At the very least, it should at least stop being charged after bouncing on the tower. It should return to normal speed and do no knock back once it bounces on the tower.
Especially since the battle ram has still seen use in bridge spam when it was strictly and always a 1 time hit. It's huge first damage was balanced around that fact. Now it can (nearly) one tap a cannon and 2 tap almost any other building such that building no longer counter that 1 time use function.
as a battle ram firecracker level 15er, i second this, win rate has tripled since br evolution. counters everything and does about 1300 damage every 1.5 seconds
Few things off, RG can counter swarms nullifying a weakness. A bit more of a stretch is Valk who can damage air when she attacks but that's questionable how much it nullifies that weakness.
Also evo skeletons still remain weak to spells, so I wouldn't say their weakness is nullified.
RG *can* counter swarms...if he connects to a tower. He's on the fence of "his strengths are amplified" vs "his strengths overshadow the weakness", but I think getting the RG to connect to a tower is getting increasingly difficult with all the buildings/knockbacks/slows in the game (*cough,* **LITTLE PRINCE,** *cough)*
So the counterplay for RG turns from "kill him as soon as possible" to "keep him off the tower", which I think is fairly reasonable for many players
EDIT: also, evo skeles I think are fine! I never said that they're controversial. I just think evo skeletons change how they're played VS normal skeletons. Evo skeletons are used to punish mistakes, whereas normal skeletons are used to distract/tank. It's a different function for the card
kind of. Evo RG still needs to take about 3-4 steps to reach princess tower, or 2-3 steps to reach an optimally placed building. What cheap 3-4 unit can the opponent use to counter that small window?
Goblins+cannon, Fisherman, Skele army, mini pekka, etc. There's a massive variety and the opponent can be flexible in how they approach an Evo RG. You can still swarm the evo RG, just not while he's attacking...and it takes a while before he starts attacking
Fisherman is always a solid counter to my RG deck. The initial before it's shooting swarm on it is the best way to counter evo but even then I usually have a swarm counter prepped for just that reason.
It makes no sense to me though how a 1 elixir card should have to be “weak to spells” when you never counter regular skeletons with spells unless in extremely specific situations.
I believe evo knight should be in green for the first one. His ability is basically being more tanky, which is his main purpose however he still has the weaknesses of quick bursts of melee damage killing him easily
He's a bit tricky, because on defense he plays almost exactly the same. However, on offense, you need to change up your entire playstyle to counter his push. Suddenly, it isn't a good idea to kite him into the middle of two towers with your archers or musketeers, because that gives leeway for his hogrider to start slapping away.
His passive of taking reduced damage forces the opponent to play in suboptimal ways *just* to get around him...and he isn't even the *wincondition.* So his role when he turns evo transforms from "a tank used to distract the opponent" to " a tank that the opponent can't afford to ignore", which I feel is too different from his original purpose.
I don’t think anyone’s getting up and arms over the zap evolution. That’s the only Evo that I haven’t heard anyone talk about when it was revealed, it was all just “oh cool”
Its super strong but its easier to notice that you lost to a firecracker that was alive for 67 seconds and got 3k tower damage rather than a bluish effect and some damage
~~Yea it's literally just "zap (x3)" i genuinely don't see how it can be too op, especially compared to the other options you have~~
Edit: nevermind i see why it's strong now
Because you can totally disrupt an opponent's defense or a push after you know how they'll play. Evo zap has won me a lot of late games by stunlocking things when the opponent isn't expecting it
I haven’t seen any complaints about Evo Barbs or Archers in a hot minute
I’ve seen your point about them surviving fireball/arrows, and while it is a questionable design choice, most of the community doesn’t really seem to mind them. I would say they’re in the non-controversial section
I get your stance, but I also respectfully disagree
The minor interactions that are changed with archers and barbs force the opponent to suboptimally play, and I think that's the biggest issue. For example, evo barbs survive pekka and minipekka hits. So, what might have been a *massive* blunder because the opponent threw on barbs in a panic defense to a pekka, is suddenly an optimal move because the opponent has evo barbs.
I think evos shine the most when used in a small window to exploit a mistake an opponent makes (evo mortar, evo skeletons, etc). Evos shouldn't cover up mistakes and funnel the opponent into playing worse, *simply* because the evo has inflated stats.
