Since there are so many entries, I think it would be best to have them all in one thread and to vote for the complete entry instead of separately as was previously planned. This is the most contest entries we've had for a long time (EIGHT!!).
As we can now have a poll to make voting easier, without further ado, here are the entries!
ENTRY ONE wrote:Name: Corpse Reanimator
Combination Of: Necromancer + Zombie
Appearance: A large, terrifying machine with six spiked wheels. It has a nozzle on the front, with which it pumps artificially made corrupted souls into dead bodies with the purpose of reanimating them.
Health: 2800
Damage: 35-60 (Deals damage per second as it rolls over units.)
Armor Rating: High (75%)
Magic Resistance: None
Speed: Slow (Zombie speed)
Lives Taken: 4
Bounty: 100
Abilities:
*Unblockable: However, it is slowed by 50% when rolling over units.
*Reanimates Corpses: Wherever it finds a corpse, it stops, and uses the nozzle on the front of it to pump a corrupted soul into the unit, reanimating them as a Zombie. If it corrupts a barrack unit's corpse, then that unit does not respawn until its zombified counterpart is slain. Takes about 1.5 seconds to perform the corruption process.
Lore:
A secretive branch of the Necromancers, the Necromantic Neo-scientists, have put together a horrible contraption capable of corrupting corpses with artificially manufactured souls!
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Name: Tide Lord
Combination Of: Bluegale + Bloodshell
Appearance: A muscle-bound, scarlet-skinned, Brobdingnagian Bluegale (minus the wand) with crab claws.
Health: 5000
Damage: 40-50
Armor Rating: Great (95%)
Magic Resistance: Immune (100%)
Speed: Extremely Slow (think Twilight Golem at maximum slowness)
Lives Taken: 7
Bounty: 250
Abilities:
*Immune to Artillery: But like the Bloodshells, Shock & Awe and Oil Spill still affect them.
*Red Tide (20s CD): Calls an enormous crimson wave over a large section of the path in front of him. It washes over the path for 5 seconds. Any units caught within are instantly killed, while heroes take 100 DPS while in it. Enemies in it are sped up by 50%. Towers that it washes over are covered seaweed and rubble, which requires 75 G to remove. Any arbitrary tower can only be disabled by any given wave one time. Only used if one or more of the three following requirements are met: If 6 or more units are in range to be instakilled; if 8 or more enemies are able to be sped up by the wave; or if 3 or more towers are in proximity to be disabled.
Lore:
Demigods of the deep; the Tide Lords are Leviathan's lieutenants. Legends say that their skin is indestructible, and that the power of the ocean is their weapon of choice ...
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Name: Twilight Assassin
Combination Of: Twilight Harasser + Satyr Cutthroat
Appearance: A shadowy looking fiend, wielding dual daggers that effulge with a purple light. They (the Assassins, not the daggers) are partially transparent.
Health: 220
Damage: 20-30 True Damage; Fast attack speed (Ranged attack and melee attack deal the same damage. Ranged attack works like the Cutthroat's ranged attack, as in they throw a dagger and then continue running, rather than stopping and just throwing daggers.)
Armor Rating: Low (25%)
Magic Resistance: None
Speed: Fast
Lives Taken: 1
Bounty: 35
Abilities:
*Shadow Strike: When a unit with 500 or more HP is in range (Long detection range), the Assassin will Shadow Jump to that unit and slash their throat mightily, dealing 500 True Damage. If the unit doesn't die, then the Assassin will continue to fight them. Only used once per fight, as the first strike.
Lore:
Dark duelists who strike from the shadows at their victims, slaying them in seconds. Most cannot even continue standing after one strike from their deadly daggers. They are Malicia's personal hit-squad, used to eradicate the largest threats to her position.
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Name: Death Creeper
Combination Of: Noxious Creeper + Reaper + Redcap
Appearance: A huge green Reaper with bulbs on its back like the Noxious Creeper has. It has red eyes, which glow brightly whenever it performs a Death Blow.
Health: 350
Damage: 65-85
Armor Rating: None
Magic Resistance: High (85%)
Speed: Reasonably Fast (compare to Worg)
Lives Taken: 2
Bounty: 60
Abilities:
*Death Blow: 25% chance to instakill while simultaneously restoring all HP on each attack.
*Spawns Mutated Parasytes: A couple of large green Parasytes will crawl out of one the bulbs every 4s. If a Mutated Parasyte kills a unit, then they will turn that unit into a Death Creeper.
Mutant Parasyte Stats:
Health: 100
Damage: 20-30 (DPS; they latch on like normal Parasytes.)
