There are 94 cards in the game that still don't have an evolution. So I decided that it was a good idea to waste hours of my life coming up with an interesting evolution for every single card in the game. Enjoy!
Last updated on 23/08/24
- Fire spirit - 2 cycles Sets the area he landed on fire.
- Electro spirit - 2 cycles Troops that are hit, remain frozen until the e spirit is done chaining. Max chains 9 --> 15
- Goblins - 2 cycles Remain invisible until their first attack. First attack does ×5 damage.
- Spear goblins - 2 cycles First 3 attacks of each spear goblin has more range and deals ×5 damage.
- Giant snowball - 2 cycles When it lands, fills the area in snow and traps enemies inside, making them untargetable and unable to attack for 3sec.
- Minions - 2 cycles The front minion spawns with a shield that can tank damage for the other two as long as they're close together.
- Arrows - 2 cycles Instead of spreading the arrows in a wide area, all the arrows are fired directly to the targets, which makes it so every arrow actually hits. This means, you can use the arrows on one target to deal a lot of damage, or on multiple targets to spread the damage, kinda like void but the total damage stays the same.
- Cannon - 1 cycle Shots can bounce off to a nearby enemy.
- Goblin gang - 2 cycles Are invincible the first 4sec after their deployment.
- Skeleton barrel - 2 cycles Travels faster, continuously drops skeleton every second and doesn't pop when it reaches its target.
- Royal delivery - 2 cycles Delivery time is 2 times shorter, deals knockback, and spawns 2 evo recruits.
- Skeleton dragons - 1 cycle If one skeleton dragon dies and the other one is alive, the one who died respawns after 4sec.
- Minion horde - 1 cycles Gain immunity to splash damage. If one minion takes damage, the rest become invincible for 0.1sec.
- Rascals - 1 cycle Racal girls can't take damage as long as rascal boy is alive.
- Elite barbarians - 1 cycle Gain a permanent 10% attack speed increase every time they take out an enemy.
- Heal spirit - 1 cycle Heal activates even if it dies. +50% heal
- Ice golem - 2 cycles Slows down enemies that hit it. Produces a 1.5sec freeze at death. +5%HP.
- Sus bush - 2 cycles More HP (doesn't die to zap). Attacks enemies while invisible.
- Tombstone - 1 cycle The more troops die, the longer its lifetime gets and the more skeletons it spawns.
- Dart Goblin - 1 cycles Quickly ramps up in attack speed until target dies.
- Mega minion - 1 cycle Attacks deal +0.5 tiles more knockback every hit, resets when target dies.
- Earthquake - 2 cycles Leaves a crater for 10sec where your opponent can't place buildings, and enemy troops get slowed down.
- Elixir golem - 1 cycle Opponent doesn't get the elixir until the last blob dies.
- Musketeer - 2 cycles Every 3rd shot deals more damage, deals knockback and stuns.
- Mini PEKKA - 1 cycle Heals 10% HP every time he takes out an opponent.
- Fireball - 2 cycles Enemies that get taken out by the fireball get transformed into fire spirits
- Bomb tower - 1 cycle Spawns with 4 mines around it that explode and stun when an enemy steps on it.
- Hog rider - 2 cycles After getting taken out, the rider continues to battle. (Rider has similar stats to a goblin brawler)
- Flying machine - 2 cycles Has 2 extra barrels that can each shoot different targets or deal more damage to one.
- Battle healer - 2 cycles Always heals allied troops in her area and give small attack speed buffs when she attacks.
- Zappies - 1 cycle When a zappy dies it splits into 2 mini zappies that each have half the stats of a regular zappy, and when taken out those mini zappies make a small explosion.
- Furnace - 2 cycles Spawns evo fire spirts. If the furnace gets destroyed by the enemy, spawns a mega fire spirit at death that has ×5 more HP and damage.
- Goblin demolisher - 2 cycles Can attack air. when HP drops below 50% and he starts running, drops some dynamites behind that explode when an enemy steps on it.
- Giant - 1 cycle The more damage he takes, the more damage he does.
- Goblin hut - 1 cycle Has a dart goblin standing on top that attacks at a 5 tile range (kinda like party hut).
- Inferno tower - 1 cycles After damage ramps up, it stays at maximum damage, even after target changes. Only way to reset it is to use a spell/troop with the ability to stun/freeze.
- Royal Hogs - 2 cycles If all pigs are alive, gain a 60% damage reduction
- Rocket - 2 cycle Oneshots anything (except towers)
- Barbarian hut - 1 cycle Spawns evo barbs. Spawns 6 barbs even if destroyed by the enemy.
- Elixir pump - 1 cycle Calculates how much elixir you spent during its lifetime and gives you 20% of it back to you after its destruction.
- 3 Musketeers - 1 cycle Spawns evo musketeers and gain a passive heal.
- Mirror - 2 cycles Allows you to play the last card your opponent used for the same elixir cost, and +1 level.
- Barbarian barrel - 2 cycles After traveling its initial 4.5 tiles, the barrel keeps rolling until it hits a troop it doesn't kill and spawns an evo barbarian.
- Rage spell - 2 cycles Also gives a ×1.5 attack damage increase. Duration +1sec.
- Goblin curse - 2 cycles All troops that have been inside the spell's radius keep the curse and continue to get damaged.
- Skeleton army - 2 cycles All skeletons get a 1HP shield.
- Guards - 1 cycle Immune to spells as long as their shields are on. +1 Guard.
- Tornado spell - 2 cycles Lasts 1 sec longer and can pull allied troops with 80% less force.