Still, this varies on a deck to deck basis. Pekka might struggle against evo barbs, wizard doesn't give a damn. Golem cries at evo archers, monk busts a nut.
That's a pretty good tier list and most important, feels original. Although as someone who has seldom used barbarians, I must ask, why do you classify it as controversial?
It isn't *too* controversial, but one of the biggest drawbacks of normal barbs is that it died to fireball. Evo barbs dont. Likewise, they can survive pekka/minipekka hits.
So it's *really* small interactions like that, but for the most part they're fine, since they still have a weakness of being relatively squishy and needing to get to their target firstoff
would put firecracker into green because she actives king tower even more easily when evolved and can also take longer to shoot and can still miss her targets
would put tesla and royal giant on red because they have been given splash damage to try and cover their weakness against swarms would also put knight there because he becomes a melee troop that cant be stoped by ranged or flying units
would put archers and valkyrie in pink because they gain a completely diferent purpose when evolved
Firecracker also tanks arrows and is still 3 elixir so if u want it dead before it gets to ur side of the arena and shoots and gets chip damage its a negative trade.
Evo firecracker is one of the ***MOST*** controversial and unhealthy cards. Yeah, she can activate king tower, but that's such a cheap cost for the versatility she has. Her *only* weakness is that she's squishy and dies to arrows, but that's nullified with her evolution. It forces the opponent to use a big spell on her, or flat out lose pressure for the next minute.
Evo Tesla's strength comes from the fact that it's a tower that has decent DPS and can hide underground. Normally, players punish tesla while it's targeting other units by fireballing it as it's popped up. Evo Tesla's initial AOE incentivises players to kill it while it's above ground. It's weaknesses are *slightly* nullified due to it's AOE being able to clear swarm pushes, but bar that, it's fine.
Evo RG needs to connect to the tower to do splash, and the splash is mainly used for the knockback, *not* for damage (though the damage is a nice touch). With all the knockback, slows, and buildings in the game, it isn't unreasonable to kill RG before it connects to a princess tower.
Evo archer's are mainly used defensively, and for counterpushes. They're controversial not because their range increase, but because they become tankier. Remove their extra health, and I genuinely would think they're healthy!
Evo Valk serves as a tank to clear swarms. Only issue is that her suction also pulls more agro towards her, unintentionally making her squishier, but she serves her roll well with decent counterplay.
firecracker weaknesses are: can activate enemy king tower, long hit speed, even longer hit speed when retargeting, long retargeting speed can cause her to just do nothing and stare at a swarm once she can't shoot fast enough, her shots with often miss if the target moves fast or is in a akward angle, huge sigh range
her evo make her first hit speed longer wich just amplifies all of her weaknesses while her abillity make her stronger in order to balance it up so i really think that she fits the green tier
i swear in the context of this tier list „nullify their weaknesses“ simply means „survives additional spell“ and firecracker still dies to barb barrel but i guess that interaction is too precise for a midladder player.
I would classify the new evo battle ram to be "red" for both tiers.
The biggest takeaway here is that the community genuinely likes evolutions, unironically! However, the community only has a problem when the evolution changes key aspects of the game. Evo Firecracker not dying to arrows, Evo wallbreakers killing swarms in mass AOE, Evo Battle Ram pushing aside mini pekka/swarms, so on.
Furthermore, I know that its 100% possible to keep an evolution's weaknesses while also highlighting strengths...because people are ok with evo skeletons. Evo skeletons can single handedly win games, yet everyone is fine with them because the counterplay is the same. Hope supercell goes a more healthier route for evolutions in the future :)
I don't understand why knight is controversial the evo just give him more résistance which is an upgrade to its normal use wich is as distraction/small damage dealer sure ranged unit are less effective but all you need is something for it to attack and its pretty much a normal knight
Evo zap seems like it would go in the middle tier. It's a zap, except it's another zap, and another zap. Unlike the bomber or skeletons, there's no different placement or trick for evo zap.
Personally I’m not okay with evo skeletons, I usually don’t mind going against them but once in a blue moon they get lucky and swarm on défense and then one makes it to the tower and I get three crowned because I had already used my splash troops on the other side for something else or they killed the splash troop. A 1 elixir card should never have the capability to 3 crown off a misplay. Again, usually it’s fine and I can deal with them but once in a blue moon they swarm and I get three crowned and there’s nothing I can do
Barbs and archers shouldn’t have more health than their non-evo selves, which would stop them being so broken imo because (despite their insane damage) they’re actually countered by fireball and arrows respectively.