Speed: Quite Fast
Lives Taken: 1
Bounty: 0
Lore:
Disgusting creatures that emerged out of the Rotten Forest one day. They've been bedeviling the land ever since. Their origins are unknown.
ENTRY TWO wrote:Name: Night Stalker
Combination Of: bandit & shadow archer
Appearance: Night Stalkers are slightly bigger than Shadow Archers, with the same black cape and hood. They have their bow strapped to their back, along with a quiver with 3 arrows. They also have daggers that are attached to their fists, similar to the assassins in KRF.
Health: 220
Melee damage: 20-30
Armour Rating: none
Magic Resistance: low
Speed: fast
Lives Taken: 2
Bounty: 25
Abilities:
- can dodge melee attacks.
- special ranged attack (3s cooldown). shoots one powerful, armor piercing arrow to the soldier with the lowest remaining health in range, dealing 25-50 damage. limited arrow supply (3 shots). Only shoots an individual soldier once. Can shoot distant enemies even in melee, but only after dodging an attack.
Lore: Once a pitiful bandit, now a fearless assassin. They roam the lands in search for easy targets they can rob.
Name: Mutant queen
Combination Of: Giant Wasp Queen & Parasite
Appearance: A Giant Wasp Queen with a parasite sitting on her head. The wasps back turns pink upon transforming, and spikes come out. Her wings turn green, and a mysterious green liquid seeps down from her deformed back.
Health: 500
Damage: none
Armour Rating: none
Magic Resistance: medium
Speed: slow
Lives Taken: 5
Bounty: 50
Abilities:
- flying
- spawns 4 parasytes upon death
- doesn't spawn naturally. Only spawns when a parasyte walks right under the Wasp Queen. The parasyte jumps on top of the Queen and the Queen will then stop for a moment while transforming into a mutant. The Mutant Queen will have the same health percentage as the Wasp Queen had before transforming. There can only be 2 Mutant Queens on the stage at a time.
Lore: The parasyte population started to harass the local forest animals in order to grow bigger. These terrifying flying creatures are the result.
Name: porkupine
Combination Of: bandersnatch & Razorboar
Appearance: a porcupine with clear pig-like features. Basically it's just a Razorboar with spikes on his back.
Health: 2000
Damage: 20-40 area damage
Armour Rating: low
Magic Resistance: none
Speed: medium
Lives Taken: 4
Bounty: 250
Abilities:
- can curl up to gain a short burst of movement speed, dashing through and basic attacking all allied units in it's path.
- when damaged, a porkupine returns 35% of that damage.
- cannot be insta-killed.
Lore: The twilight elves started breeding Banderstatches with Razorboars to create ultimate, unstoppable beasts. One could say they have succeeded.
Name: Rotten Spirit
Combination Of: Necromancer, Vampiresa & Arachnomancer
Appearance: A Rotten Spirit is a very large, female ghost with long silver hair. She has a green-ish colour and she is slightly transparent. She wears a dark dress with a high V-shaped collar and a skull necklace. Her eyes are completely white, and she usually shouts silent words in shocking motions. A green aura emits from her hands.
Health: 4000
Damage: 50-75 ranged, magic damage. applies 1 curse stack.
Armour Rating: none
Magic Resistance: low
Speed: medium
Lives Taken: 5
Bounty: 350
Abilities:
- can lift and drag a soldier from anywhere on the map towards her with a strange telekinetic power. The Rotten Spirit will execute the soldier, healing herself for 250 health. 15s cooldown
- Can create portals almost anywhere on the map. These portals will spawn 4 Skeletons and a Skeleton Knight, and they will apply 1 curse stack to all allied units inside the portal every second. 10s cooldown
- spawns three Spider Matriarch upon death. These Spiders and their spiderlings inflict a curse stack with their basic attacks.
- basic attacks and abilities apply a curse to allied units, which stacks up to 3 times. When an ally with a curse dies, it spawns 1 Giant Spider per stack.
- Mini-boss (cannot be insta-killed)
Lore: It is said that little girls that get lost in the dark eventually turn into these bloodthirsty ghosts. Better keep your kids at home at night.
ENTRY THREE wrote:Name: Wooden Witch
Combination Of: Tainted Treant + Black Hag
Appearance: A tall tin tree like person with growing black eyes and a wicked smile. Its branches are shaped to a peak like a pointed hat, with leaves and other thinner twigs sticking out like ragged hair.
