Nemesis creates an anomaly where you are REWARDED when you are doing badly. The worse you play, the better you are rewarded.
If your King happens to be alone, all the heal puddles can be ‘enjoyed’ by your king. If you bring along units, then your king may die instead for not being able to ‘absorb’ the heal puddles. Thus, if you play badly and all your troops are dead, your king will survive better.
This is VERY silly in terms of gameplay.
How to balance Nemesis?
Change Nemesis’s heal puddles to bombs that absorb percentage of HP of allied units.
Why is this more balanced?
Your king will recover more hp the more units you succeed in carrying forward. This restores the logic where you are rewarded for protecting your units, not the current silly contradiction.
Defenders are rewarded for killing your units, not punished. If the defender’s base has a good chokepoint, your King will find it more difficult to recover since there will be less units around the king.
Insta units can be used so their partial hp can be absorbed by Nemesis. This will immediately make the insta token useful since the logic of the game is restored whereby you actually WANT units beside your King.
The raider will now have to play properly and protect his troops instead of making silly rushes and get rewarded for it.
If you support this idea, please upvote it for Flare to see.