Never let me cook but a tower troop that could function like the little prince where it ramps up its hit speed over time the longer the enemy troops are on your side. But idk how to balance this concept properly without it being broken or underwhelming in terms of the hit speed start up, ramp up as well as the tower hp.
could be good def needs a cap and id also suggest that the first couple of shots do same dmg as princess tower and as it starts to shoot faster it decreases its dmg to compensate for faster hit speed so overall the dps can be balanced. with how fast it shoots make it 2 or 3 shot skeletons similar to an xbow (not saying it should shoot as fast as an xbow but u get the idea)
Thought about a area splashing idea similar to a mortar… slow attacks, mid range, moderate dmg but I think having it focus 1 troop and while it splashes it deals extra dmg to that troop… (prob would have to have low health)
Tower troop idea: Guardhouse - a tower troop with sligtly more HP than princess tower, something like 3200, that does no direct damage, instead spawning low HP, low damage (enough to one shot spear goblins/two shot goblins) shielded ranged troops periodically. The troops are buffed on you side of the arena (more damage and HP), but lose strenght when they cross the bridge. Without the buff, the ranged troops don't have enough HP and spawn slowly enough so they cannont damage the enemy towers without a tank, unless the enemy uses DD and it's out of ammo, then they do moderate damage. Things like spawn rate and the stats of the troops are hard to say since i'm not a game balance expert, but it seems like a relatively good idea to me, provided that the spawned troops don't do damage to enemy to their own. Would be extremely weak against logbait, but would have massive counterpush potential and could pile up quickly. Would be good against beatdown/bridgespam, and synegrise quite well with those decks as well.
16:54 the tower would have a 1.3 second freeze ability every 3 shots. The tower damage will be 94 damage at lvl 11 which means it takes 1 or 2 extra shots to kill troops but the freeze gives it extra time to get another shot in. Same attack speed as the tower princess. 2900 hp at lvl 11 A slightly fast retargetting at abt 5% of the princess tower.
I think it would make sense to have a tower troop with splash damage. It would probably have hp closer to duchess or maybe a bit lower and less single-target dps than the princess tower, but it would be able to deal with grouped up pushes better. The splash radius would have to not be too large, probably a bit smaller than the wizard’s attack.
Imo, log and arrows down to 1 & 2 elixir would be epic too since they are some of the most used cards and you can get a lot of profitable trades from those.
The best card to cost one elixir less is as you said would be a cycle card like skellies or ice spirit. Because a card being free is better than costing one elixir less. Also, since you tend to cycle those cards more than others, you will end up with a greater elixir advantage througout the game and quicker cycle. It's almost like having a permanent champion since one of your cycle cards is free.
New tower troops could be a tankier tower that does less overall damage than the princess and would shoot the same speed, I feel like that could fit in some decks, maybe a splash type tower too like the bomb tower. Or a tower that would target air troops or tanks first or something else like that, towers that could be good against specific card types, example would be you could run a lava hound deck and have a tower good against ground and not have to worry so much about the ground cards, this could be kinda broken but as long as the towers have a downside too, either lower health or the tower would be good at ground but bad at air typa thing. This could screw the game up pretty fast tho, i think the first two would be cool tho.
Skeloton barrel could probably have an elixer dropped of and be fine. I like the idea of a zero elixer blob that functions as one if the small blobs from an elixer gollem but it would probably suffer from the mirror problem of enabling overpowered cards while being useless in normal decks
I think princess is good if it removed by 1 elixir. it will be easier to lock the tower to punish opponent after they have no elixir. Also after doing princess at the bridge, the defense would be easier because it is more cheap elixir
For the tower troop maybe like a bomber troop that does splash damage but of course does lower damage and has a similiar hp than the princess tower, would help against swarmy decks but would be worse against like heavy decks, what do you think?
Ability for cannoner , making it bounce the bullet from troop to troop but with reduced damage for consequent bounces, taking care of swarms. This is already in coc 😅. For dagger Duchess, full recharge for 1 elixir, or piercings shots for 2 elixir. For princess tower, long range ability for few shots which could take out bridge princess or 1 HP troop before they block it. What do u think Ryley ?
