New Spell Idea: "Dead Rise"
Generally, what the new spell "Dead Rise" does is bring troops that are dead back alive, but with half their HP only.
In other words, troops that are sent in an area, and are killed will disappear. So, when you drop the spell in an area, every dead troop in the spell radius will rise, but with only half their HP left, but their attack, speed, and other abilities will not be changed (Depending on the level of the spell). The spell will affect both ground and air troops. But WILL NOT do anything to Barbarian King/ Archer Queen, because that will be way too overpowered, and technically, they never die, the just get a little tired. This spell may be too overpowered. So I was thinking that certain defenses will do more damage to certain troops that have been revived. I've listed them here:
Cannons: 2x damage to revived hog rider.
Archer Tower: 2x damage to revived giants.
Telsa Tower: 3x damage to revived P.E.K.K.A.
Air Defense: 1.5x damage to all revived air troops.
Motar: 1.5x damage to all revived ground troops.
X-bow: 2x damage to revived golem (one big golem, not too small ones).
If the spell is still too overpowered, then there could be a little twist: The spell revives troops in the radius, and enemy defenses in the radius (also to half the original HP only, for defenses). That way, the spell could have a weakness.
The spell can have a radius of about the same as the Wizard Tower. The spell could cost about 40000 elixir.
A neat idea would be that for every upgrade, you could choose a troop, and the defenses that deal extra damage to the troop would deal 0.5 less damage to the troop. So if the Telsa Tower deals 3x damage to a revived P.E.K.K.A, if you upgrade the spell once, and choose P.E.K.K.A, than the Telsa Tower would deal only 2.5x damage to the P.E.K.K.A after the spell is upgraded. For every upgrade, you could choose a revived troop to take 0.5 less damage from ONLY the defense that deals extra damage to it. You can choose one troop multiple time so that it takes 0.5 less damage every time you upgrade the spell, (so a golem might take only 1x damage from the X-bow after you upgrade the spell twice and for both times, choose the golem) or choose different troops to take 0.5x less damage. If you already choose a troop, but want to change a troop to take less damage, then you will have to spend some elixir to change it. The spell could be upgraded to level 6.
If you want already choose a troop to take less damage after a spell upgrade, but want to change it, it will cost you 60000 to change troops.
Upgrading the spell can help troops take less damage, but will also add 10 HP, and 5 movement speed to every troop for every upgrade.
This is just a idea that I have that may help.