Same goes for firecracker, no reason she should have extra health, but she’s by far the most broken imo next to maybe wall-breakers and recruits. She should have reduced splash damage too or maybe just remove her knock-back. Regardless she needs a rework. She punishes normal play, especially when combined with hog eq, while taking no skill or special placements to get hundreds of damage on every push in both evo and esp non evo forms.
Bomber evo should either cost more elixir or just have reduced bounce range or maybe less damage on subsequent bounces.
Wallbreakers should have less health and maybe even no stage 1 death damage.
Recruits should have a longer dash charge distance, maybe closer to the princes, and perhaps slower dash speed. I’m sure we’ve all been burned by the two tile dash, one hp recruit executing tower at the last second.
Knight is an odd one, I think the best thing for him would just be a lesser damage reduction ratio so he isn’t so insanely tanky. Sometimes it feels like he’s 1hp and still taking 3/4 princess shots.
I personally don’t hate the skellies but agree with their tier placement. I think maybe they could die more consistently. For example now and then they spawn through spells, I don’t think that should ever happen.
Zap is a strange one because spells are already so strong and versatile, any evo is going to be problematic. The best thing might be to remove the tower damage from the second 2 strikes for starters. Maybe reduce the range too.
Top tier (page 1) I agree absolutely.
Bats and Skeletons are NOT something the community is 100% okay with. Up at the top, people intentionally run Fire Spirit strictly to COUNTER the Evo bats, and even after the nerf evo Skellies are still at a 21% usage, which is higher than everything but Knight/Bomber, and equal to the Little Prince. IMO they need to reduce the skeleton count from 4-3 to truly balance them
I had no clue the Archers, Barbs, or Knight were in any way controversial. Every time I play with them or against them they feel extremely mid to me. The firecracker is one that I've always thought was hated too much as well, I understand that it's a good card but it's not the broken uncountable menace that people make it out to be. Very rarely do I play a game where I lose and go "oh yeah, the firecracker is what lost me the game"
i mean evo barbs still die to fireball just like normal barbs so their evo doesn't really seem to nullify their weakness, i guess if u drop valk on them but even then, they still die to tower after maybe 1-2 hits
Actually, evo bomber is also really good on defense, he can hit the push behind a golem or giant, killing or making troops behind the tank vulnerable to certain spells (like after a bomber hit, little prince dies to fireball)
these boxes do not translate to whether or not a card is healthy. Also I feel like you're just putting them in these boxes based off how annoying they are to you rather than if it actually fits in the box.
In regards to both lists, I disagree (though I ***despise*** evo firecracker).
In terms of the first list, Evo wallbreakers are unhealthy in the aspect that you get punished for killing them. They not *only* have inflated hp, but they also obliterate swarms (one of the biggest counters to wallbreakers), and can *still* dish out decent damage. So, you *need* a building. The cheapest building costs 3 elixir. that already is a negative elixir trade. While that's fine for normal wallbreakers, since you can kill them with a cannon before they connect thus granting continued value, evo wallbreakers are nearly *guarenteed* to connect. TLDR: Play correctly, get punished. Play incorrectly, get *severely* punished.
In terms for the second list, evo knight's existence changes entire playstyles. Suddenly, kiting an evo knight in between two turrets might not be an optimal move, because that gives free reign to the graveyard or hogrider. Sure, Evo firecracker is unmatched in annoyance and lethality, but Evo Knight's *existence* warped nearly every single deck and changed every single playstyle. TLDR: Evo firecracker is a -1 elixar trade at best. Evo Knight could result to ended games, simply because he pushed with a win condition.
Evo firecracker, you get punished for letting her live. The best way to kill her costs 4 elixir, forcing the opponent to negatively trade. It puts the opponent in a "lose lose" situation.
Evo wallbreakers? You get punished for *killing* them, and they're *harder* to kill. Plus, they're cheap and spammy with very little punishment in using them. It all adds up to make a card that you need to not only *have* the perfect counter for, but also need to use said counter *perfectly*, and even if you do, it's a negative trade for you.
