Four Elements Voting Thread!

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Four Elements Voting Thread!

by RaZoR LeAf » Wed Oct 22, 2014 6:19 pm

  • You can only vote for one entry, and voting for your own entry is not allowed.
  • Please vote by clearly stating your choice in your post, preferably in bold. Again, you can submit your vote in PM to remain private, and you can change your vote at any time by posting a second time. Please do not edit your posts to change your votes.
  • Voting will run for 5 days, so you have until Monday October 27th

ENTRY ONE wrote:First : The fire artillery

Tower Name ogon'smes' Tower
Chosen Element Fire
Description A pyramid ( Like Egypt ones ) But built with a dark purple like color . With a crystal star like glass cube floating and rotating on top of the pyramid , The tower attacks by having that glass cube shooting a red laser like ray of fire from it's core , The enemy then continuously receives damage . But the artillery loses the ability of crowd control and AoE base attacks .
About A mysterious magic cube made by the fire and lava of the deep, deep where the dwarfs live.

Fire Rate Deals damage per 0.25 ( 1/4 ) second
Damage 32 DPS or 8 per 0.25 seconds
Range As much as a DWAARP reaches

Skills
Secondary skill : Not buy-able : The tower attacks are true damage
Fire star :
The cube summons a fire star covering the whole tower range . It damages all enemies standing on it for 1 damage every 0.25 , it lasts 4 / 6 seconds . Cool-down : 10s 200g / 200g
Recool :
The cube heats, as a result it explodes dealing very high damage . It regenerates itself after 20 / 15 / 10 seconds and it
instant-kills 2/3/4 enemies in range being randomly selected. This only happens if the cube was attacking for 75s on a row The first stats are for an un-upgraded tower , to upgrade : 200g / 250g
Quote A candle can't burn without fire

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Second : The earth barracks

Tower Name El'Oak tree
Chosen Element Earth - Nature/plant
Description A tree on top of a grassy hill with glowing flowers, It's getting ready to... come to life to help the Linirians!
About Ents are magical creatures, revived by the Elf magic to serve the nature and Liniria!

The tower only spawns one, once the tree is on the battlefield , it doesn't show up on top of the hill ( It's obvious ) But once dead it will slowly regenerate there.

Unit HP 650
Unit Armour Medium
Unit Damage 16-26
Unit Respawn 18s

Skills
Secondary skill : This unit randomly summons little scorplings, Small magical creatures that resemble Scorpions. They don't harm much but are good for blocking. They cap at 3. Making an army of an Ent and 3 scorplings! Stats:
HP : 80 , low armor , Damage : 2-3. Respawn : Every 10 seconds
Shade magic: The Ent's leaf coverage becomes larger each time the tower is upgraded, granting allies ( Heroes , barracks , Scorplings , mercenaries and reinforcements ) natural regeneration of 1 / 2 health per second. Upgrade cost : 250g / 200g
Seeding magic: The Ent rises his hands and then smashes the ground, shaking it and causing huge grass and vines to show up blocking all the enemies in a small range for 4 / 5 / 6 s , the range of the ability increases the more you upgrade it. Upgrade cost : 150g / 100g / 100g
Slowness magic: The Ent is causing the road he is on to become affected by a nature curse, slowing the enemies in range. The range and slowness effect increases the more you upgrade. Upgrade cost : 200g / 100g / 100g
Quote through a forest wilderness.

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Third : The Wind mage

Tower Name Ventusmancer tower
Chosen Element Wind and weather control
Description A tornado rising a stone plate with a mage on top of it wearing a dark blue robe.
About The Ventusmancers are the masters of weather control. They can throw their enemies into the skies with theirs powers!