Health: 750
Damage: 3-50
Armour Rating: None
Magic Resistance: High
Speed: Medium
Lives Taken: 2
Bounty: 70
Abilities:
* Spawns in the middle of paths
* Curses towers and traps them in twisted vines for a few seconds
* Curses units into frogs/chicks/bunnies effectively insta-killing them
Lore: A vile creature made of wood and shadows. Once a protector of the woodlands, it is corrupted to the core. Now it curses travellers that pass through the woods.
Name: Ghost Ship
Combination Of: Phantom Warrior + Gunboat
Appearance: A ship with torn sails and two cannons on the side. A skeletal pirate stands on the bow, barking orders. The cannons fire bombs onto units on the path. It spawns on water, but floats over land just the same.
Health: 800
Damage: 80-110
Armour Rating: Immune
Magic Resistance: None
Speed: Slow
Lives Taken: 2
Bounty: 110
Abilities:
* Doesn't conform to a set path
* Targets units all over the map
* Cannot be blocked
* Spawns three Ghosts upon defeat
Lore: Ships lost at sea, doomed to sail the oceans forever. Driven insane by the long time alone, the ships captains seek a new crew, and will make one by taking the living.
Name: Haemogoblin
Combination Of: Redcap + Blood Gnoll
Appearance: A small red and black furred goblin that carries two small sickles. It slashes and bites units, splashing blood everywhere.
Health: 380
Damage: 18-26
Armour Rating: None
Magic Resistance: None
Speed: Fast
Lives Taken: 1
Bounty: 15
Abilities:
* Chance of insta-kill
* Restores to full HP if successful
* Moves faster in packs
* If killed in combat, it's hardened husk slows a unit by 50% for 5 seconds.
Lore: Evil gnomes that are more bloodthirsty animal than fairy. They carry twin blades they use to cut their foes apart, before lapping up the spilt blood. When a Haemogoblin dies, its body dries out and clings to the nearest surface.
Name: Shadow Hare
Combination Of: Dark Slayer + Lycan + Bunny
Appearance: A knight locked in black armour with two soft bunny ears instead of horns. When it transforms, the armour mostly breaks off revealing a giant rabbit like creature that's foaming at the mouth. It smashes units with it's huge paws.
Health: 800 / 1020
Damage: 25-75 / 50-90
Armour Rating: High / None
Magic Resistance: None / Medium
Speed: Slow / Medium
Lives Taken: 3
Bounty: 100
Abilities:
* Transforms into a Werehare once its armoured form is defeated
* Regenerates in Warehare form
* Bounces around causing area damage
Lore: A powerful knight that was cursed by a poisoned carrot. It keeps itself contained within a suit of black armour, however when it becomes enraged it transforms into a savage rabbit creature with no mercy.
ENTRY FOUR wrote:
Name: Forest Bat
Combination of: Gargoyle+Forest Troll
Appearance: A giant green flying bat with tuffs of orange fur on its head, and rough bumpy skin.
Health: 1500
Damage: none
Armour Rating: none
Magic Resistance: none
Speed: slow
Lives Taken: 3
Bounty: 75
Abilities: flying, health regeneration
Falls to ground dealing 75 area damage to all enemies or units under it upon death.
Lore: These bats are the ancient protectors of the forest, sworn to defend the forest and its residents. They were once many in number, and a recognized power, but many of their kind was killed by the orcs when they took over the forest. The bats are now just a shadow of their once powerful past. The orcs have since then enslaved the remaining bats to their service.
KRF Enemy Combination
Name: Saurian Warrior
Combination Of: Saurian Brute+Desert Archer
Appearance: Giant Saurian with a brown cloak and with a cowl covering most of face. Chest arms and legs are heavily armored. He has a crossbow strapped to each arm, and a giant battle axe strapped on his back. When he shoots his crossbows his bolts each hit two different enemies and explode. When in combat his bows disappear and he fights with his axe.
Health: 2500
Ranged Damage: 60-72 area, Melee Damage: 120-145
(His ranged attack is much like the Raiders, shoot, take a few steps forward, shoot, few steps forward, repeat.)
Armour Rating: High
Magic Resistance: none
Speed: medium
Lives Taken: 5
Bounty: 200
Abilities: Fires explosive arrows
Lore: These guys are part of a Saurian cult against the use of technology. They are highly superstitious, and believe technology is a dark magic that slowly consumes your mind and soul. They are determined to save their kin from becoming mindless slave to social media, unfortunately for them the rest of the saurians think they are deranged, although they do respect the Warriors fighting ability. The Warriors spend many years perfecting the use of their special dual crossbows and their battle axes, and devolving their special explosive arrows.
