Valkyries: Ok so valkyries got better in the new update but people still aren't using them... And thats for a reason. The reason me and my clan mates dont use them is because they take 15 minutes just to train ONE valkyrie!!! Thats insane. My suggestion is that you make it take 8-10 minutes to train.
Giants: There NEEDS to be a way to defend against giants at town hall 9 and below because they constantly 2 star my base. I was thinking there could be something like a fire bomb which is a trap that works like an inferno tower. It sets targets on fire and burns them for a few seconds, during the burn they cant be healed. I think you should get your first one at town hall 6, a second at th7, a third at th 8, a 4th at th 9 but no more because at town hall 10 you get infernos. Also giant bombs should stun big troops like giants, pekkas, hogs, valkyries, and golems.
Wall breakers: just a minor change but i think defenses should ignore wall breakers if there are other troops in range, wall breakers kill themselves any ways so why not focus the defenses on attacking other troops. I say this so that wall breakers have a better chance of blowing up walls instead of just dying.
Dragon: when a dragon dies it should crash down and do splash damage exactly like balloons.
Pekkas: very small change but i think pekkas should take 2x damage from lightning spells and maybe have recoil damage when attacking level 11 walls (because they are electric).
Hogs: should take double damage from normal bombs.
CC troops: i think cc troops should have the same ai as heroes where they can be lured but they stay within range of the castle
DAMAGE TYPES: this is a really cool idea (im my opinion). So i was thinking they could be damage types that have effects like (they aren't stackable):
Blunt: slows enemy's by 2 movement speed and attack speed/defenses fire rate for 3 seconds (Cannon, Giant, Hog Rider, Golem, Golemite)
Sharp: makes enemy's bleed which decreases attack damage by 5% and does 3% of their total health every second, lasts 4 seconds (Arch Tower, Barbarian, Archer, Goblin, Pekka, Valkyrie, Skeleton)
Explosive: makes enemy's take 10% more damage for 3 seconds (Mortar, Air Defense, All traps except spring trap, Santa's surprise (if it ever comes back), Wall breakers, Balloons, Golems (when they die))
Magic: Every kill a magic unit gets it summons a 99% weaker version of what it killed (stats are rounded up to the nearest 1) so if a wizard killed a level 1 pekka (240 damage, 2800 hitpoints) it would summon a mini pekka with 2 damage and 28 hitpoints, if a magic unit kills a defensive tower it would summon a "sentry gun" of some sort , let's say a wizard kills a level 10 cannon (65 damage, 750 hitpoints) it would summon a mini cannon with 1 damage and 8 hitpoints that can not move (Wizard Tower, X-Bow, Wizard, Minion, Witch)
Electric: Stuns (cant attack, can't move) enemies for half a second (a whole second for pekkas) (Hidden Tesla, Lightning Spell)
Fire: Burns enemies for 2 seconds making them unable to be healed and do 5% less damage, freeze spells dont do anything on burning units (Inferno Tower, Dragon)
please comment your feedback i really like knowing how people like my ideas and what i can improve on, negative feedback is perfectly fine as long as you give a reason why and a way it could be better. Thanks so much for reading this![]()