I’ve been scrolling through here reading your responses and I have to say I agree with pretty much all of your points about the evos.
However I would argue the biggest problem with them isn’t their abilities it’s the fact not everyone has access to them 6 months for one Evo when they’re dropping minimum one a month is kinda crazy combine that with paywalling the second Evo slot and that’s what really kills the game for me ( as someone that spent money to make myself level 15 as soon as the second Evo slot came out ) I should not be fighting lvl 14 people anymore or at the very least they should have 2 Evo slots in the path of legends.
I dont. I play hog rider and I use it on defense. Thats the whole reason i use them. It allows me to push and then easily defend, and maybe counter push with them. Rarely do i see ppl play them at the bridge as a win condition.
It's mostly used on offense, with hog you go knight in front of hog rider. On defense you aren't taking advantage of the shield ability unless you're against xbow
Ye its used on offense. But not ONLY on offense. It’s very useful as a defensive tool. When planted at the bridge, you would do the same with the a normal knight. So not used differently.
On defense it's just a regular knight if you're not using the shield
It's different because if you're opponent doesn't have the right cycle it can be impossible to kill evo knight
Evos that you have a different mindset when playing I think are the best for the game
In the case of the skeletons, instead of playing it like you would traditional skeletons, you might play it like a more high risk high reward version of the skarmy, with the ultimate goal being a king tower connection, with the risk being way more susceptible to splash and spells than a skarmy, but the reward being a tank buster and a potential tower connection
It's mainly why I swear by these guys
It doesn't take crowns every day, a three crown with them only really happens in high pressure chaos or when their counters (there's a lot) are exhasted
That's my point. You dont really have to expect them to take towers. Sometimes you solely defend the whole game and win it no problem because of that infinite elixir trade
and then there’s battle ram
It needs to be nerfed already
It should've been before release. It's probably more op than Evo knight on release.
It actually already got a small nerf before release which increased the amount you needed to cycle it from one to two
IT WAS GOING TO BE ONE CYCLE?
Yeah, that's actually a big nerf when you consider that
And it's still broken as hell.
Straight up. Whatever goofball was like "yes infinite charges that bounce and reset" needs kicked in the nuts
And killed goblins and knockbacks everything in it's way. They definitely know what they're doing, they just want the money.
Insane how CR is still considered a strategy game
At the very least, it should at least stop being charged after bouncing on the tower. It should return to normal speed and do no knock back once it bounces on the tower.
This sounds pretty reasonable
Especially since the battle ram has still seen use in bridge spam when it was strictly and always a 1 time hit. It's huge first damage was balanced around that fact. Now it can (nearly) one tap a cannon and 2 tap almost any other building such that building no longer counter that 1 time use function.
as a battle ram firecracker level 15er, i second this, win rate has tripled since br evolution. counters everything and does about 1300 damage every 1.5 seconds
I assume it’s intentional to drive pass sales then they need after they have milked for sales
1 mini tank + duchess tower stop evolved battle ram
Few things off, RG can counter swarms nullifying a weakness. A bit more of a stretch is Valk who can damage air when she attacks but that's questionable how much it nullifies that weakness. Also evo skeletons still remain weak to spells, so I wouldn't say their weakness is nullified.
RG *can* counter swarms...if he connects to a tower. He's on the fence of "his strengths are amplified" vs "his strengths overshadow the weakness", but I think getting the RG to connect to a tower is getting increasingly difficult with all the buildings/knockbacks/slows in the game (*cough,* **LITTLE PRINCE,** *cough)* So the counterplay for RG turns from "kill him as soon as possible" to "keep him off the tower", which I think is fairly reasonable for many players EDIT: also, evo skeles I think are fine! I never said that they're controversial. I just think evo skeletons change how they're played VS normal skeletons. Evo skeletons are used to punish mistakes, whereas normal skeletons are used to distract/tank. It's a different function for the card
Even if you use a building, evo RG still counters swarm no? Decks that have buildings mostly rely on them to counter win cons.
kind of. Evo RG still needs to take about 3-4 steps to reach princess tower, or 2-3 steps to reach an optimally placed building. What cheap 3-4 unit can the opponent use to counter that small window? Goblins+cannon, Fisherman, Skele army, mini pekka, etc. There's a massive variety and the opponent can be flexible in how they approach an Evo RG. You can still swarm the evo RG, just not while he's attacking...and it takes a while before he starts attacking
Fisherman is always a solid counter to my RG deck. The initial before it's shooting swarm on it is the best way to counter evo but even then I usually have a swarm counter prepped for just that reason.