KRO Enemy Combination
Name: Razor Catapult
Combination Of: gnoll catapult+razorboar
Appearance: Two razor boars attached to a catapult pulling it, with a gnoll burner. inside firing the catapult. The catapult fires flaming rocks high in the air at your units. When both boars are killed the catapult just lies on ground firing rocks until it is destroyed.
Catapults Health: 500, Boars Health: 1250 each
(You cannot damage the catapult until you have killed both boars pulling it.)
Catapults Damage: 30-65 area, Boars Damage: 30-40 each
Armour Rating: low
Magic Resistance: none
Speed: medium (With one boar killed, slow. With both boars killed, unmovable.)
Lives Taken: 3
Bounty: 100
Abilities: area attack, burning chance, multiple units
Lore: The catapult was a gift from the gnolls to the twilight elves, to help secure their alliance. The gnolls had previously built these, and shared the knowledge of how to make them with the elves. The elves like the concept, but felt it could be improved on. They tamed the boars and trained them to pull the catapult, and designed a way to set the rocks on fire. Thus increasing speed, health, and damage output.
KR, KRF, KRO Enemy Combination
Name: Dragon Shades
Combination Of: shadow champion+Saurian razorwing+fallen knight
Appearance: A giant red dragon with a knight on his back. The dragon flies, and breaths fire on enemies. Upon death Knight jumps to ground and continues fighting. Knight looks like a fallen knight, but red and with fire for eyes. Fire is flickering around his body. He fights with two whips, like the shadow champion. Dragon is like red Faustus, but smaller and more compact.
Dragon Health: 1500
Dragon Damage: 45-65 area
(Dragon will stop to set enemies on fire, but then continues toward exit. He stops to set your units that aren't on fire on fire. If they are on fire he passes over them with out attacking.)
Dragon Armour Rating: Low
Dragon Magic Resistance: High
Dragon Speed: slow
Dragon Lives Taken: 5
Dragon Bounty: 100
Knight Health: 2250
Knight Damage: 60-90 area
Knight Armour Rating: High
Knight Magic Resistance: Low
Knight Speed: Fast
Knight Lives Taken: 2
Knight Bounty: 200
Dragon Abilities: flies, Sets your units on fire, area attack, Dismounting Knight
Knight Abilites: area attack, Heath regeneration, explodes on death setting surrounding enemies on fire
Lore: A long time ago there was a elvish King, whose name has been forgotten, who lead the elvish armies on great conquests. During his adventures he heard tale of dragons living in the Dragon Throne. The king hated dragons, as father and mother had been killed by one. So he and his loyal KingsGuard, the best warriors in the kingdom, set out to see if the rumors where true, and if they were to defeat the dragons. None of them ever returned. They had been defeated by the dragons and enslaved, and their minds and souls became consumed by the dragonfire, and it corrupted them. The dragonfire is what has allowed the to live so long, and without it they would die so they continue to help the dragons so they can live forever.
ENTRY FIVE wrote:KR Combo
Name: Soul Husk
Combination Of: Husk + Spectral Knight
Appearance: A more ghostly version of a Husk, with no legs, and a hole in its chest. Its large eyes glow bright blue. In its secondary form, it gains armor and the hole is repaired.
Health: 350
Damage: 20-30/40-60 (Punches every second)
Armour Rating: 0%/80%
Magic Resistance: 100%/0%
Speed: Medium
Lives Taken: 1
Bounty: 25
Abilities:
-Soul Possession: Steals the soul of a fallen soldier, changing it into a secondary form. Can further absorb souls to gain further bonuses to health and damage. (+20 damage and +50 HP)
Lore:
Beings which have had their very soul stripped from them, they search for souls to fill the void.
KRF Combo
Name: Saurian Charger
Combination Of: Saurian Brute + Saurian Deathcoil
Appearance: A mid-size Saurian, about the size of a Blazefang. It wears armor, like most Saurians, however a large yellow core is visible in the center. On its arms it wears two gauntlets, each equipped with a kind-of blaster.
Health: 1420
Damage: 20-40 (Punches/fires every second)
Speed: Slow
Lives Taken: 2
Bounty: 80
Abilities:
-Quick Shot: Fires 6 sequential shots at barracks soldiers over 1.5 seconds. Cooldown: 8 seconds
-Charge: The longer it goes without dealing damage, the faster it gets. For every 5 seconds spent out of combat, increases speed by one level.
Lore:
Specially modified Saurians with leg implants that can grant the user super speed if they charge up.
KRO Combo
Name: Broodleader
Combination Of: Son of Mactans + Spiderbrood
Appearance: A largish spider, not extremely different from other Origins spiders. The color on its abdomen is green.
