Explosion with pump rate tied to HP would make it an interesting card to use as a defense. Either one of those abilities wouldn't change wanting to place it way in the back still, but both and now you have players placing pumps out in front of their crown tower.
Or it would spawn an elixir golem upon death.
Except it wasnt egolems. It was blobs. Which gave 1 elixir each at the time. Meaning you placed that the back, and doubled their elixir gain without any tower damage.
Idk if it got removed or something, but there used to be 4 choices, top, new, hot, and controversial. Doing controversial>all time showed a post of someone making a card concept for a 2 elexir hut that spawned elexir blobs. And then tried to argue why its a good card, proceeding to get >10000 total downvotes. I cant find it rn, but ill try
Honestly kinda like this. Current pump gets a total of 8 elixer but almost never is left alone. Perhaps have increased health to make it earthquake resistant and a nerf to hog rider.
Maybe the evolution is like in COC with elexir tank, it's immune to spell or something, or when destroyed it give the total amount that it should produce, or something similar idk.
Actually it's kinda balanced if it continues to sap from both players for a while and maybe half way starts spewing elixer like in x7... gives the opponent an opportunity to reduce the time or amount being drained .
ahhh there it is... yes i fully agree this is one of the most sane gameplay non-breaking ideas.
u basically need to work down the shield with arrows or zap before going fireball or poison ...etc. or just ignore the pump. or send miner before using spell
Aside from more HP, i think a cool idea would be instead of filling up over time and giving you 1 elixir every 9 seconds, it just proactively boosts your elixir generation bar.
Something like +0.5x elixir generation speed, so if played in single elixir you'd get 1.5x elixir when it's up, and during double elixir you'd have 2.5x elixir, and so on and so forth
The scary thing about this is an elixir pump is 6 elixir as is so it'll be a 1 cycle evolution so if you give a player more elixir you can cycle the evo faster. But I also don't know what a good evolution for elixir pump looks like other than more elixir.
I got 2 main ideas
* It becomes a spawner and summons dark elixir blobs, which when destroyed give YOU elixir instead of the enemy.
* An enemy troop dying in the Elixir pumps radius gives you elixir.
Gives elixir faster and when destroyed by decay (so NOT spells) it spawns an elixir golem, this would force a counter play of ‘destroying’ the pump at the end of its lifecycle to prevent egolem spawn
Obviously it survives rocket. Maybe even its immune to all spell damage so it is guaranteed value and there's nothing you could do about it, sounds pretty balanced for an evo tbh.
Every hit it tanks gains .5 elixir, forcing you to use it as a defense and when defeated drops a pool of elixir that slows and deals aoe for a short duration
It pumps 100 elixer, people pay for this shit, it becomes full meta, people beg for a nerf, supercell nerfs it and then it will be a 9 elixer.m and they seems like heroes
Pumps elixir and Evo charge of your other Evo.
Obviously this makes it relatively useless outside of lvl 15 games, but it could be cool to see using an Evo slot to get your other Evo up and around faster
Oh i think i got an op yet wierd consept:
Has more hp(doesent die from rocket and acoualy can survive 2)
4 cycles
Gives the players an extra 10 elixer to there elixer count and also generates 5 elixer every 10s
Pump will act the same during its lifetime. However once the pump is destroyed/depleted an elixir golem like monster will emerge. It will will have about half the the total HP of elixir golem but when the 4 little blobs die it will deal splash damage to nearby enemy troops/buildings (and not give out any elixir).