Idea 1 - I would like to add a 1-2 elixir ability like champions have, and you can activate that tower ability whenever you are in a lot of danger and no counter cards in hand, so it would clear some stuffs to spare you some time to make a comeback. Idea 2 - A new tower troop that you can convert its attack based on your preference whenever you like during the battle, ofc this is kinda over the board but something like the Clash of clans Cannon or archer tower, which you can switch its attack speed/damage/ radius. How are these two ideas ?
I would probably make a tower troop that does some splash damage, but has a slow hit speed like the cannoneer. So now there’s a tower troop to counter swarm better
I would add a tower troop that has the highest health but does no damage. It's just a tower but u always win overtime ties like when the timer runs out, even if your tower is at 1hp and the enemy's tower is at full hp, u win everytime What do u think ryley?
what about a “rifleman’s tower” with a super long range that reaches slightly over the bridge to the opponents side with a mortar esque blind spot ring around the base of the tower, but its balanced by being champion rarity so you cant use another champion card in your deck and an ability that can only be used every 40 seconds to switch to only shooting in the blindspot with hunter scatter shot rounds until the ability is activated again for 1 elixir to swap back to sniper mode
Regarding removing 1 elixir from a card-obviously the 1 elixir cycle cards would be broken if they're free, a 2 elixir firecracker would get a positive trade against arrows, any bait card would benefit greatly. But allow me to raise: The 3 elixir Fireball
Card Idea: a very strong, yet sleepy, tower troop who only wakes up when his tower is damaged. This troop would have very strong stats, think of like princess tower fire rate and cannoneer damage+health, but be balanced by the fact that it’s inactive until you take damage, on the tower and will deactivate again once no troops are in its range.
My tower troop idea is a tower troop that has higher range and can hit things close to the bridge on the opponent's side, It would deal enough damage to barely one-shot troops like a princess but with a slower attack rate than a princess tower (but not as slow as cannoneer). Its weakness would be that it functions like a mortar where if things get close enough it won't target them. Yes, I hate princess the bridge and firecracker. How can you tell?
I thinking about a towertroup like canoneer but with lower damage and iceballs for ammo than slow object, or a tower with long range and great splash damage than can help you to push but very slow hitrate
To answer your question. The best card for dropping down an elixir would be mirror. Like instead of increasing the cost of a card you played and adding a level, it decreases the cost of a card and lowers the level.
If you take one elixir off of any card, and choose mirror, then mirror would cost the same as the card you're mirroring, not one less. Also how would that be broken? I disagree
Yeah it would be broken, but so would a 2 elixir goblin gang or any of the 5 elixir support troops going down to 4. In comparison to those it’s not too bad.
The only free card that could be balanced is a card that harms yourself. So yeah, you got a faster cycle, but everytime you play it you damage your towers a bit.
Hi. How do you see the exact barrel placement every time? Left/right sides or far behind can be noticed by shadow, but what about the other placements on the tower?
Midladder players know it never left
We out here…megaknight pekka is still 90% what I face
im 8k and i use it
huuuuu for 1 larry feels amazing
*think
EVO MEGA KNIGHT IS ANNOYING BRO I SEE THIS CARD EVERYWHERE ON PATH OF LEGENDS
@@duduoson1306 mk pekka and firecracker
“Always be aware of all bugs to abuse them if you can “
Lucky drops : 🙂
He actually got his account banned because of it
Is there a bug with lucky drops? Please explain, thanks upfront
@@mladendjukic1061it was months ago
@@mladendjukic1061 not anymore, been patched
@@mladendjukic1061 not anymore, been patched
16:59 i think splash-dealing tower troop is a no-brainer
15:36 we know bro was scared from that stutter xD
14:30 bro almost let one slip 😭
Never let me cook but a tower troop that could function like the little prince where it ramps up its hit speed over time the longer the enemy troops are on your side. But idk how to balance this concept properly without it being broken or underwhelming in terms of the hit speed start up, ramp up as well as the tower hp.