Health: 500
Damage: 12-20
Magic Resistance: 65%
Speed: Medium
Lives Taken: 1
Bounty: 50
Abilities:
-Web Spin: Spawns a short-lasting patch of spiderwebs (like Mactans) behind it. Cooldown: 10 seconds, the patch lasts for 4.
-Swarm: Buffs damage of spiders around it depending on how many there are. Buffs 3 damage per spider.
-Pheromone: Buffs the speed of spiders around it by one level for 4 seconds. Cooldown: 12 seconds
Lore:
Strange spiders that act as the leaders of the swarm that follows them.
All Games Combo
Name: Wendigo
Combination Of: Skeleton + Savage Warrior + Shadowspawn
Appearance: See Wendigo Wikipedia page. The Wendigo is a gaunt, almost skeletal creature, with sunken eyes, ash gray skin, and an aura of decay.
Health: 700
Damage: 35-70
Speed: Fast
Lives Taken: 1
Bounty: 50
Abilities:
-Cannibalism: Eats the flesh of fallen enemies, gaining 50% of the dead unit's HP.
-Wendigo Psychosis: A soldier that participates in the killing of a Wendigo has a 20% chance to turn into one themselves.
Lore:
Dark, cannibalistic entities of death and decay.
ENTRY SIX wrote:
KR:
Name: Grotesquery
Combination Of: Troll Chieftain and Swamp Thing
Appearance: The blue skin of a troll chief occasionally appears beyond the writing mass of plant matter that is permanently attached to the torso and neck of the Troll. One eye is the deep red cavity of a Swamp thing, and the other is merely an empty socket. As the Grotesquery takes more damage, the Swamp Thing covers less of its body, revealing a bleeding wound on the torso and the second empty eye socket before the troll collapses upon death.
Health: 2200
Damage: 55-85 area damage.
Armour Rating: None
Magic Resistance: None
Speed: Low
Lives Taken: 3
Bounty: 225
Abilities: The highest Regeneration in any KR game. Immune to burns, poison and most other secondary damage types. The use of tower abilities against it increases its regeneration rate further.
Lore: The Troll Chief walked on into the tainted forest, having lost his people to the descent from the mountains and The Wastes. A cool liquid drips from the canopy above him and drips down his body, before finding the gaping wound in his torso and rushing in, filling and healing the gap. Now sharing a consciousness, both entities are united in their hatred of men.
KRF:
Name: Darkscale
Combination Of: Saurian Blazefang and Blacksurge
Appearance: A Blacksurge with its left arm replaced by the cannon and mechanics of the Blazefang, with sparks flying from the arm and blue blood dripping down from the unholy combination. The shell is patched with a metal sheet, and the Blaster has a scond cannon on its bottom, in which the staff of the Blacksurge rolls comically.
Health:
Damage: 15-25 melee damage, 60-90 ranged damage.
Armour Rating: High (80%)
Magic Resistance: High (80%)
Speed: Medium
Lives Taken: 1
Bounty: 100
Abilities: Fires the Blacksurge staff from the Cannon to silence towers at long range, 3 second cooldown. Can hide in shell to become invulnerable and regain 33% health. Long range damage has a disintegration chance. Explodes upon death.
Lore: The Blazefang charges his weapon as he approaches the underwater lake, sniffing the air; the creature he smelt is close. Having fled from the death of Leviathan, a Blacksurge rises from the lake that has become its home after and claws the Blazefang. The Saurian fires its weapon once into the shoulder of the Blacksurge, and again at its shell before it is dragged into the Blacksurge, hissing and writing as it is taken into the shell...
KRO:
Name: Doomie
Combination Of: Gloomy and Scourger
Appearance: The body of a Gloomy, with skin a blotched blue and the spikes on a Scourger, the long spindly legs of a Webspitter and spiked, vicious wings with a wingspan longer than the body of a Gloomy, flapping at irregular intervals.
Health: 70
Damage: None
Armour Rating: None
Magic Resistance: High (85%)
Speed: Medium
Lives Taken: 1
Bounty: 20
Abilities: Replicates every 5 seconds. Upon death silences a tower for 1.5 seconds, which can stack up to 9 seconds on one tower. Flying.
Lore: Hell hath no fury like a woman scorned, but one Scourger in particular was especially furious. She was poisoned by a rival and died, but her spirit returned with a vengeance. However, having no foes to silence, she took out her wrath on a Gloomy, one of the curious creatures she so despised. Such a creature was so malleable, she found new life in this confined form, and multiplies her rage to bring despair to any she can.