Fire Rate Slow, same as Archmage and Sorcerers towers
Damage 35 to 115 damage
Range Great ( Same as Sorcerers )
The tower attacks by surrounding the enemy with a tornado throwing him into the air! He is stunned 0.5 seconds after falling
Skills
Secondary skill : The more the enemies health, the more he takes damage ( Takes 1 extra damage point for each 10 health points. The heavier he is, the stronger he falls!
Tornado zap : He summons a big tornado, carrying 4/5/6 enemies. Then he summons another one at a random farther than the entrance place in the battlefield taking them to it and stunning them for 1/2/2 seconds. Cooldown: 10s ( It is like the Arcane's teleportation spell ) Upgrade cost : 200g / 150g / 150g
Storm : Random occurring event (Note that the weather condition lasts 10/12/14 seconds, And it will affect the whole tower range-which is "Great" without upgrades) Cooldown: 30s
Heavy rain: This weather condition creates small mud lakes in the battlefield that the enemies will try to go through but are stuck for 4/6/8 seconds.
Sand storm: Enemies randomly change direction when walking. You can see some enemies walking backwards instead of forward. Rarely, enemies might fight each other thinking that they are human barracks. The chance of fighting and walking backwards increases the more you upgrade the ability.
Heavy snowfall: Enemies are slowed down a little slower than Elora's (Hero) slowness ability while in the tower range.
Thunderstorm: Enemies are randomly hit by lightning strikes. ( One enemy is attacked every 2s ) With the Thunderstorm dealing 100/140/180 to 200/240/280 damage.
Upgrade cost : 300g / 300g / 300g

Quote Smell the rain, and feel the wind.

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Fourth : The Water archer

Tower Name Aquamasuta tower
Chosen Element Water
Description 6 angelic statues with their hands up holding water bolts with an Elf in the center flying doing Yoga.
About The nature mages of the elves invented a way to control water. This is a power to be afraid of!

Fire Rate Between Slow and Average ( Summons a water bolt )
Damage 25 to 35 damage
Range Same as Rangers hideout
The tower attacks by summoning water bolts hovering around it waiting for an enemy to enter the range and attack it all at the same time. ( Kinda like the tower in Cursed Treasure - Another Tower Defence game )
Skills
Water boulder: When all the 6 water orbs/bolts are full, he will summon a water boulder instead ( Takes 3 seconds to summon ). It is always the last one to be shot and will deal AoE 80/120/160 to 120/160/200 damage. It will also stun enemies for 1 second and half their magic resistance and armor for 8/10/12 seconds. Upgrade cost : 350g / 250g / 250g
Bouncing bolts: There is a small chance ( 20%/40% ) a water bolt will bounce and hit another enemy. with a 25%/0% damage reduction rate.
Upgrade cost : 150g/200g

Quote Like water flowing, like snow in the hills.

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ENTRY TWO wrote:Archers: Thunder Guardians

Lightning Element

Description: Looks like a jagged bolt of glowing, yellow crystal. On top, two archers dressed in sharp, angular electric blue armor stand. They hold bows which look similar to two purple lightning bolts coming out of a golden hilt/guard. They shoot electric blue arrows which leave a trail behind them, similar to the Archmage's bolts.

Intro: Archers who harness the power of lightning to fire at inhumane speeds.

Fire Rate: Extremely Fast (Faster than a ranger)
Damage: 10-15
Range: Long

Skills:
A. Thunderstorm (300/250/250)
L1: Launches 10 arrows which land at different points on screen, and deal 20-25 splash damage. Cooldown: 8 seconds
L2: 25-30 damage
L3: 35-40 damage

B. Ball Lightning (300, 150, 150)
L1: Creates a ball of lightning. This passes through up to 3 enemies, dealing 100-150 damage, with a 10% chance to burn. Cooldown: 13 seconds
L2: Up to 4 enemies.
L3: Up to 5 enemies.

Other Skills: 10% paralysis chance for 2 seconds

Quote: "Electricity is really just organized lightning."



Barracks: Infernal Fortress

Lava Element

Description: A large spear of obsidian rock, jutting out of a pool of magma. A brick door, whose texture I think would look similar to Minecraft's Nether Brick, forms the entrance. The fortress spawns demons, but different from the ones we are used to. They are still red-skinned, but these have a ruddy orange armor, and silver horns. They hold oversized pitchforks, which stick in the ground when not in use. When new demons spawn, purple particles form behind the door.