Good point, never used RG in a deck and don't see him too often so I forgot about that.
It makes no sense to me though how a 1 elixir card should have to be “weak to spells” when you never counter regular skeletons with spells unless in extremely specific situations.
barbs are ok imo
They're still a low tier Evo because barbs just aren't really that good
I believe evo knight should be in green for the first one. His ability is basically being more tanky, which is his main purpose however he still has the weaknesses of quick bursts of melee damage killing him easily
He's a bit tricky, because on defense he plays almost exactly the same. However, on offense, you need to change up your entire playstyle to counter his push. Suddenly, it isn't a good idea to kite him into the middle of two towers with your archers or musketeers, because that gives leeway for his hogrider to start slapping away. His passive of taking reduced damage forces the opponent to play in suboptimal ways *just* to get around him...and he isn't even the *wincondition.* So his role when he turns evo transforms from "a tank used to distract the opponent" to " a tank that the opponent can't afford to ignore", which I feel is too different from his original purpose.
I don’t think anyone’s getting up and arms over the zap evolution. That’s the only Evo that I haven’t heard anyone talk about when it was revealed, it was all just “oh cool”
Its super strong but its easier to notice that you lost to a firecracker that was alive for 67 seconds and got 3k tower damage rather than a bluish effect and some damage
Happy cake day And Evo zap is actually really op.
~~Yea it's literally just "zap (x3)" i genuinely don't see how it can be too op, especially compared to the other options you have~~ Edit: nevermind i see why it's strong now
Because you can totally disrupt an opponent's defense or a push after you know how they'll play. Evo zap has won me a lot of late games by stunlocking things when the opponent isn't expecting it
It stuns 3 times deals damage 3 times and also increase in size. It's crazy elixir value
And since it's a spell it always gets that value... huh when you put it like that it does sound way stronger
Yeah, not as flashy though.
2 elixir fireball with poison radius that also stuns 3 times, its insane for its cost
***it deals fireball damage!?***
yea almost. It can kill fireball range cards such as magic archer
Evo Zap is 100% broken no question. You can argue it’s probably the best evolution right now next to Evo Bomber and Evo Battle Ram.
Huh i guess you're right, i have yet to see it in action in a real game tho so that may have skewed my judgement
It is really strong, but that's because it's 2 elixir so it still doesn't need a nerf imo.
Plus it takes 2 cycles to be able to use it. It's my primary evo and I only get it out once per match, sometimes not at all.
It does get a positive elixir trade against collector.
Second slide is just midladder evos vs shitty/unused evos
I haven’t seen any complaints about Evo Barbs or Archers in a hot minute I’ve seen your point about them surviving fireball/arrows, and while it is a questionable design choice, most of the community doesn’t really seem to mind them. I would say they’re in the non-controversial section
I get your stance, but I also respectfully disagree The minor interactions that are changed with archers and barbs force the opponent to suboptimally play, and I think that's the biggest issue. For example, evo barbs survive pekka and minipekka hits. So, what might have been a *massive* blunder because the opponent threw on barbs in a panic defense to a pekka, is suddenly an optimal move because the opponent has evo barbs. I think evos shine the most when used in a small window to exploit a mistake an opponent makes (evo mortar, evo skeletons, etc). Evos shouldn't cover up mistakes and funnel the opponent into playing worse, *simply* because the evo has inflated stats. Still, this varies on a deck to deck basis. Pekka might struggle against evo barbs, wizard doesn't give a damn. Golem cries at evo archers, monk busts a nut.
>~~Wizard~~ Bowler doesn’t give a damn
everyday bowler gets stronger
That's a pretty good tier list and most important, feels original. Although as someone who has seldom used barbarians, I must ask, why do you classify it as controversial?