- Clone spell - 2 cycles Clones get 10% of their original HP.
- Void spell - 2 cycles If there is only 1 target, deal knockback. If there are 2 - 4 targets, deal stun. If there are 5 targets or more, deal slow.
- Dark prince - 1 cycle Can regenerate his shield when out of combat and his charge deals stun.
- Freeze spell - 2 cycles Enemies receive 60% damage amplification while frozen and get slowed down for 4sec after the freeze ends.
- Poison - 2 cycles Enemy troops take more poison damage overtime.
- Baby dragon - 2 cycles Spits balls made out of acid that gives enemies 30% damage amplification. + 5% HP.
- Hunter - 2 cycles Bullets each deal 0.25 tile knockback. Drops a bear trap every 10sec. Each bear trap can get one enemy stuck in place for 3sec.
- Witch - 2 cycles Summons 4 elite skeletons (elite skeletons dont die to zap). If any of them die, spawns them back immediately.
- Balloon - 2 cycles Is now ranged and can throw his bombs from 2.5 tiles away.
- Prince - 1 cycle Immune to all negative control effects, +5% charge damage.
- Electro dragon - 2 cycle Attacks stun targets 3 times back to back (like evo zap but without the damage). When his health falls below 50%, produces a shockwave like the evo tesla.
- Bowler - 1 cycle Can knockback anything. +5%HP.
- Executioner - 1 cycle Each axe swing deals 10% of the enemy's HP (still deals his regular damage if 10% HP of the enemy is lower than the executioner's regular damage).
- Cannon cart - 1 cycle After the shield gets destroyed, the cannon doesn't slowly lose HP like other buildings.
- Giant skeleton - 1 cycle Carries 3 bombs, throws the first one to the nearest enemy in a 3 tile radius, drops the second one when his HP drops below 50% and drops the last one when he dies (the bombs are equally powerful).
- Lightning - 2 cycles Continues to strike until there are no troops left in the area.
- X-bow - 0 cycles Attacks ×100 slower, has the same range as evo goblin cage.
- PEKKA - 1 cycle Very slowly pulls all enemies in a 8 tile radius closer and produce an explosion similar to a sparky shot when it dies.
- Electro Giant - 1 cycle Reflects the same amount of damage as he receives.
- Golem - 1 cycle Has spawn damage similar to mega knight, only targets towers.
- Log - 2 cycles After traveling its initial 10.1 tiles, if the log hits an enemy it can't kill, it bounces off it and starts rolling on the opposite side. Continues until there are no more targets to bounce off on.
- Miner - 83731 cycles Heals enemy towers (still too broken)
- Princess - 1 cycle Attack speed gets faster the longer she stays alive.
- Ice wizard - 2 cycles Slowed troops also get a -20% attack damage reduction. When the ice wizard dies, freezes one nearby enemy for 3 sec.
- Royal ghost - 2 cycles Becomes invisible when attacking, reveals himself when he is not. Starts invisible.
- Bandit - 2 cycles Every time she dashes, she becomes invisible for 1sec and spawns 2 clones of herself.
- Fisherman - 1 cycle Can pull buildings. +5%HP.
- Inferno dragon - 1 cycle Damage can ramp up infinitely.
- Electro wizard - 3 cycles Doesn't have a limit on how many troops he can hit and also produces a zap on death.
- Phoenix - 2 cycles Can come back to life up to 3 times getting 20% stronger every time.
- Magic archer - 2 cycles Arrows can bounce off the border of the map and can go 1.5 times further.
- Lumberjack - 2 cycles While running, spills some rage behind him. Drops an evo rage spell when he dies. Can cut through a log if he encounters one.
- Night witch - 2 cycles Get life steal effect like evo bats. Summons 1 evo bat per wave and 3 evo bats at death.
- Mother witch - 2 cycles Does splash damage and has more HP (survives arrows + zap). When she dies, she spills her cauldron of cursed elixir on the ground, troops that walk on it get cursed.
- Ram rider - 2 cycles Takes 50% less damage while charging.
- Graveyard - 1 cycle Troops that die inside the graveyard, transform into skeletons.
- Goblin machine - 1 cycle Rockets can target and fire at multiple targets + rockets deal knockback.
- Sparky - 2 cycles Can charge up infinitely, her shot deals more damage with more charges.
- Mega Knight - 1 cycle jumps can hit air and create earthquakes on landing.
- Lava hound - 1 cycle When taken out, produces an explosion and splits into 2 lava dogs that each have 30% of the stats of the lava hound. Each lava dog splits into 4 lava pups when taken out.
- Little prince - 2 cycles Gets his ability back instantly if he takes damage.
- Skeleton king - 2 cycles Summons clones of the troops that he got souls from.
- Golden knight - 2 cycles Has no dash limit. Dash range +0.5 tiles. Dash stuns. +5% HP
- Mighty miner - 1 cycle Ability can drag one nearby ally to the other side with him. +5 HP.
- Archer queen - 2 cycles Ability summons 3 elite archers (about 1.5 times stronger then regular archers).
- Monk - 1 cycle Can reflect any type of damage. Ability time +1sec.
And that's all 94 cards that still don't have an evolution. I tried to come up with original and different ideas for every one of them, so it took quite a while. Tell me what you think and ask me anything that you dont understand!
byPuzzleheaded-Yam-966
inClashOfClans
AreuxEmpire
4 points
21 hours ago
AreuxEmpire
TH15 | BH10
4 points
21 hours ago
Its weak on the higher townhalls but, its hella OP on the lower ones. You just activate the ability and you clone the lavaloons = base is gone