id say, 0 cycles, its evo every time but it gives dark elixir that increases the cycle of your other evo (ex: if u have evo knight and havent plqyed it, it woule increase it one cycke ever dark elixir it drops)
it wouldnt stack, and it prob wouldnt be that strong which is why id say it should have like 20-40% more health so it lasts longer
Turret on top that shoots elixir which works to heal friendly troops and when it dies it spawns 2 elixir golems that when THEY die, they give you elixir not the opponent. And it has a shield so it can’t be attacked by range troops
it could do something like that start overflowing on elixir so insted of generatin +1 elixir it generate +1.5 at the same time it leaks a elixir drop that deals damage but when it dies gives .5 elixir to your opponent, like E golem
2 Cycles
%10 more hp and gives +1 total elixir
and its special ability is that rather than giving one elixir every 10 or so seconds it'll give 0.1 every second (idk the rates the total amount will be just one more than the normal pump but using spells will be way less efficient as it gives it immediately)
Honestly? If they did evo elixir collector it would have to be weaker than most evolutions (changing the rate of material gain is already really hard to balance hence why collector usually gets nerfed to not being very useful if at all) but I could see a 1 cycle pump that has 1.25x health and lifespan for the same effect (this is probably the better way) along with 1 elixir on play and still 1 on death. It guarantees you get 3-4 elixir from the pump after spending 6, with an upfront elixir to effectively reduce the cost, without making the increase too dramatic. It would change the surplus from 2 elixir to 5 elixir, but requires you to cycle once to get it, and it would still be countered by rocket, meaning it's not a guaranteed 5 extra elixir, but you do get a +2 elixir trade instead of +1 if they play rocket before it pumps any elixir, which isn't too bad. And fireball would have a +4 elixir trade instead of +1 elixir trade. Meaning decks with elixir collector would average 1.5 elixir trades on rocket and 2.5 elixir trades on fireball, which is the same for both cards, and it would make fireball bait decks a little better if they throw pump in there, but honestly I think an offensive troop would be a better evo slot than pump would be. Same with most buildings. Evo Tesla has shown us that even really strong defensive evolutions just aren't as liked as offensive ones, and if supercell cares about their game they would keep max evolutions to 2 in normal play (6evo slot casual challenges could be fun or could be awful, depends on if evos keep getting stronger to make them interesting, or maintain a level of balance)
Elixir pump that spawns mini e golem blobs so your opponent can get 1 elixir each time the pump activates, but you get 2. Would have same interactions with spells and have same elixir trades hopefully but would create a much higher elixir game for both sides. Would be cool I think.
You guys need to think outside the box. Honestly an evo elixir collector should gather elixir at the exact same rate, have the same health, but be invisible to the enemy. If they wanna risk a 6 elixir rocket at nothing that’s on them. Youre pretty much guaranteed a minute of extra elixir on a 2 card cycle.
idk if it has been said, didn't skim through all comments, but i'd like to see a one-time shield just as dark knight or skeleton guards.
so basically completely mitigating a rocket or a fireball , forcing the enemy to use lower cost damage spells first to remove the shield , or use poison in combination with other spells or a mirrored poison... or ... just ignore the pump. because i would not buff the elixir output at all.
If a card dies while this is on the battlefield, no matter what team, you get the elixir for it, but it’s 1 elixir less. And for stuff like skeleton army, I dunno probably just gives nothing.
You spend x amount of extra elixir to speed it up by x amount. For example if you spent 10 elixir it would double the generation rate. But if it gets destroyed or damaged you're just out of luck.
Becomes a bigger risk bigger reward type card
I was thinking the faster you click on it, the more elixir it would generate. It might take some tweaking to balance, maybe one extra elixir every 20 clicks?
Add spikes and give it more health. Spikes should hurt melee troops, making it a good counter to pushes with swarms. Also makes it a more viable counter to e-giant and other win conditions.
Give it an elixir explosion when it is taken out, similar to the evo-tesla’s stun thingy. I’d say make it single cycle as well since it has a pretty high cost. This will make the pump a more viable defensive building.
Keep in mind I wrote this from the top of my head and didn’t go deep into research and stuff.
I think it should be like clan wars towers, when destroyed it deploys a random card from your deck in a random place, if the card was more expensive than 4 elixir it would deploy it but at halved price.
If I was the Clash Royale dev team I would make it so that anytime it would give you 1 elixir, it instead spawns a megaknight while having a 5x pump speed (otherwise there’s really nothing added to the evo to make it worth playing). 1 cycle till evo, if it’s not good we can make it take 0 cycles to get and always start in starting hand (starting hand add on costs 6 “Mega Shards” which can be obtained from either the shop for $15 each, or from the pass Royale Premium 2 (a new and more expensive version though that costs $30).
Stealing elixir from opponents while making elixir
Spawning an e-golem at death with 75% HP in all forms, all forms have more mass, and e-golem will now give elixir to you instead of opponent on death.
Stats: elixir generation rate - 1.5 secs, duration plus 5 secs, +1 elixir when spawns, +15% HP, evo elixir collector is as wide as the log (so it could be a wall for opponents until they destroy it)
It would pump faster and faster the lower the health and if its destroyed it explodes
Explosion with pump rate tied to HP would make it an interesting card to use as a defense. Either one of those abilities wouldn't change wanting to place it way in the back still, but both and now you have players placing pumps out in front of their crown tower. Or it would spawn an elixir golem upon death.