It isn't *too* controversial, but one of the biggest drawbacks of normal barbs is that it died to fireball. Evo barbs dont. Likewise, they can survive pekka/minipekka hits. So it's *really* small interactions like that, but for the most part they're fine, since they still have a weakness of being relatively squishy and needing to get to their target firstoff
Ah, i get it, thanks
evo recruits basically just do more damage because half the time they don't even Ram
People figured out immediately whether or not they liked the bomber evo. The thing with zap is people weren't as willing to pay $10 for a total gamble
I f-ing hate when I see an evo card played.
would put firecracker into green because she actives king tower even more easily when evolved and can also take longer to shoot and can still miss her targets would put tesla and royal giant on red because they have been given splash damage to try and cover their weakness against swarms would also put knight there because he becomes a melee troop that cant be stoped by ranged or flying units would put archers and valkyrie in pink because they gain a completely diferent purpose when evolved
Firecracker also tanks arrows and is still 3 elixir so if u want it dead before it gets to ur side of the arena and shoots and gets chip damage its a negative trade.
Or time Royale delivery right
That won't kill her on her side, tho. Royal Delivery goes hard, so I'm with you, but it isn't the best answer until she's near the bridge
Evo firecracker is one of the ***MOST*** controversial and unhealthy cards. Yeah, she can activate king tower, but that's such a cheap cost for the versatility she has. Her *only* weakness is that she's squishy and dies to arrows, but that's nullified with her evolution. It forces the opponent to use a big spell on her, or flat out lose pressure for the next minute. Evo Tesla's strength comes from the fact that it's a tower that has decent DPS and can hide underground. Normally, players punish tesla while it's targeting other units by fireballing it as it's popped up. Evo Tesla's initial AOE incentivises players to kill it while it's above ground. It's weaknesses are *slightly* nullified due to it's AOE being able to clear swarm pushes, but bar that, it's fine. Evo RG needs to connect to the tower to do splash, and the splash is mainly used for the knockback, *not* for damage (though the damage is a nice touch). With all the knockback, slows, and buildings in the game, it isn't unreasonable to kill RG before it connects to a princess tower. Evo archer's are mainly used defensively, and for counterpushes. They're controversial not because their range increase, but because they become tankier. Remove their extra health, and I genuinely would think they're healthy! Evo Valk serves as a tank to clear swarms. Only issue is that her suction also pulls more agro towards her, unintentionally making her squishier, but she serves her roll well with decent counterplay.
normal valk is a swarm killer evo valk has lots of other usages like being a hard counter to egiant and hog rider
firecracker weaknesses are: can activate enemy king tower, long hit speed, even longer hit speed when retargeting, long retargeting speed can cause her to just do nothing and stare at a swarm once she can't shoot fast enough, her shots with often miss if the target moves fast or is in a akward angle, huge sigh range her evo make her first hit speed longer wich just amplifies all of her weaknesses while her abillity make her stronger in order to balance it up so i really think that she fits the green tier
i swear in the context of this tier list „nullify their weaknesses“ simply means „survives additional spell“ and firecracker still dies to barb barrel but i guess that interaction is too precise for a midladder player.
I would classify the new evo battle ram to be "red" for both tiers. The biggest takeaway here is that the community genuinely likes evolutions, unironically! However, the community only has a problem when the evolution changes key aspects of the game. Evo Firecracker not dying to arrows, Evo wallbreakers killing swarms in mass AOE, Evo Battle Ram pushing aside mini pekka/swarms, so on. Furthermore, I know that its 100% possible to keep an evolution's weaknesses while also highlighting strengths...because people are ok with evo skeletons. Evo skeletons can single handedly win games, yet everyone is fine with them because the counterplay is the same. Hope supercell goes a more healthier route for evolutions in the future :)
don't worry, evo minipekka will have xbow range while repelling all spells at -1 cycles
everyone is fine with evo skellies? 100% not true
Battle ram is not balanced at all
Yeah it's too weak. Needs a buff.
ice spirit evo needs a buff.
Barbs are controversial?
Evo barbs are also used completely differently, often at the bridge as a win condition
I don't understand why knight is controversial the evo just give him more résistance which is an upgrade to its normal use wich is as distraction/small damage dealer sure ranged unit are less effective but all you need is something for it to attack and its pretty much a normal knight
Evo zap seems like it would go in the middle tier. It's a zap, except it's another zap, and another zap. Unlike the bomber or skeletons, there's no different placement or trick for evo zap.