Intro: Soldiers from the depths of the rift of cinders, they will fight for you... ...for a price.

HP: 200
Armor: Low
Magic Resist: Low
Damage: 25-35
Respawn: 14 seconds

Skills:
A. Field of Torment (300, 200, 200)
L1: Sends an enemy to the field of torment for 3 seconds, burning them for 10 dps for 3 seconds. Cooldown: 10 seconds
L2: Burn Duration: 4 seconds, Cooldown: 9 seconds
L3: Burn Duration: 5 seconds, Cooldown: 8 seconds

B. Wings of Fire (250)
L1: Allows demons to hit flying enemies. Also gives them a 20% dodge chance.

C. Lava Hounds (250, 200, 200)
L1: Summons a Lava Hound, which has 100 health, 10-15 attack, no armor, and a 8 second respawn.
L2: 2 Lava Hounds
L3: 3 Lava Hounds

Quote: "The world will end in fire!"



Mage: Elder Druid

Plant Element

Description: A mage on a small wooden platform on top of a constantly swirling mass of thorny tendrils. He would look similar to the ranger's druid, with a long gray beard. However, this druid is dressed in a dark shade of green, and holds a staff which constantly shimmers brown and green. The attack looks similar to the Ranger's Wrath of the Forest, just on a single enemy.

Intro: A mage which manipulates the forest to his advantage.

Fire Rate: Slow
Damage: 80-90
Range: Long

Skills:

A. Nightshade (250/250/250)
L1: Adds poison to main attack, 5 dps over 4 seconds.
L2: 5 seconds
L3: 6 seconds

B. Tendrils of Death (300/250/250)
L1: Allows the mage to attack multiple enemies, up to 2.
L2: Up to 3 enemies.
L3: Up to 4 enemies.

Quote: "A tree is an incomprehensible mystery"




Freeze Ray

Ice Element

Description: A large cannon like object mounted on a swiveling platform. Two dwarves sit in a small half-enclosed cockpit on top of the cannon. Large fans are visible on the sides of the cannon. 4 channels on each of the diagonals of the cannon barrel are visible. These glow ice-blue when the cannon fires. The cannon itself fires in a fan format, sweeping a small area with ice.

Intro: Dwarves that turn enemies into ice sculptures.

Fire Rate: Slow
Damage: 45-75
Range: Long

Skills

A: Absolute Zero
L1: Freezes up to 5 enemies in a small range for 5 seconds. Cooldown: 12 seconds
L2: 10 second cooldown
L3: 8 second cooldown

B: Sculpting
L1: Sculpts a frozen enemy, insta-killing them. Cooldown: 16 seconds
L2: 14 second cooldown
L3: 12 second cooldown

Other Skills: Hits up to 3 enemies at once.

Quote: "Ice ages have come and gone, but a new one approaches!"



ENTRY THREE wrote:Archer
Treehouse Fort
Water
Description: An oak tree with a large treehouse in it. Through the windows of the fort you can see a toy chest. There is a railing on the roof of the treehouse, behind which stand two children with water guns.
About: Children have enlisted into your army with their legendary water guns! They are a force to be reckoned with.

Fire Rate: Fast
Damage: 16-31
Range: Great

Skills:
Sploosh! A bucket of water is thrown onto enemies in a large area, dealing 125/175/225 damage and slowing enemies by 50% for 2/4/6 seconds. Costs 250/200/200 gold.
Puddles: At all times, there are 1/2/3 medium sized puddles in the range of the tower that slow enemies by 30/45/60%. Enemies stepping on puddles have a 15/20/25% chance to slip and be stunned for 2/3/4 seconds. Costs 200/200/200 gold.

Quote: "Splishity splash sploosh!"