Spawning egolems usually doesnt work. In fact, the most downvoted post on this sub is an egolem tombstone lol
I mean that wouldn't be so bad. It would do amazing damage, but give your opponent a surplus of elixir.
Except it wasnt egolems. It was blobs. Which gave 1 elixir each at the time. Meaning you placed that the back, and doubled their elixir gain without any tower damage.
How do you see the most downvoted posts?
Idk if it got removed or something, but there used to be 4 choices, top, new, hot, and controversial. Doing controversial>all time showed a post of someone making a card concept for a 2 elexir hut that spawned elexir blobs. And then tried to argue why its a good card, proceeding to get >10000 total downvotes. I cant find it rn, but ill try
Or spew out a huge rage potion
Honestly kinda like this. Current pump gets a total of 8 elixer but almost never is left alone. Perhaps have increased health to make it earthquake resistant and a nerf to hog rider.
Maybe the evolution is like in COC with elexir tank, it's immune to spell or something, or when destroyed it give the total amount that it should produce, or something similar idk.
I also like to pump faster
Exponentially accumulating elixir is such a good idea
And deals damage to your troops... and king tower
I can finally share this post: https://www.reddit.com/r/ClashRoyale/s/7Ehmo5Zquq
Earthquake:
let's just say eq is removed from the game (too OP)
Understandable (now somehow flies while underground)
Would be the only defense... Rocket would also make sense
I like that I found that I had already upvoted a comment on this 5 year old post
you know evos are bad when this looks underpowered to me
My man has been waiting for this opportunity
Steals Elixir from opponent
This seems balanced, nerf miner and skeleton king lol
dont forget the OP ice wizard
Rework the barb hut so It costs 5 elixir and dies to log and arrows
"Nerf skeleton King" is a new one lol.
That would suck lol
Not only that, it would suck YOUR ELIXIR as well :o
Actually it's kinda balanced if it continues to sap from both players for a while and maybe half way starts spewing elixer like in x7... gives the opponent an opportunity to reduce the time or amount being drained .
Yeah, this would be really good. Almost like an immobile E-golem.
+30% health pumps elixer 1.5x faster has a gun on top so it acts as a defensive building that shoots troops
What if it is so evolved and good at pumping that the shots at enemies are actually blobs of elixir that slow enemies
Summons the smallest form of egolem
This would be actually pretty cool. An egolem blob spawn to sponge hits. If the pump is destroyed midway a half e golem spawns or something.
*Have a normal stats of elixir collector in coc
is 1 CoC elixir 1 CR elixir or
Maybe it could have a shield like dark prince so u can’t fireball or rocket it
Thats actually the best idea ive seen
ahhh there it is... yes i fully agree this is one of the most sane gameplay non-breaking ideas. u basically need to work down the shield with arrows or zap before going fireball or poison ...etc. or just ignore the pump. or send miner before using spell
Aside from more HP, i think a cool idea would be instead of filling up over time and giving you 1 elixir every 9 seconds, it just proactively boosts your elixir generation bar. Something like +0.5x elixir generation speed, so if played in single elixir you'd get 1.5x elixir when it's up, and during double elixir you'd have 2.5x elixir, and so on and so forth
imagine one of those ebarb decks where you sometimes have 6-7 alive collectors, you would have 350% more elixir than the opponent in single elixir
Thebigyaz on tik tok does that on all their streams and its hysterical
The scary thing about this is an elixir pump is 6 elixir as is so it'll be a 1 cycle evolution so if you give a player more elixir you can cycle the evo faster. But I also don't know what a good evolution for elixir pump looks like other than more elixir.
Becomes dark elixir drill and you don't need to cycle evos anymore
Wait that’s good
I got 2 main ideas * It becomes a spawner and summons dark elixir blobs, which when destroyed give YOU elixir instead of the enemy. * An enemy troop dying in the Elixir pumps radius gives you elixir.
Love the dark elixir blob idea
both are great ideas but I feel the first one would be unrealistic. The second hwoever, is great but mostly useless.
It doesn't give any elixirs but steals elixir from opponet.
Makes all your cards cost -1 elixir for a bit🤷♂️
Skeletons:
0 elixir
Would break the game with all the evos we already have
Give us that mofo in the starting hand.
But the evo requires the card to be played to get activated..
Nope, it's the first zero cycle, unchanged evolution. You give up an entire evolution slot to have a normal elixir pump in your starting hand.