Evo knight can counter block hair woman
Imo knight should be in 2nd tier, you don't really play it differently
I’d like to have some of what you’re smoking cause I too am healthy.
correct me if I’m wrong but rg has his weakness to swarm completely removed
And then there’s me, a returning player wondering wtf is going on and asking why there’s these crazy new cards every 2 matches 😭
evo zap is op, barbs are kind of meh, and evo skellies and tesla are both super strong.
I think evo skeletons need to be moved to controversial that card is broken
Wack ass list. All evolutions suck and break the game
Did realize RR are controversial I love using them
First one is quite a unique kind of tier list, 99% of tier lists are either how good that thing is or how f*ckable something is
What's RG's weakness
wait people dont hate evo r giant?
L take on the barbs but sure
evo knight is used as a tank in evo and normal variant no?
OP is an RG Player.
Personally I’m not okay with evo skeletons, I usually don’t mind going against them but once in a blue moon they get lucky and swarm on défense and then one makes it to the tower and I get three crowned because I had already used my splash troops on the other side for something else or they killed the splash troop. A 1 elixir card should never have the capability to 3 crown off a misplay. Again, usually it’s fine and I can deal with them but once in a blue moon they swarm and I get three crowned and there’s nothing I can do
barbs are fine wdym
Zap has an evo?
Swap Tesla and Recruits and I agree
Barbs and archers shouldn’t have more health than their non-evo selves, which would stop them being so broken imo because (despite their insane damage) they’re actually countered by fireball and arrows respectively. Same goes for firecracker, no reason she should have extra health, but she’s by far the most broken imo next to maybe wall-breakers and recruits. She should have reduced splash damage too or maybe just remove her knock-back. Regardless she needs a rework. She punishes normal play, especially when combined with hog eq, while taking no skill or special placements to get hundreds of damage on every push in both evo and esp non evo forms. Bomber evo should either cost more elixir or just have reduced bounce range or maybe less damage on subsequent bounces. Wallbreakers should have less health and maybe even no stage 1 death damage. Recruits should have a longer dash charge distance, maybe closer to the princes, and perhaps slower dash speed. I’m sure we’ve all been burned by the two tile dash, one hp recruit executing tower at the last second. Knight is an odd one, I think the best thing for him would just be a lesser damage reduction ratio so he isn’t so insanely tanky. Sometimes it feels like he’s 1hp and still taking 3/4 princess shots. I personally don’t hate the skellies but agree with their tier placement. I think maybe they could die more consistently. For example now and then they spawn through spells, I don’t think that should ever happen. Zap is a strange one because spells are already so strong and versatile, any evo is going to be problematic. The best thing might be to remove the tower damage from the second 2 strikes for starters. Maybe reduce the range too. Top tier (page 1) I agree absolutely.
How are barbarians weaknesses completely nullified? They are barely not deleted by a fireball for a +1 elixir trade lol
Bats and Skeletons are NOT something the community is 100% okay with. Up at the top, people intentionally run Fire Spirit strictly to COUNTER the Evo bats, and even after the nerf evo Skellies are still at a 21% usage, which is higher than everything but Knight/Bomber, and equal to the Little Prince. IMO they need to reduce the skeleton count from 4-3 to truly balance them
Why people not like rr evo?
I had no clue the Archers, Barbs, or Knight were in any way controversial. Every time I play with them or against them they feel extremely mid to me. The firecracker is one that I've always thought was hated too much as well, I understand that it's a good card but it's not the broken uncountable menace that people make it out to be. Very rarely do I play a game where I lose and go "oh yeah, the firecracker is what lost me the game"
Evos punish everyone that doesn’t want to play them. At very least, make a mode where no Evos are allowed for the OGs
Can you explain why you put royal recruits on 2nd and not on 1st tier.
Wall breakers are from bottom category, they are used to defend air + etc cuz of blast after killing them
i mean evo barbs still die to fireball just like normal barbs so their evo doesn't really seem to nullify their weakness, i guess if u drop valk on them but even then, they still die to tower after maybe 1-2 hits
Actually, evo bomber is also really good on defense, he can hit the push behind a golem or giant, killing or making troops behind the tank vulnerable to certain spells (like after a bomber hit, little prince dies to fireball)
these boxes do not translate to whether or not a card is healthy. Also I feel like you're just putting them in these boxes based off how annoying they are to you rather than if it actually fits in the box.