sounds good with pigs I like it
sounds good, could have a cap tho, which would be the right way to balancing it, also at the beginning it could attack as slow as the cannoneer
Evo E-Dragon rates would skyrocket… and Goblinstein
could be good def needs a cap and id also suggest that the first couple of shots do same dmg as princess tower and as it starts to shoot faster it decreases its dmg to compensate for faster hit speed so overall the dps can be balanced. with how fast it shoots make it 2 or 3 shot skeletons similar to an xbow (not saying it should shoot as fast as an xbow but u get the idea)
stop giving them dumb ideas , they gonna add this 😂
3:37 wow that monster just pushed the skele king 9 tiles back 💀
19:15 bless yu Ryley. Btw interesting video, didn't really expect it. Keep up the good work.
In your guides, you could include a section for mid-ladder players on how to counter mid-ladder bs, in addition to covering all the real matchups
@15:14 well played 🔥 good defence !
If mirror didn't make the card cost one extra it would have a lot of potential.
Also 2 elixir little prince would be crazy for spell cycle.
I would love to see an area splashing tower, as well as a multi targeting tower where it can also target troops behind a tank.
Thought about a area splashing idea similar to a mortar… slow attacks, mid range, moderate dmg but I think having it focus 1 troop and while it splashes it deals extra dmg to that troop… (prob would have to have low health)
10:49 that bang meant everything to me during that mk jump 💀
😂😂 bang
Tower troop idea:
Guardhouse - a tower troop with sligtly more HP than princess tower, something like 3200, that does no direct damage, instead spawning low HP, low damage (enough to one shot spear goblins/two shot goblins) shielded ranged troops periodically. The troops are buffed on you side of the arena (more damage and HP), but lose strenght when they cross the bridge. Without the buff, the ranged troops don't have enough HP and spawn slowly enough so they cannont damage the enemy towers without a tank, unless the enemy uses DD and it's out of ammo, then they do moderate damage. Things like spawn rate and the stats of the troops are hard to say since i'm not a game balance expert, but it seems like a relatively good idea to me, provided that the spawned troops don't do damage to enemy to their own.
Would be extremely weak against logbait, but would have massive counterpush potential and could pile up quickly. Would be good against beatdown/bridgespam, and synegrise quite well with those decks as well.
16:58 I think very high hp tower but there is no one shots from it
A tower that has a small regen shield but in exchange it does less dps than princess tower
16:54 the tower would have a 1.3 second freeze ability every 3 shots.
The tower damage will be 94 damage at lvl 11 which means it takes 1 or 2 extra shots to kill troops but the freeze gives it extra time to get another shot in.
Same attack speed as the tower princess.
2900 hp at lvl 11
A slightly fast retargetting at abt 5% of the princess tower.
16:51 A new tower: A splash tower like a Wizard tower, does very little damage per hit but hits faster with a small splash
Royal giant guide would be goated
I think it would make sense to have a tower troop with splash damage. It would probably have hp closer to duchess or maybe a bit lower and less single-target dps than the princess tower, but it would be able to deal with grouped up pushes better. The splash radius would have to not be too large, probably a bit smaller than the wizard’s attack.
I literally clicked on emote button in thsi video 😭
a inferno tower-like tower troop would be cool that does high damage over time
15:36 fentley tweakin 😂😂
Love the enthusiastic commentary!!! Keep it up
Imo, log and arrows down to 1 & 2 elixir would be epic too since they are some of the most used cards and you can get a lot of profitable trades from those.
ryley bro , mortar guide please ❤🔥
16:43 I'd add a splash damage tower that shoots slower than the princeess, but faster than the cannoneer.
Edit: Hp also between princess and cannoneer
The best card to cost one elixir less is as you said would be a cycle card like skellies or ice spirit. Because a card being free is better than costing one elixir less. Also, since you tend to cycle those cards more than others, you will end up with a greater elixir advantage througout the game and quicker cycle. It's almost like having a permanent champion since one of your cycle cards is free.