Wizard
Thaumaturge Tower
Wind/Lightning
Description: A grey wizard tower with runes on it and a circular, metallic platform on top. A strange machine siphons magic from a pile of glowing blue crystals. The thaumaturge, who has grey robes and a tall wizard hat, holds a rod that has a similar crystal on the end. When attacking, he touches the rod to a slot in the machine to charge it, then releases a powerful lightning bolt.
About:The powerful thaumaturge harnesses the power of magic crystals to strike our enemies with lightning, as well as working the weather in our favor!

Fire Rate: Slow
Damage: 75-110
Range: Great

Skills
Windiful Gust: The thaumaturge crushes a crystal in his fist with a loud bang, pushing all enemies in range back several meters and dealing 55/95/135 damage to each. Costs 250/200/200 gold.
Storm Elemental: Summons an elemental with 400/500/600 health that is immune to physical damage, deals 15-40/20-50/25-60 damage with a medium-slow attack rate, and has a respawn of nine seconds. Attacks ignore half armor. Costs 350/250/250 gold.

Quote: "Thunderbolt and Lightning, very very frightening..."
Reference to Bohemian Rhapsody by Queen.

Artillery
Boulder Manufactory
Earth
Description: A massive stone building, almost a mountain, with a gaping cylindrical hole in the top; two dwarves at the base run around frantically taking measurements of the ground, pushing buttons, and pulling levers. The building trembles slightly and makes unusual clanking noises from deep within the ground, then delivers its payload: a boulder bigger than Grawl.
About: Though the practicality of the dwarves' newest creation may seem questionable, you should never underestimate the raw power of a really big rock.

Fire Rate: Snail-like
Damage: 90-160 AOE
Range: Long

Skills
Unstable Rock: Fires a slightly larger boulder, which shatters in mid air, raining rocks in a large area. Each enemy in the area takes 100/150/200 damage and is stunned for 2/3/5 seconds. Cost: 300/200/200 gold.
Wounded Earth: The damage you have so inconsiderately inflicted on the earth is manifested in a localized earthquake: in the range of the tower, the earth churns and rolls for 2/3/4 seconds with 10/20/30 dps, a 30% chance for a 3/4/5 second stun, and a 5% instakill chance. During the earthquake enemies can't move. Costs 350/300/300 gold.

Quote: "It's time to rock and roll with rocks!"

Barracks
The Cult of Flames
Fire
Description: An elaborate barracks made of reddish stone bricks, with torches on the front. The roof is on fire. The disciples have glowing red tattoos on their bare arms and bald heads, and wield scimitars forged of flame. They wear leather breastplates and pants made of a red material.
About: The Cult of Flames worships fire, and has chosen to aid us in our fight against what the Cult calls "The Extinguisher." With such formidable allies, we must surely prevail!

Unit HP: 250
Unit Armor: Low
Unit Damage: 19-24, ignores half of armor, average attack rate
Unit Respawn 12 seconds

Skills
Immolation: The disciple does a handspring and cleaves his opponent, dealing double/triple/quadruple true damage with a 40/55/70% chance of killing it instantly. Costs 300/150/150 gold.
Trust the Flames: Disciples' armor is reduced to low/low/none but health is increased by a total of 25/50/75 (nonstackable) and damage is increased by 5/10/15 (also nonstackable). Costs 250/150/150 gold.
Fiery Revenge: Upon death of a disciple, the enemy that dealt the killing blow takes 3/6/9 true dps for 60 seconds or until death. This effect cannot be dispelled. Costs 200/200/200 gold.

Quote: "Build a man a fire, he will be warm for a day. Set a man on fire and..."
Reference to Terry Pratchett.

:hero:



ENTRY FOUR wrote:Tower Name: Figmage Sanctuary
Chosen Element: Lightning
Description: A dark blue tower with a lightning symbol in its front. The figmage is at the top at the tower wearing a very long dark blue robe that extends in the terrain underneath too. He will shoot blue ball-form bolts that leave a faint trace behind and electrifying the enemy when hitting in blue colour.
About: The Figmages are self-trained mages masters of the mind and thunder. There are very few of them and they all live in a strict and closed brotherhood.

