Okay, so, the first topic I want to address is DARK TROOPS
We've been waiting forever. Every time you open the "Dark Barracks" there are five empty spots and it always says "Coming Soon" but it's said that since the Dark Barracks was released, however long ago that was.
So, here is my proposition, for five new Dark Troops that follow the current theme of Dark Troops: overwhelmingly powerful, but huge weaknesses: The Minion deals a ton of damage for its cost, but it's relatively easy to destroy; Hog Riders deal decent damage and hop over walls, but have low health; Valkyrie deal splash damage and have good damage per second, but also have low health and are quite expensive, as well as taking up 8 spots; the Golem is one hell of a meat shield, having so much health and even exploding upon dying, but his damage per second is absolutely terrible; and the Witch is insanely strong, being able to summon endless hordes of wimpy skeletons that draw fire and deal quick damage, but her DPS is low and health is even lower. So, the Minion is good to draw fire for a few seconds, Hogs can trash defenses, Valkyrie rips through walls (not literally), Golem can hold off defenses and pave the way for troops behind it, and the Witch provides damage control.
Dark Troop #6: Hound - a fast moving unit with low health and low DPS; it can hop walls like the hog, but instead of heading for defenses, it heads for a trap (ground only, like spring and bombs) and absorbs all the damage, regardless of splash; if it survives, it attacks like a normal unit, but is melee. Cheap and trains fast, but worth 4-6 spaces.
Dark Troop #7: Zombie - a slow moving unit with high health (around same as a giant) and low DPS; five seconds after being killed, it rises from its gravestone to fight once more, but can only resurrect once (obviously, otherwise one zombie could wipe out an entire base if it had enough time); a Wizard (from Clan Castle) or Wizard Tower can dispel its resurrection if it dealt the final blow. Medium cost, trains slowly, and worth 2-4 spaces.
Dark Troop #8: Roc - a flying unit with high health and high DPS (movement speed is not fast or slow); it is undetected by traps BUT air defense can deal extra damage to it: if one Air Defense is targeting it, regular damage is dealt to it; if 2 ADs are targeting it, they both deal 15% extra damage; if 3 ADs are targeting it, all three deal 30% extra damage; if 4 ADs are targeting it, they deal 30% extra damage, and deal 50% damage in a splash radius of three extra tiles. When it dies, it crashes to the ground, dealing damage to anything directly below it, including your own ground troops if they are there (note: the damage dealt from this cannot kill a target, but deals damage equal to 10% of that unit/building's current HP). Expensive, trains slow, and takes up 15-18 spaces. It becomes the Air Defense's preferred target.
Dark Troop #9: Hydra - a slow moving unit with high health and low DPS; it is unaffected by Spring Traps and Mortar splash damage (if a Mortar hits it directly, it deals extra 20% damage though). If it is killed by anything but a Bomb Trap or Mortar, it comes back with 10% extra health and dealing 10% extra damage (however, it can only do so twice; after its third death, it deals splash explosion damage with a poison effect, lowering max and current health by 5% for 5 seconds, affecting all units within its area of 2 tiles; this poison does not affect buildings, meaning it only works against your own troops and the enemy's CC troops if nearby). Expensive, slow to train and takes up at least 25 spaces.
Dark Troop #10: Titan - slow moving unit with extremely high health and high DPS (health higher than a Golem and DPS higher than a PEKKA, but its attack rate is once every 10 seconds, slower than a PEKKA). It can only be killed by a Wizard Tower and slowly regenerates health. However, after 60 (maybe 45 seconds if 60 is too long) seconds of its deployment, it goes on a rampage, dealing 5% extra damage and moving 5% faster for 5 seconds, as though under the affect of a weak and individual rage spell. In those 5 seconds, it also becomes invincible, unable to be targeted or damaged. However, regardless of what was last to strike it before its rampage begins, once those 5 seconds run out, it dies. Wizard Towers deal an extra 15% damage to it. Very expensive, very slow to train, and takes up 35 spaces. It becomes the Wizard Tower's preferred target.
Those are my ideas for new Dark Troops. Take what you like, alter them however you want, but keep in mind that these are merely troops, making them too powerful would be a bad idea.
And now for the Heroes.
There is already a Barbarian King and an Archer Queen. There should be a Goblin Lord, with the ability to be able to deal x2 extra damage to anything it strikes, and grants all goblins within a certain range an extra 50% damage to resources. Also summons 2-3 Goblins.
Giant King that can become temporarily invincible for a few seconds, and summons 1-2 Giants
Healer Queen that can heal x2 HP for a few seconds and summons an extra Healer.
Wizard Sage that can deal extra damage to defenses and increases its splash range by 1 extra tile, and summons 2-3 Wizards.
These are my ideas for new heroes. I don't know what their costs or stats should be, but yeah.