All:
Name: Apophis
Combination Of: Necromancer, Saurian Brute and Ogre Magi
Appearance: A huge bipedal serpent wearing a long black shawl of torn fabric and armour cobbled from killed Myrmidons, dark knights and Demon Legions. Magic radiates from its glowing green eyes and open palms, with laser whips inserted into its fingers, replacing the tip, with purple blood fizzing onto the beams.
Health: 5000
Damage: 175-200 melee area damage every 2 seconds. (Slams palms into ground). Can slam clenched fists into ground 6 times over 1.5 seconds when first entering melee.
Armour Rating: Medium (65%)
Magic Resistance: Medium (65%)
Speed: Very Slow
Lives Taken: 10
Bounty: 750
Abilities: Summons groups of skeletons, which then are reformed into misshaped un-dead Saurians every 10 seconds at the cost of 200 health. Steals lost health from any enemy in a large radius (Like the life link aura, but at a longer range and prioritises keeping the Apophis at full health) Once every 24 seconds holds up a palm, absorbing all incoming damage for 3 seconds and healing by half the absorbed amount. Can jam both of its hands into a tower, destroying it at the cost of 2000 health (60 second cooldown, cannot be executed under 2000 HP) Powerful Regeneration. Immune to insta-kill.
Lore: This Saurian was no normal Brute, possessing stronger magicks than most of the High Savants while in its egg. They decided that this was fate, but it was not - the Man in the Purple cape had been to Hell and back and was content with biding his time one again. The Saurian magic was curious, and merged well with many of the other powers he had coagulated on his travels. Whatever hatched from the egg would be the assimilation of everything that he had learned, and it would rend his enemies asunder on his behalf.
ENTRY SEVEN wrote:The Four Riders
Perhaps as old as the gods themselves, the Four Riders are not truly of anything in this world. None fully know the origin of these beings, nor their intentions, but subsequent studies prove clear that they are concepts tied to our very being--thundering thoughts that remain ever-present within the fears of all the living--they will exist so long as the living exist, and they will end once the living end. Further research also shows that they are not fully physical, and exist primarily in the conceptual world. It appears that any individual who brings an excess of any of the four concepts tied to the Riders summons atleast one of them, as if building a bridge for one of them to walk through. Rest assured that this summoning is temporary, that although physical means of termination do not work for their much too powerful corporeal form, their physical bodies themselves are still quite vulnerable. This brings us to two specific pieces of information: first, that none of their physical manifestations may ever sustain their power, and second, that no physical defeat may ever remove their existence.
Knowing all of this, one can derive one, specific, daunting conclusion: it matters not if we defeat the Riders, for in the end, we all will fall before them.
Pestilence
Name: Pestilence
Combination Of: Spectral Knight and Necromancer
Appearance: A floating, hooded yet crowned figure with no feet and a glowing green aura behind him, a torch in one hand and a sword in the other. The entire bottom part of his body is completely ethereal, the upper half is a mix of armor and mage robes.
Health: 780/900/1020
Damage: 36-72 magic
Armour Rating: None
Magic Resistance: High (75%)
Speed: Medium
Lives Taken: 3
Bounty: 80
Abilities:
Summon Afflicted: Pestilence raises his torch, summoning four Afflicted with 140/180/220 health each, 13-21 damage, and no armor. Afflicted are sickly corpses with mauled grey skin.
Virulence: All soldiers, enemies and Heroes near Pestilence gradually lose 15 health per second and receive +20 damage from all attacks. All combatants affected by Virulence have a grey aura below them. If a humanoid combatant dies while affected by Virulence, they turn into an Afflicted.
Transmission: Pestilence regains 50 health whenever an Afflicted dies near it.
Lore: Upon further reflection, one asks: was it truly his fault, or his friend's? Who is to blame, the one who embraced the sickness that dearly corrupted him, or the one who stood by and watched as it took over? All it takes, after all, is one fire, one dark flicker in a man's heart, for a kingdom to burn.
Famine
Name: Famine
Combination Of: Immortal and Sand Wraith
Appearance: Standing only a little taller than an Immortal, Famine wield a machete in one hand and a staff in the other, his body with a minimal amount of armor. Unlike War and Pestilence, Famine has no crown, but he has both a mask and a hood, the mask being made of long bandages, like a Sand Wraith. Aside from this, he also has two horns rising from his head.
Health: 720/840/960
Damage: 34-56 true
Armour Rating: None
Magic Resistance: High
Speed: Very Slow
Lives Taken: 3
Bounty: 80
Abilities:
Incurable: Projects an aura the range of a Shaman's. The aura redirects all magic attacks to Famine--includes both those from mage towers and magic enemies. Affects everyone in range--soldiers, Heroes, and enemies.
