Kingdom Rush: Crisis - Main Villain Towers

Do you have an epic idea? Share it!

Kingdom Rush: Crisis - Main Villain Towers

by Harkmen » Mon Oct 08, 2018 9:27 pm

The Villain tower section of my fanfic Kingdom Rush: Crisis. Hope you all enjoy!

Archer Towers

Undead Archers
Build Cost: 70
Damage: 3-6
Fire Rate: 1.0s
Range: short

Undead Watchers
Build Cost: 110
Damage: 8-11
Fire Rate: 0.7s
Range: Average

Undead Rangers
Build Cost: 170
Damage: 12-20
Fire Rate: 0.5s
Range: Long

Level 4 Path 1: Skull Legion
Picked from the fallen corpses of elite archers while alive, this team of 3 are good for dealing with hordes of weaker enemies
Build Cost: 240
Damage: 20-28
Attack Rate: 0.35s
Range: Great
Upgrades:
Bone Pile (250 / 250 / 250) -- Launches a pile of bones at ground enemies, dealing 100-135 / 125-170 / 150-205 AOE damage. Bones will reassemble to form 1 / 2 / 3 skeletons to fight enemies
*Skeleton Stats
*Health: 50
*Damage: 2-5
*Armor Rating: 10%
*Magic Resistance: None
Warning Shot (150 / 150 / 150) -- Fires an arrow that silences enemies within a small radius from the arrow for 2 / 4 / 6 seconds.

Level 4 Path 2: Farseer Fort
Having been driven out of the underground caves by the Dwarves, Suarians have agreed to lend their hunting skills and unusual technology for our quest for revenge. These Farseers are elite Saurian rangers utilizing such gifts.
Build Cost: 270
Damage: 30-50 (True Damage)
Fire Rate: 1.4s
Range: Extreme
Upgrades:
Dart Back (200 / 100 / 150) -- Throws a glowing ball at a group of up to 3 / 4 / 5 enemies that teleports them back along the path. At max upgrade, teleported enemies will walk back along the path for an additional 2 seconds.
Noisy Blazer (300 / 250 / 250) -- A Farseer will pull out a high-tech energy cannon and shoot at enemies 2 / 4 / 6 times, each shot dealing 80 true damage before needing to cool down.





Melee Towers

Lesser Demon Portal
Build Cost: 70
HP: 50
Heal Rate: 6%
Damage: 1-4 (1.2s rate)
Armor: none
Magic Resistance: low (15%)
Respawn Time: 8s

Hunter Demon Portal
Build Cost: 120
HP: 105
Heal Rate: 6%
Damage: 3-7
Armor: low (10%)
Magic Resistance: low (25%)
Respawn Time: 8s


Warrior Demon Portal
Build Cost: 170
HP: 160
Heal Rate: 7%
Damage:8-12
Armor: low (35%)
Magic Resistance: Medium (45%)
Respawn Time: 9s


Level 4 Path 1: Altar of Corruption
Trains Corrupted Knights: brainwashed, deceived, or willingly assimilated warriors have been turned into powerful demons. Only 2 are summoned at a time, and prioritize the strongest incoming enemies.
Build Cost: 260
Health: 300
Damage: 22-33 (slow-average attack rate) -- melee
Armor Rating: high (75%)
Magic Resistance: low (25%)
Respawn Time: 12 seconds
Upgrades:
Dark Surge (220 / 150 / 150) -- channels dark energy into their swords to occasionally attack distant enemies for 120 / 160 / 200 true damage.
Corrupting Touch (250 / 150 / 150) -- places a curse on enemies that makes them take 5% / 10% / 15% additional internal damage from all sources. When killed, marked enemies become lesser servants that fight alongside the Corrupted Knights. Up to 1 / 2 / 3 fallen enemies can be resurrected at a time.
**Servant Stats**
--HP: 100
--Damage: 5-10
--Armor Rating: none
--Magic Resistance: 30%
Indomitable (200) -- Corrupted Knights now have a passive aura in which all enemies that attack them have a 20% chance of fleeing backwards along the path for 3 seconds.