Fire Rate: Average
Damage: 33-57
Range: Great

Skills:
Mind Crush (R: 20s): The Figmage will cast a spell with his hands glowing red crushing the mind of the victim, which becomes bluer, slowing him down by 25/50/75% for 4 seconds and absorbing his victim's health by 20/35/50% with a 1 on 5 chance of insta-killing him. (325/180/180)
Thunderbolt Storm (R: 18s): Casts a spell creating a thunderstorm that damages enemies in a medium range dealing 25/35/45 to 85/100/115 to each enemy caught in it plus damaging their armour by 10/20/30%. (300/150/150)
Secondary: Each time they hit the target the electrostatic force unleashed will damage nearby enemies by 8-14 points

Quote: "Eyes are useless when the mind is blind"


Tower Name: Lavalval Elementals (Barracks)
Chosen Element: Lava
Description: Soldiers made of lava that attack with their diamond swords taken from the deepest hole on Lineria. They look a bit similar to the Magma Elementals but have redder skin.
The tower is a melting Castle with a diamond door and the sign of fire in its front.
About: Scorching lava soldiers created by the most profilic pyromancers in the kingdom. Even in this state their devotion to the kingdom is the same.

Unit HP: 200
Unit Armour: None
Unit Damage: 12-33 (True Fire Damage)
Unit Respawn: 10s

Skills:
Heart of Fire: Their health is increased by 50/50/50 points and their regeneration rate will increase by 10/20/30%. (220/180/180)
Born of Ashes: When they kill an enemy they will absorb that enemy's ashes healing themselves by 20/40/60
Fire Beam: The soldiers will shoot fire beams in an average range to an enemy dealing 2/4/6 to 10/15/20 per second constantly plus setting them on fire dealing 5/7/10 dmg/s for 4 seconds. (300/150/150)

Quote: "We'll make your life a living hell"


Tower Name: Eagleye Mountain Rocketeers (Archer)
Chosen Element: Earth
Description: A mountain-like tower with the symbol of earth in its front. At the top of it are the two rock-shooters with swings. They wear brown capes and leather brown cuirasses.
About: The mountain dwellers well known for their impecable precise eyes of an eagle.

Fire Rate: Fast
Damage: 17-25
Range: Great

Skills:
Terraforming Cage (R: 16): Shoots a stone to the earth beneath one enemy with less than 100/200/300 health capturing that enemy by covering him with earth and controlling him for 15/17/19 seconds. (250/100/100)
Tetrashot: Each rock has a 10/25/40% chance of splitting in four new rocks that deal the same damage as the base one. (300/100/100)
Secondary: Each shot has a 5% chance of stunning the enemy for 2 seconds.

Quote: "A rolling stone gathers no moss"


Tower Name: Acid-Flood Generator (Artillery)
Chosen Element: Water
Description: A giant tower with a cylindrical blue form. The terrain in its range is has a lower level. This terrain is filled with acid water when the tower is activated.
About: The Flood-Generator is the ultimate masterpiece of our kingdom's dwarves. It is said that the acid is so strong that even metals melt in it in mere seconds.

Fire Rate: Slothfully Slow (the acid water stays for 3 seconds in intervals of 2 seconds)
Damage: Constant 20-51 dmg/s when in range
Range: Long

Boiling Acid: The acid water also poisons enemies that are in contact with the water dealing 5/15/25 damage per seconds for 3 seconds. (300/200/200)
Corrosive Acid: The acid water also destroys 10/15/20% of the enemies armour each second. (350/250/250)

Quote: "Ya want to be melt?!"


ENTRY FIVE wrote:Barrack: Ice Men's Hut

Chosen Element: ICE.

Description:

    A circle of large, snow-covered ice spikes planted deep into the ground, surrounded by a row of small ice pieces. Ground areas around the tower is also covered by snow, and water is frozen. The middlemost spikes are largest and tallest, while the outer ones decrease in size. The tower spawns four Ice Men. When a Ice Man is spanwed, it forms abruptly out of where the door should be, and spins onto the path.