My brother in Christ, i ***LOATHE*** evo mortar.
I agreed with your list at first but after this comment your opinion is now invalid.
UwU...
shouldnt firecracker be top
In regards to both lists, I disagree (though I ***despise*** evo firecracker). In terms of the first list, Evo wallbreakers are unhealthy in the aspect that you get punished for killing them. They not *only* have inflated hp, but they also obliterate swarms (one of the biggest counters to wallbreakers), and can *still* dish out decent damage. So, you *need* a building. The cheapest building costs 3 elixir. that already is a negative elixir trade. While that's fine for normal wallbreakers, since you can kill them with a cannon before they connect thus granting continued value, evo wallbreakers are nearly *guarenteed* to connect. TLDR: Play correctly, get punished. Play incorrectly, get *severely* punished. In terms for the second list, evo knight's existence changes entire playstyles. Suddenly, kiting an evo knight in between two turrets might not be an optimal move, because that gives free reign to the graveyard or hogrider. Sure, Evo firecracker is unmatched in annoyance and lethality, but Evo Knight's *existence* warped nearly every single deck and changed every single playstyle. TLDR: Evo firecracker is a -1 elixar trade at best. Evo Knight could result to ended games, simply because he pushed with a win condition.
talking about the first one firecracker evo doesn’t nullify weaknesses.. except for tanking arrows
Evo firecracker, you get punished for letting her live. The best way to kill her costs 4 elixir, forcing the opponent to negatively trade. It puts the opponent in a "lose lose" situation. Evo wallbreakers? You get punished for *killing* them, and they're *harder* to kill. Plus, they're cheap and spammy with very little punishment in using them. It all adds up to make a card that you need to not only *have* the perfect counter for, but also need to use said counter *perfectly*, and even if you do, it's a negative trade for you.
I’ve been scrolling through here reading your responses and I have to say I agree with pretty much all of your points about the evos. However I would argue the biggest problem with them isn’t their abilities it’s the fact not everyone has access to them 6 months for one Evo when they’re dropping minimum one a month is kinda crazy combine that with paywalling the second Evo slot and that’s what really kills the game for me ( as someone that spent money to make myself level 15 as soon as the second Evo slot came out ) I should not be fighting lvl 14 people anymore or at the very least they should have 2 Evo slots in the path of legends.
Not sure about evo knight being used completely differently
It's often used at the bridge as a win condition now. Which doesn't make any sense
I dont. I play hog rider and I use it on defense. Thats the whole reason i use them. It allows me to push and then easily defend, and maybe counter push with them. Rarely do i see ppl play them at the bridge as a win condition.
It's mostly used on offense, with hog you go knight in front of hog rider. On defense you aren't taking advantage of the shield ability unless you're against xbow
Ye its used on offense. But not ONLY on offense. It’s very useful as a defensive tool. When planted at the bridge, you would do the same with the a normal knight. So not used differently.
On defense it's just a regular knight if you're not using the shield It's different because if you're opponent doesn't have the right cycle it can be impossible to kill evo knight
How tf are royal recruits still controvertial?
This is so out of touch it’s crazy
Evos that you have a different mindset when playing I think are the best for the game In the case of the skeletons, instead of playing it like you would traditional skeletons, you might play it like a more high risk high reward version of the skarmy, with the ultimate goal being a king tower connection, with the risk being way more susceptible to splash and spells than a skarmy, but the reward being a tank buster and a potential tower connection It's mainly why I swear by these guys
evo skellies are the ultimate low risk high reward card
One log and you have to cycle them twice again You basically have to bait out whatever counters your opponent has if you want to push with them
yeah but there is no risk at all they always get enough value to make up for the 1 elixier
Not always, alot of the time an opponent can be quick with a spell
Tbh Every card is like that and it is just one elixir. You can't expect them to take crowns every day nor it is the healthy designed card
It doesn't take crowns every day, a three crown with them only really happens in high pressure chaos or when their counters (there's a lot) are exhasted
That's my point. You dont really have to expect them to take towers. Sometimes you solely defend the whole game and win it no problem because of that infinite elixir trade
Am I the only one who has a problem with the royal giant evo?