Level 4 Path 2: Cerberus Lair
The demons of Vez’nan’s army have learned to train younger Cerberus to fight for them. Only 1 can be spawned at a time, but with its 3 heads, it can attack and stall 3 enemies at once. A non-combatant trainer is summoned alongside the Cerberus that occasionally heals it for 10% of its full HP.
Health: 450 (Cerberus) / 100 (Trainer)
Damage: 24-36 (average attack rate) -- melee
Armor Rating: medium (45%, Cerberus) / none (Trainer)
Magic Resistance: None (both)
Respawn Time: 15 seconds (Cerberus), 9 seconds (Trainer)
Upgrades:
Intensive Care (200 / 200 / 200) -- The demonic trainer does the following per upgrade level:
1) Heal the Cerberus for 20% HP
2) Heal the Cerberus for 25% HP or increase the Cerberus’ attack by an additional 10 points for 10 seconds
3) Heal the Cerberus for 30% HP, increase the Cerberus’ attack by an additional 20 points, or throw a drug at enemies in an AOE that reduces attack speed by 33% for 10 seconds
Pin Down (250 / 150) -- Cerberus uses both paws to stun two enemies, and uses all three heads to deal 75 / 150 damage to one of three potential enemies engaging it.
Fiery Martyr (300 / 150 / 150) -- When health is below 30%, the Cerberus devours the trainer and gains all available bonuses at once (while unleashing an aura against enemies for the reduction effect). Additionally grants the Cerberus a fiery attack that does 30-70 / 55-95 / 70-120 true AOE damage against ground enemies that’s used every 4 seconds. Lasts 12 seconds.





Mage Towers

Dark Guild
Build Cost: 90
Damage: 12-20
Fire Rate: 1.7s
Range: Average

Dark Monastery
Build Cost: 150
Damage: 25-50
Fire Rate: 1.7s
Range: Average

Dark Temple
Build Cost: 240
Damage: 45-80
Fire Rate: 1.7s
Range: Long

Level 4 Path 1: Flareon Bros.
Remnants of Moloch’s demonic Legion, Flareon come in 2 and will throw fireballs at enemies that burn for more agonizing pain.
Build Cost: 300
Damage: 17-28 (+ burn damage for additional 65 over 8 seconds, cannot stack)
Fire Rate: 1.1s
Range: Long
Upgrades:
Immolate (300 / 200 / 150) -- Flareon Twins will create and throw a massive fireball that splits into 8 / 10 /12 smaller ones and showers over enemies, dealing 15 / 20 / 25 magic area damage per individual fireball in a large radius and apply burn effect.
Choking Haze (200 / 150 / 150) -- Flareon Twins will spew a thick smoke that slows and damages up to 6 enemies for 10 / 20 / 30 damage.

Level 4 Path 2: Deceiver’s Tower
Human adepts seduced by dark power, they have learned many tricks to sow chaos, including a 30% chance of stunning enemies with each attack for 2 seconds.
Build Cost: 300
Damage: 54-95
Fire Rate: 1.6s
Range: Great
Upgrades:
Corrupting Charm (275 / 275 / 275) -- Warlocks will "charm" 1 / 2 / 3 random enemies into fighting other enemies and each other for 5 / 7 / 9 seconds or until they are defeated.
Berserker Charm (200 / 200 / 200) -- Infuses nearby towers and units with magic that increases their damage by 15% / 25% / 50% for 6 seconds seconds, but in exchange, affected towers cannot use abilities during that time.





Artillery Towers

Goblinoid Catapult
Build Cost: 125
Damage: 7-14
Fire Rate: 2.0s
Range: Average

Raid Catapult
Build Cost: 220
Damage: 19-26
Fire Rate: 2.0s
Range: Average

Siege Catapult
Build Cost: 320
Damage: 32-50
Fire Rate: 2.0s
Range: Long

Level 4 Path 1: Juggernaut’s Fist
A high-tech mortar created from the salvaged remains of the original Juggernaut that lobs giant bombs against enemies. Has exceptional range and area of effect.
Build Cost: 400
Damage: 60-125
Fire Rate: 2.3s
Range: Great
Upgrades:
Golem Spikes (300 / 300) -- Lobs 3 / 4 / 5 bombs that explode for normal attack damage each and turn into spikes along the path, slowing incoming enemies while dealing an additional 30 / 45 / 60 damage over 10 seconds
Ring of Fire (250 / 250 / 250) -- Launches a fist-shaped bomb that unleashes a fiery nova for 10 seconds, damaging all enemies in a circular AOE for 120 / 240 / 360 burn damage

Level 4 Path 2: Cannon Battery
We have hired pirates that have accepted our generous rewards in exchange for their big guns. Funny what a little money can do. Fires a burst of 3 shots per attack.
Build Cost: 375
Damage: 32-60
Fire Rate: 2.0s
Range: Long
Upgrades:
Abnormal Ammo (350 / 200 / 200) -- Launches 1 / 2 / 3 crates of grog against enemies for 35-65 damage each in a small area. Damaged enemies have a 33% chance of getting "drunk", which causes them to move slowly forward or backward along the path and not attack for 4 seconds.
Greedy Exploit (300 / 200) – Tosses fake gold that distracts 2 / 4 enemies, rendering them idle for 2.5 seconds.
User
 
Posts: 34
Joined: Fri Aug 04, 2017 12:18 am

Who is online
Users browsing this forum: No registered users and 6 guests