16:54 something like magic archer but lower damage(?). but this kind of tower will make tornado overpower
I think a 5 elixir rocket or 3 elixir poison/fireball would be pretty lethal. Playing Defense and spell cycling would be so lethal
a archer queen royal hogs eq guide would be insane
do you think adding .5 elixier to cards will be good? Like they introduce a new spelland it is 2.5 elixier? what do you think
Potential Tower troops could be a summoner tower or a tower that has an alternate close range attack.
I don't think they'll happen but it is supercell
So proud of this man
New tower troops could be a tankier tower that does less overall damage than the princess and would shoot the same speed, I feel like that could fit in some decks, maybe a splash type tower too like the bomb tower. Or a tower that would target air troops or tanks first or something else like that, towers that could be good against specific card types, example would be you could run a lava hound deck and have a tower good against ground and not have to worry so much about the ground cards, this could be kinda broken but as long as the towers have a downside too, either lower health or the tower would be good at ground but bad at air typa thing. This could screw the game up pretty fast tho, i think the first two would be cool tho.
A tower that is weak by itself, but it has a rage around it, so your troops defend better.
"Always be aware of all bugs to abuse them if you can"
Skeloton barrel could probably have an elixer dropped of and be fine. I like the idea of a zero elixer blob that functions as one if the small blobs from an elixer gollem but it would probably suffer from the mirror problem of enabling overpowered cards while being useless in normal decks
5:49 W attack😂 balloon + goblinstein + MK 😢
I think princess is good if it removed by 1 elixir. it will be easier to lock the tower to punish opponent after they have no elixir. Also after doing princess at the bridge, the defense would be easier because it is more cheap elixir
For the tower troop maybe like a bomber troop that does splash damage but of course does lower damage and has a similiar hp than the princess tower, would help against swarmy decks but would be worse against like heavy decks, what do you think?
I know it’s not the type of deck u play, but I would love a mortar/miner guide
Ability for cannoner , making it bounce the bullet from troop to troop but with reduced damage for consequent bounces, taking care of swarms. This is already in coc 😅.
For dagger Duchess, full recharge for 1 elixir, or piercings shots for 2 elixir.
For princess tower, long range ability for few shots which could take out bridge princess or 1 HP troop before they block it.
What do u think Ryley ?
8:15 Piggies eq
A new meta lava guide would be really nice.
I would like to see a guide on whatever is the current version of Royal Recruits spam.
Idea 1 - I would like to add a 1-2 elixir ability like champions have, and you can activate that tower ability whenever you are in a lot of danger and no counter cards in hand, so it would clear some stuffs to spare you some time to make a comeback.
Idea 2 - A new tower troop that you can convert its attack based on your preference whenever you like during the battle, ofc this is kinda over the board but something like the Clash of clans Cannon or archer tower, which you can switch its attack speed/damage/ radius.
How are these two ideas ?
a potential tower troop could be one that switches between splash little damage and single target huge damage
3 elixir hunter would be really good, but I mean hog rider would also be op
Ideas for guides: Pekka lumber loon, Lava cage lightning, gobstein drill, recruits log bait, RG cycle, mortar bait, MK ram rider.
I would probably make a tower troop that does some splash damage, but has a slow hit speed like the cannoneer. So now there’s a tower troop to counter swarm better
I would add a tower troop that has the highest health but does no damage. It's just a tower but u always win overtime ties like when the timer runs out, even if your tower is at 1hp and the enemy's tower is at full hp, u win everytime
What do u think ryley?
A cool tower would be a really weak magic archer but would be tough balancing it
8:20 hog rider fire cracker guide with bomb tower
Bro finally i have been waiting for pekka guide for years☠️
Love how you call the monster the "fat guy 😂
Make me bounce like you're a mega knight
Mini Xbow towers that shoots faster the longer it shoots
17:35 I literally have the same idea man I think it well be very good thing in the game
No?
@@nickmiller9910 no
Maybe 3 elixir to refill the dagger dutchess tower would be a good ability.
