How to make defensive CC's interesting again
As we know, the poison spell was supposed to make CCs interesting, but since two of them kill everything remotely useful but a hound defensive CC's are completely broken again. Here are some ideas to make it interesting again:
1. Barbs: If there are no troops to draw them anywhere, these warriors will run out of poison clouds.
2. Archers: These disciplined warriors file out of the clan castle at a rate half of which other troops do.
3. Goblins: Due to their sneaky nature, they appear invisible to the attacker until their first attack on the nearest opponent.
4. Giants: Ranged attacks do half damage to these meat shields.
5. Wall-Breakers: Favorite target: Golems (damage x40)
6. Balloons: Their attack animation immediately begins upon arriving over a troop, and even if the troop moves they drop their bombs on the spot they're over.
7. Healers: Double their healing rate to defensive troops (or triple, or something to make them useful)
8. Dragons: Gain a poison immunity after the first poison.
9. Pekkas: Their mighty sword sweep deals area splash damage.
10. Minions: Because they are born of dark elixir, they seek dark elixir, and so their favorite target is opposing royals.
11: Hog riders: After a wizard made fun of their barbaric ways, the hog rider has sworn himself to taking out wizards and they are now his favorite target.
12. Valkyries: Give them the same poison spell damage resistance heroes have.
13. Golems: Because of his weak damage, he targets the troop with the least hp on in a certain tile radius.
14. Witches: Poison spells do not damage the witch, but prevent her from summoning her skeletons.
15. Lava Hounds: Similar to the effects of inferno towers, the heat from this molten beasts blocks healing on the target.
Thoughts? In my opinion, these ideas would bring back the interesting chess game between defenders and attackers.