Vulture: Upon death, resurrects into an Afflictor, with 320/400/480 health and no armor, but this time with physical damage.
Lore: Patient, disgusting, yet most of all so deeply cruel. For one to start a war right after another, attacking an opponent scarce in resources, is a move as strategic as it is malevolent. Regardless, however, of its sickening nature, the logical clarity of the situation is still present. Famine does frequently come at the end of pestilence, after all.
War
Name: War
Combination Of: Twilight Harasser and Twilight Golem
Appearance: War's are lithe, agile and heavily armored female humanoid figures with skin made of rock, a glowing purple aura emanating around them. A single War has a crown on her head but a mask on her face. Long, purple lines made of energy flow around her head, mimicking hair, and in each of her hands are two giant, single-bladed axes. War's, in general, are not very large--a single War towers over Elven soldiers, but is only roughly the height of a Forest Keeper.
Health: 540/620/700
Damage: 56-88 physical
Armour Rating: Medium (50%)
Magic Resistance: None
Speed: Medium
Lives Taken: 2
Bounty: 35
Abilities:
Obsidian: War takes 0 damage from any attack that deals 10 damage or below.
Stone-Cold: The maximum damage war can take from a single attack is 40. Anything above that is reduced to 40.
Lore: Cold, cunning, calculating as brother fights brother--such is the way of War. And though perhaps it may be debated that more than one mind was involved in her summoning, the ultimate fault still falls upon the one whose hand started the clash between two kingdoms.
Death
Name: Death
Combination Of: Spectral Knight, Executioner and Twilight Avenger.
Appearance: Death is only a giant mass of floating upper armor--he himself has no body. Instead of a helmet, however, he has a single floating skull inside a cylindrical cage. Death wields a sickle in one hand and a scythe in the other.
Health: 580/660/800
Damage: Instakill, melee and ranged (harvests opponent's soul using scythe in melee, or simply retrieves it from range like Vez'Nan)
Armour Rating: None
Magic Resistance: None
Speed: Very Slow
Lives Taken: 3
Bounty: 90
Abilities:
Death-Lock: So long as there is life, so too will there be Death. Death remains completely invulnerable to all damage whenever there are enemies, soldiers or Heroes nearby. Range is similar to a Blood Trickster. Death-Lock cancels immediately once no combatants are in range. Affected Heroes, soldiers and enemies will receive a black aura below them. Does not apply when two Death's are in the same vicinity.
Lore: The Eternal Rider, the end of all roads. Unlike the first three Riders, it is difficult to discern who brought him to our realm, though it should be someone who has been a disciple of slaughter from the very beginning--someone whose sword has claimed countless lives, and whose orders countless more. Our suspicions point only at one man, an individual who has played a vital role in each of the three wars--both as a warrior and a leader--but one may only hope that our suspicions show false... it would only be the bitterest of ironies if the man who tried to protect us may be the one who brought us doom...
ENTRY EIGHT wrote:Kingdom Rush
Name: Demonic Incarnation
Combination Of: Dark Slayer + Demon Lord
Appearance: A Dark Slayer that is bigger than his (or its?) companions. His armor and helm is cracked, flames smouldering inside the cracks. He wields a fiery sword that is similar to a normal Dark Slayer's, but of course larger. The Demonic Incarnation leaves behind a trail of fire as he walks.
Health: 2550
Damage: 24-76
Armour Rating: The Demonic Incarnation has 95% armor at the start. At half health, his armor and helm crack open, remain only as huge metal pieces hanging on his burning skin. He loses all his armor at that point.
Magic Resistance: After shedding the armor, all attacks hit the Demonic Incarnation's runic skin, which has 95% magic resistance.
Speed: Slow
Lives Taken: 5
Bounty: 180
Abilities:
* Greatest Warrior: (passive) Transfer 50% of all raw damage dealt to other enemies to himself and give a small speed boost to the enemies receiving the damage.
* Fiery Blade: (10 seconds) Deals 100 area True Damage.
* Ethereal Shackles: Upon shedding armor, the Demonic Incarnation roars to the sky and raises his arms, creating blazing chains that disable all nearby soldiers and towers for 5 seconds.
* Upon death, explodes for 200 damage and activate Ethereal Shackles again.
Lore: Many Knights have given their soul to the dark so that they can quickly become more powerful. Some of them go too far, in too deep into the darkness, they become so corrupt, yet so powerful that no longer humans they are, but mighty incarnations of shadow and evil.