A splash damage tower would be cool
what about a “rifleman’s tower” with a super long range that reaches slightly over the bridge to the opponents side with a mortar esque blind spot ring around the base of the tower, but its balanced by being champion rarity so you cant use another champion card in your deck and an ability that can only be used every 40 seconds to switch to only shooting in the blindspot with hunter scatter shot rounds until the ability is activated again for 1 elixir to swap back to sniper mode
7:27 Ryley the Rap God
New tower idea, nothing complicated, just a princess tower that shoots like an actual princess.
Regarding removing 1 elixir from a card-obviously the 1 elixir cycle cards would be broken if they're free, a 2 elixir firecracker would get a positive trade against arrows, any bait card would benefit greatly. But allow me to raise: The 3 elixir Fireball
I love the part where Riley says ‘yo what’s up guys’ and it instantly goes all over the screen.
Digital footprint
3 elixir hog would be insane
Card Idea: a very strong, yet sleepy, tower troop who only wakes up when his tower is damaged.
This troop would have very strong stats, think of like princess tower fire rate and cannoneer damage+health, but be balanced by the fact that it’s inactive until you take damage, on the tower and will deactivate again once no troops are in its range.
My tower troop idea is a tower troop that has higher range and can hit things close to the bridge on the opponent's side, It would deal enough damage to barely one-shot troops like a princess but with a slower attack rate than a princess tower (but not as slow as cannoneer). Its weakness would be that it functions like a mortar where if things get close enough it won't target them. Yes, I hate princess the bridge and firecracker. How can you tell?
I thinking about a towertroup like canoneer but with lower damage and iceballs for ammo than slow object, or a tower with long range and great splash damage than can help you to push but very slow hitrate
Some workout advice! It is possible to over train and get less results. You don’t have to lift 5 days a week to get results but listen to your body 👍🏻
Brother is rapping this whole video
2.6 guide please
We got midladder Ryley before GTA 6 👏
17:55 either of spawners can become 1 elixir cheaper
Fisherman really needs a nerf of some kind, Not to mention the other countless broken cards right now.
To answer your question. The best card for dropping down an elixir would be mirror. Like instead of increasing the cost of a card you played and adding a level, it decreases the cost of a card and lowers the level.
If you take one elixir off of any card, and choose mirror, then mirror would cost the same as the card you're mirroring, not one less. Also how would that be broken? I disagree
Yeah it would be broken, but so would a 2 elixir goblin gang or any of the 5 elixir support troops going down to 4. In comparison to those it’s not too bad.
I'm excited for the Pekka guide. It's the only deck I consistently play relatively well
lol you must suck then
4 elexir archer queen would go hard
firecracker tower would be sick
Would love a guide on Hog RG or Lava
The only free card that could be balanced is a card that harms yourself. So yeah, you got a faster cycle, but everytime you play it you damage your towers a bit.
No way Ryley is using Austin’s MK Loon.
Top players blind to the unspeakable horrors that take place in mid-ladder
4 elixir ram rider, would be a hig rider with more damage, hp, slow effect, and same elixir
16:53 They should reduce the cannoneer's power and increase its speed.
Bro that would literally become princess then😂😂
This is literally Austin’s deck with broken cards
Should definitely do a vid with evo megaknight mirror on 2v2
17:09 splash tower like a wiz tower
What are the best EVOs to use with hog 2.6?
I feel like evolution skeletons and cannon, but ice spirit and musketeer are both pretty good as well
17:51 nah 2.8 will be wild with 0 elixir skeleton
Is evo bats or evo Larry batter?
They should add a tower with no troop on it but has A lot of Hp
Hi. How do you see the exact barrel placement every time? Left/right sides or far behind can be noticed by shadow, but what about the other placements on the tower?
Monk would be really great
I’d add a tower with 15k health but doesn’t shoot lol
i want to play this deck but i am missing the skelly evos and this deck would be bad without them ...
Ryley do a guide on how to play pigglets, cannon, archer queen please
maybe do 5 card challange, that you can use only 5 cards from your deck
Splash damage will be the next tower