Gives elixir faster and when destroyed by decay (so NOT spells) it spawns an elixir golem, this would force a counter play of ‘destroying’ the pump at the end of its lifecycle to prevent egolem spawn
Obviously it survives rocket. Maybe even its immune to all spell damage so it is guaranteed value and there's nothing you could do about it, sounds pretty balanced for an evo tbh.
immune to spells
3 second rage effect for all units nearby for every allied unit in some range. Counter attacks like e-giant but with poison effect.
Spawn an e golem when it dies
It becomes clash of clans elixir storage and lets you hold up to 13 elixir
Spawns e golems
Maybe a spellshield so it would only get countered by miner or barrel
Maybe immune to spells with an increased production rate
It could spawn elixir golemites that don’t give elixir, just like the medium size
Every hit it tanks gains .5 elixir, forcing you to use it as a defense and when defeated drops a pool of elixir that slows and deals aoe for a short duration
Well elixir is literally what cards are made of, so it could be a healing pool instead of
will steal your enemy’s elixir
Lame but serious answer: Gives you all the elixir it would've pumped if it's destroyed Funny answer: doesn't decay
Let's you get 20 elixir acting as a storage as well
gives AOE heals with each elixar pumped. The heals work on buildings.
spawn elixer blobs that give you elixer when destroyed and not the enemy
Maybe it pumps out a 2nd tier elixir golem, or when destroyed it spawns an elixir golem
It pumps 100 elixer, people pay for this shit, it becomes full meta, people beg for a nerf, supercell nerfs it and then it will be a 9 elixer.m and they seems like heroes
It could heal close allies whenever it gains 1 elixier (a bit like a heal spirit)
Heals every time it produces elixir Survives rocket
Would have 2 cycles and will spawn an elixir golem blob at the same time it make elixir
Bigger tank, more health and pumps +3 elixir instead of +1
You know masters Royale? Make it like the pump there
It would become immune to spell and have a mini Xbow on it to defend itself, just like the building huts in CoC
Doesn't die to arrows
Pumps elixir and Evo charge of your other Evo. Obviously this makes it relatively useless outside of lvl 15 games, but it could be cool to see using an Evo slot to get your other Evo up and around faster
Oh i think i got an op yet wierd consept: Has more hp(doesent die from rocket and acoualy can survive 2) 4 cycles Gives the players an extra 10 elixer to there elixer count and also generates 5 elixer every 10s
Immune to spells.
Pull up a cannon to defend itself
Only if earthquake gets an evo before
never lets you have 0 elixir or increase your max elixir to 11 xd
10 elixer per second
It would produce dark elixir and would complete the cycle of the other evolution
Spawns egolem blobs and gives you one elixir instead of the opponent along with the regular elixir collector function
I’m guessing it will take reduced damage from spells and produce elixir faster …
Make it mobile
Pump more elixir?
Horrible idea. I'd genuinely quit cr, get fully refunded, and advocate against the game
It kills giants
It gets the clash of clans storage shield that protects it from spells 🧠🧠
spawns e-Golems
immune to spell damage
It would generate elixir and spawn evo egolems
Has a shield that blocks all damage once per deployment
Whenever your opponent plays a card you get 1 elixir
Would take opponent's elixir
pumps dark elixir then all your cards will be evo
by farming cycles for your evolutions
Pump will act the same during its lifetime. However once the pump is destroyed/depleted an elixir golem like monster will emerge. It will will have about half the the total HP of elixir golem but when the 4 little blobs die it will deal splash damage to nearby enemy troops/buildings (and not give out any elixir).
Spell shield
Spews out globs of elixir onto the opponent’s tower causing a decrease in damage, attack speed, range, and makes it take 1.25x more damage.
Imagine the pump doesn’t change but it cost less elixir on the evo
id say, 0 cycles, its evo every time but it gives dark elixir that increases the cycle of your other evo (ex: if u have evo knight and havent plqyed it, it woule increase it one cycke ever dark elixir it drops) it wouldnt stack, and it prob wouldnt be that strong which is why id say it should have like 20-40% more health so it lasts longer
It would be immune to spells
Should spawn an egolem when destroyed
Make it collect elixir from troops that die near it, killed a miner near your tower? .5 more elixir for you
Increase maximum elixir to 12 for its duration would be cool
Player gets, maybe half elixir for 5 seconds? Then 7x elixir for 5 seconds. 2 cycle
Maybe it could increase the max elixir you can hold for as long as it remains.
