have a rage time of the usual, plus half a second for every skeleton that died.
Supercell plz add this Evo barb barrel
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
Clash already did mega knight so I'm just continuing the fun here.
Day 35: Midlatter evos
I'm evil >:)
Evo 1: Mini Pekka
Mini Pekka will have a very similar gimmick to the Pekka Evo, and it is very obviously a ripoff to the super mini pekka's pancakes. Every second or so, the mini pekka will drop a pancake that will heal it and everything around it. All other stats stay the same.
Evo 2: HOOOOOOOG RIIIIIIIDAAAAAAAAAAAA
Hog Rider will have a dumbass Evo. The hog Rider's first hit will blast troops back and do so much more damage than a regular attack. This means the Hog Rider will get much more value from one shot, and have a better chance at getting two. This also means buildings are an even more affective way of countering it, because troops cann and will get owned.
Midlatter will suffer at the hands of these.
Making updates to Clash Royale every day until Supercell fixes their stupid game
I thought I'd do some harder evos today so
Day 36: Gimmick spell evos
So I'm taking spells with gimmicks and giving them evos. No troop spawning spells btw, those aren't "gimmicks".
And I'll do M I R R O R another day.
Evo 1: Rage
So this one is funny and complicated and dumb and I love it. It's rage MORE. Basically any raged troops STAY raged for UNTIL THEY DIE but if they kill something in the rage, they get MORE rage and the duration for the rage increases.
Evo 2: Tornado
Evo tornado is now a hurricane. It stays on the field for like a century, and it's pull is so vacuous and strong that nothing can resist it. It also has a MUCH bigger range. This shit is LITERALLY a hurricane, I was not joking.
Evo 3: Freeze
Frostbite. Best Evo idea anyone has ever had. Opposing troops not only are frozen for longer, not only do they take more damage (which isn't a lot but still) not only do they get slowed after escaping the freeze, but they ALSO have reduced damage until they die after getting hit by Evo freeze.
So yeah I just made the best Evo.
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
So I'm back to custom cards
I feel like lightning is going to be very good in the meta soon enough because of the Goblin Frankenstein thing and the OP as hell electro dragon Evo so I'm giving it some competition
Day 37: Implosion Spell
Rarity: Rare
Card: Spell
Elixir cost: 5
Radius: 1 tiles
Damage: 1369 (at lvl 11)
Hit speed: Immediate
The implosion spell is just straight damage. it's very simple, and similar to rocket, except easier to use for less damage. It's able to do one tic of MASSIVE instant damage to anything within a tiny area.
So we got mini rocket now
Making updates to Clash Royale every day until Supercell fixes their stupid game
First update I'm making since the actually good update by Supercell
Still worried about e drag evo tho
Day 39: Giant evos
I'm just finishing the giant evos
Evo 1: Giant
Giant now has a bit more health and an awesome gimmick (in my opinion). Every time he attacks he has a slight bit of immunity and heals. (Doesn't have to be both, I just think either could make him a better tank, which is what he mainly is). This can make the Giant a better tank, which is what is mainly is.
Why am I getting deja vu from that line...
Evo 2: Giant Skeleton
I believe Giant skeleton is a skeleton card, not a Giant card, but he technically counts as a "Giant", so I'm putting him here anyway.
The Giant skeletons bomb gets a small damage buff, along with the big boy's gimmick being centered around it. The bomb now launches troops MUCH further back, and stuns them for half a second. The bomb was the focus of the Giant skeletons anyway, so the bomb not being the center of the gimmick didn't really make sense.
Evo 3: electro giant
Okay this on will get annoying fast
The e Giant doesn't get any buffs. It's gimmick involves his electro ring (who would have guessed). The ring now shocks every time the e Giant attacks, along with Its normal attack speed. This just makes e Giant a shock machine.
Berb
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
We hit a round number lesgo
Day 40: Cold Evos
So like ice wiz, ice golem, supercell already did ice spirit...
I already did freeze...
Huh
Okay
Evo 1: Ice golem
So this is a cool idea (haha get it) for the ice golem because I thought of a way to give it an Evo gimmick without giving it a health buff. I feel like if ice golem had even a bit more health hog cycle would be too much for me to exist, so I didn't bug its health. In fact, this Evo concept has no buffs to the ice golem's stats at all. But every time an opposing melee troops hits it, the troop slows down for a second. Ice golem was mostly used to kite melee troops anyway so it's fine that it doesn't work for projectiles.
Bonus points if every time a melee opponent hits it the ice golem gives the opponent the ice spirit Evo periodic freeze effect. That would be OP as hell. So that's probably what Supercell will add.
Evo 2: Ice Wizard
This thing NEEDED an Evo BAAAAAADLY.
It's trash. Like so trash. I feel bad for ice wiz players because Supercell did them dirty with this card. Which is why an Evo is appropriate for it!
Ice wiz shoots the ice spirit's Evo freezing thing. It's that simple. This would definitely make him viable, honestly. It may be lazy, but it's a cool as hell idea (pun again).
...
I got that ice in my veins.
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
First non-evo update in a while
Day 41: Apple Tree
Rarity: Common
Type: Building
Elixir: 3
Health: 1569 (at lvl 11)
Apple spawn rate: 1 second
Apple regen: 450 health (at lvl 11)
The apple tree is a cheap kiting building that can spawn apples. These apples will chill on the ground until an ally who has taken damage walk on them. The ally will then be healed a small amount, PER APPLE THEY STEPPED ON. So if a one heath Pekka steps on a bunch of apples, depending on how many apples there are, it can heal BACK TO FULL. Also these apples will not respawn until eaten, and can only be eaten by ally troops, so no enemy healing.
I can see the apple tree supporting long range squishy troops defending a push, because not only does it kite, not only does it tank, but if the squishy troops is able to survive a spell, it will heal immediately (this would be really good against arrows because each wave would be healed Individually, so even something like goblins can survive arrows now, as long as they don't die to the first wave). Overall, this seems like a very good card.
Hey day 42 is tomorrow