Kingdom Rush: Frontiers
Name: Saurian Lightslinger
Combination Of: Saurian Darter + Saurian Blazefang
Appearance: A lean Saurian warrior in futuristic armor wrapping tightly around its body. In the right hand, it holds a long silvery pistol, on the left an energy blade. A red head-up display goes across its eyes so it can sense enemies even when they are hidden. The Lightslinger moves in an elegantly quick and stealthy manner. It launches lightbolts at range and draws the energy blade when in melee.
Health: 200
Damage: 18-22 True Damage both at range and in melee. Attacks quickly.
Armour Rating: Low (35%)
Magic Resistance: Low (35%)
Speed: Fast
Lives Taken: 1
Bounty: 30
Abilities:
- Flash: (3 seconds) Dart forwards or backwards upon taking damage, halving that damage by 50% and avoid all negative afflictions. The thing is, the Lightslinger will dart so that a distance equal or more than its attack range is put between itself and the nearest soldier. When out of range, it prefers to dart closer to soldiers, while when soldiers are too close, it will dart away. Either way, the Lightslinger makes sure it lands the most damage and takes the least of it.
- Last Effort: Upon death, blinks to the largest group of soldiers and blows up, dealing True Damage.
Side Note: The Saurian Lightslingers always come together in semi-large groups, and protected by other, more durable enemies.
Lore: The elite of the Saurians, these Lightslingers have been trained so well that they never miss a shot, even with the continual blinking they do. Equipped with the superior, otherworldly technologies of the Saurian Race, the Saurian Lightslingers bring down enemies with no harm to themselves, before the victims can realize what is attacking them.
Kingdom Rush: Origins
Name: Fungus Reaper
Combination Of: Fungus Breeder + Redcap
Appearance: A tiny gnome riding a huge mushroom similar to the Fungus Breeder's, but instead of showing the open mouth, this mushroom clenches shut and blows out noxious gasses as it walks. The gnome has a satchel slung over his shoulder, and holds an abnormally long scythe for such a tiny humanoid.
Health: 500
Damage: 25-45
Armour Rating: None
Magic Resistance: None
Speed: Average
Lives Taken: 4
Bounty: 30
Abilities:
- Transform Boomshrooms into Munchshrooms, but less frequently compare to the Fungus Breeder. He usually has Fungus Breeders accompanying him to do the task.
- Whenever a soldier blocks the Fungus Reaper for too long, like 3 seconds, the gnome gets more and more impatient and may swing his scythe at any time to reap the soldier.
- Fungus Reaping: (10 seconds) The Fungus Reaper lashes out his scythe and reap a Munchshroom nearby, causing it to blow up. The spores released is magically collected into the Fungus Reaper's satchel, healing him by 50 life, then he grab a handful of spores and toss it out, creating 4 Boomshrooms in an area.
Lore: There are Fungus Breeders, and there are Fungus Reaper. These dedicated gnomes have vast experience in breeding an army of mushrooms in under 20 minutes. However they are short-tempered, and really hate those who hinder their work, like intruding their forests...or blocking their way.
All Three Kingdom Rush
Name: Siege Weapon
Combination Of: Raider + Gunboat + Gnoll Burner
Appearance: A wood-and-metal, armed cart pulled by two Raiders with chains slung over their backs and strapped to their armors. The Raiders retain their weapons. The cart is wooden, but covered by patches of spiked steel, rides on spiked steel wheels, and has a cannon at the back that points skywards, shooting small cannonball in the same manner as your own Artillery.
Health: 2500
Damage: When blocked by one unit, both Raiders stop to fight and deal double damage. When blocked by two or more units, the Raiders fight individually. The Raiders can no longer use their ranged attacks.
Armour Rating: Great (85%)
Magic Resistance: None
Speed: Very Slow
Lives Taken: 7
Bounty: 100
Abilities:
+ Firebombs: Fire cannonballs every 1.5 seconds at a medium range, dealing 10-30 area damage and set units on fire, dealing 5-15 DPS.
+ Moving Fortress: Highest priority among all enemies no matter its position. All attacks are directed at the cart. However, soldiers' melee attacks hurt the Raiders. If they manage to kill both Raiders, the Siege Weapon can no longer move, but can still shoot.
+ When destroyed, the cart bursts open, releasing 3 fresh Raiders and set free the chained Raiders, who can now use their ranged attacks normally.
Side Notes: The Siege Weapon always come with large groups of lesser enemies.
Lore: A masterpiece of engineering, the Siege Weapon can do much more than siege fortresses. It can lead attacks, carry troops, demolishing whole armies and cause panic among enemies.
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