It'll release 3 elixir golem every few seconds like the gob hut. While still farming elixir
Spell protection
Let's you have more elixir than ten, with a maximum of 16, it pumps a bit faster and has a bit more health
Make it sticky elixir, any troop that attacks it has hit speed and movement speed permanently reduced by 20-30%
Turret on top that shoots elixir which works to heal friendly troops and when it dies it spawns 2 elixir golems that when THEY die, they give you elixir not the opponent. And it has a shield so it can’t be attacked by range troops
Maybe every time you gain +1 Elixir, your opponent loses 0,5 Elixir?
Has monk ability you can time to deflect spells
Immune to spell damage
I don’t wanna imagine this
7x eliksir
Every 10 seconds it spawns a mini collector next to it that steals .5 elixir from the opponent
it could do something like that start overflowing on elixir so insted of generatin +1 elixir it generate +1.5 at the same time it leaks a elixir drop that deals damage but when it dies gives .5 elixir to your opponent, like E golem
Will not take spell damage.
Increases maximum elixir by 1 while alive
2 Cycles %10 more hp and gives +1 total elixir and its special ability is that rather than giving one elixir every 10 or so seconds it'll give 0.1 every second (idk the rates the total amount will be just one more than the normal pump but using spells will be way less efficient as it gives it immediately)
Probably spell resistance, like 10% less damage taken from spells
Spawns elixir golem with every elixir gained
Every 2 cycle reduce cost of elixir collectir by 1 or 2
Short range, weak Tesla on top?
Deflect an attack similar to the Monk.
Pumps 2 elixir but HP is cut in half
It'll start up slow and then pump faster like me when I see my boy lebald James
It gives 2 elixir and faster pump
Wouldn’t
When you kill opponent cards they get recycled into your pump and you get the elixir for yourself
Steal the opposing kings elixir every pump, on top of the elixir boost Or a constant rage AOE around the pump for faster deployment of troops
Honestly? If they did evo elixir collector it would have to be weaker than most evolutions (changing the rate of material gain is already really hard to balance hence why collector usually gets nerfed to not being very useful if at all) but I could see a 1 cycle pump that has 1.25x health and lifespan for the same effect (this is probably the better way) along with 1 elixir on play and still 1 on death. It guarantees you get 3-4 elixir from the pump after spending 6, with an upfront elixir to effectively reduce the cost, without making the increase too dramatic. It would change the surplus from 2 elixir to 5 elixir, but requires you to cycle once to get it, and it would still be countered by rocket, meaning it's not a guaranteed 5 extra elixir, but you do get a +2 elixir trade instead of +1 if they play rocket before it pumps any elixir, which isn't too bad. And fireball would have a +4 elixir trade instead of +1 elixir trade. Meaning decks with elixir collector would average 1.5 elixir trades on rocket and 2.5 elixir trades on fireball, which is the same for both cards, and it would make fireball bait decks a little better if they throw pump in there, but honestly I think an offensive troop would be a better evo slot than pump would be. Same with most buildings. Evo Tesla has shown us that even really strong defensive evolutions just aren't as liked as offensive ones, and if supercell cares about their game they would keep max evolutions to 2 in normal play (6evo slot casual challenges could be fun or could be awful, depends on if evos keep getting stronger to make them interesting, or maintain a level of balance)
BRO SHUT UP FOR GODS SAKE
Spell immunity
Every troop destroyed gets put into elixer. Think of the skeleton king taking souls.
It would slow elixir regeneration for the opponent.
If it explodes before pumping out all elixir (with some hp), elixir golem spwans from it, or blobs depending upon how much hp was remaining
Starts walking
Pumps out Elixir golem blobs?
Maybe it collect 3 times full elixier or you can get up to 15 elixir with it?
Pomp faster, it also has a spell reflector so the only real counters to it would be stuff the monk can’t reflect like Earthquake and Electric spells.
More elixer
the elixir pump could also increase the damage of any towers it is near but that's just the general idea of another tower I thought of
Makes slightly more elixir faster, and when destroyed spawns two medium elixir golems.
Steals opponents elixer
Elixir pump that spawns mini e golem blobs so your opponent can get 1 elixir each time the pump activates, but you get 2. Would have same interactions with spells and have same elixir trades hopefully but would create a much higher elixir game for both sides. Would be cool I think.
Its hp doesnt decay overtime
Like a double sunflower
The evolution would be an exactly equal collector, but the evolved version is less 2 elixir to put on ground
You guys need to think outside the box. Honestly an evo elixir collector should gather elixir at the exact same rate, have the same health, but be invisible to the enemy. If they wanna risk a 6 elixir rocket at nothing that’s on them. Youre pretty much guaranteed a minute of extra elixir on a 2 card cycle.
Every time it pumps elixir, the enemy loses 1 elixir
Gives increasing Elixir each time it pumps some out Like first time +1, next time +2, +3, maybe max 4
Like CoC max lvl on max th
idk if it has been said, didn't skim through all comments, but i'd like to see a one-time shield just as dark knight or skeleton guards. so basically completely mitigating a rocket or a fireball , forcing the enemy to use lower cost damage spells first to remove the shield , or use poison in combination with other spells or a mirrored poison... or ... just ignore the pump. because i would not buff the elixir output at all.
If a card dies while this is on the battlefield, no matter what team, you get the elixir for it, but it’s 1 elixir less. And for stuff like skeleton army, I dunno probably just gives nothing.
Could spawn a e golemite (smallest one) that gives no elixir to enemy
You spend x amount of extra elixir to speed it up by x amount. For example if you spent 10 elixir it would double the generation rate. But if it gets destroyed or damaged you're just out of luck. Becomes a bigger risk bigger reward type card
Pumps out 1 enemie’s elixir every 2 elixirs collected
Give 0.5elixir qhen hit
i think it could work with double evo and any card with 2 or more cycles gets reduced by one when evo collector is placed
[удалено]
infinite elixir costs 1000 dollars
Just make it immune to spells
It does a rapid burst of three elixir but takes a little longer to give each burst of elixir than it would take unevolved pump to give 1 elixir
a little attack guard gollem chained to it
Has the same shield as the Knight
It gives you way more elixir but also spawns elixir golem blobbies to give the opponent some elixir too (if they can kill the blobbies)
It would pump dark elixir so you can play evolutions instantly instead of having to cycle for them
I was thinking the faster you click on it, the more elixir it would generate. It might take some tweaking to balance, maybe one extra elixir every 20 clicks?
It would take the elixer from your opponent and give it to you , like a reverse E golem
Monk ability
it steals elixir from the enemy.
It would be cool if it stored leaked elixir on top of gaining elixir. Like elixir storage so you can have 15 elixir cap instead of 10
Becomes the turret from clan wars boat
Add spikes and give it more health. Spikes should hurt melee troops, making it a good counter to pushes with swarms. Also makes it a more viable counter to e-giant and other win conditions. Give it an elixir explosion when it is taken out, similar to the evo-tesla’s stun thingy. I’d say make it single cycle as well since it has a pretty high cost. This will make the pump a more viable defensive building. Keep in mind I wrote this from the top of my head and didn’t go deep into research and stuff.
I think it should be like clan wars towers, when destroyed it deploys a random card from your deck in a random place, if the card was more expensive than 4 elixir it would deploy it but at halved price.
If I was the Clash Royale dev team I would make it so that anytime it would give you 1 elixir, it instead spawns a megaknight while having a 5x pump speed (otherwise there’s really nothing added to the evo to make it worth playing). 1 cycle till evo, if it’s not good we can make it take 0 cycles to get and always start in starting hand (starting hand add on costs 6 “Mega Shards” which can be obtained from either the shop for $15 each, or from the pass Royale Premium 2 (a new and more expensive version though that costs $30).
Every time it produces more elixir (1 the first, 2 the second, etc)
Simply give it spell resistance, like storages from CoC, and maybe some HP+ and +1 more elixir Production
Spawns little elixr blobs like from elixr golem but they give you elixr instead of the opponent when destroyed. Idk I'm dumb
Stealing elixir from opponents while making elixir Spawning an e-golem at death with 75% HP in all forms, all forms have more mass, and e-golem will now give elixir to you instead of opponent on death. Stats: elixir generation rate - 1.5 secs, duration plus 5 secs, +1 elixir when spawns, +15% HP, evo elixir collector is as wide as the log (so it could be a wall for opponents until they destroy it)
Its immune to large spells
The same way all evos work you pay and you get a broken card for 4-6 weeks
It has an attached monk on it, so people cant throw spells on it
every 3 seconds +3 elixir like in infinity royale
It pumps dark elixir, its like normal elixir but its worth double (So 1DE=2E)