    Ice Men are Paladin-sized soldiers of hard ice. They have really spiky armor and attack with their bare, bulky hands. The Ice Men have a unique movement style: they spins themselves into mini-storms of shattered pieces of ice and snow, and move along. Their facial expression is plain, unemotional, and they stand against enemies without fear.

About:

"Ice Men of the North are fearless soldiers dedicated to King Denas. They can stop the march of a horde."

Unit HP: 260
Unit Armour: Medium (40%)
Unit Damage: 11-16
Unit Respawn: 14 seconds

Skills:

    SKILL 1. Icy Winds: [250/150/150] Ice Men turn into colder blizzards when moving, dealing 5/10/15 points of True Damage to enemies they move across.

    SKILL 2. Frost Bodies: [400] Ice Men harden themselves as they take hits from enemies. Gain 5% armor for 5 seconds with every hit. Stack up to 100% (Immune).

    SKILL 3. Freezer: [240/200] When forced into melee with too powerful enemies, an Ice Man sacrifices himself to freeze the target for 2/3 seconds. Another Ice Man will sacrifice when the enemy defreezes. Certain kinds of enemy are considered as too powerful, such as giants like Saurian Brutes.

Quote:

"Let there be ICE!"


Artillery: Volcanic Hole

Chosen Element: LAVA.

Description:

    A circular lava lake as wide as a Big Bertha, with elevated edges of the same material as the ground surface. The lava bubbles slowly and emanates heat and steam. When enemies are nearby, the lake belches out burning stones to attack, dealing area Fire Damage and burn the victims.

About:

"The enchanted flaming craters will flatten everything in its range with a deadly, burning rain of rocks!"

Fire Rate: Slow
Damage: 45-75
Range: Long

Skills:

    SKILL 1. More Stones: [200/200/200] The Volcanic Hole launches extra rocks at enemies, albeit at a slower rate. The first upgrade enables the tower to fires one more rock every 4 seconds, independent from the basic attack. The second upgrade allows it to fling an additional stone every 6 seconds, and the third allows another stone to be dispatched every 8 seconds.

    SKILL 2. KABOOM!: [300/150/150] The Volcanic Hole stops casting stones into the air for 1.4 second, then hurls up a great rock that blows up on enemies, dealing 120-150/180-250/230-300 Fire Damage over an area as wide as the tower itself, while also scorch the ground for 5 seconds, dealing 30/40/50 True Damage per second.

    Cooldown: 20 seconds.

Quote:

*bubbling and buzzing sound of boiling liquid*


Archer: Giant Oak Tree

Chosen Element: PLANT.

Description:

    A giant tree that shades over the path. Light particles rain down from the leaves at a medium pace, healing soldiers and heroes underneath. When enemies go near it, very small seeds are shot rapidly from the tree, dealing minor damage but with a fast rate of fire.

About:

The oldest of oak trees, charmed by Sylvan Elven Druids to gain self-awareness, serving as undying protectors of the land. They will guard their beloved home with all they have.

Fire Rate: Average, 4-round burst. Fire rate increases to Very Fast if more than one enemy is in range, in that case, the Tree swaps between targets.
Damage: 7-11
Range: Very Long
Healing: 4 life per second

Skills:

    SKILL 1. Carnivorous Seedling: [200/150/250] The Tree drops a seed onto the path that lasts for 15 / 25 / 35 seconds. When a regular-sized enemy walk near it, the seed shoots out vines that wrap the victim and pulls it underground. Forever.

    Cooldown: 15 seconds.

    SKILL 2. Squirrels!: [250/250/250] The Tree drops 2/3/5 Squirrels from its leaves to fight enemies. The Squirrels cannot be controlled and will attempt to stall any enemies that come within range of the Tree. When hit by ranged projectiles while idle, the Squirrels will run and look for cover behind soldiers. They will charge and commence fighting when ranged enemies come into range. If no enemies are nearby, they position themselves spreaded out throughout the range of the Tree. This upgrade also unlock a small "spotter" Squirrel that hide in the leaves, peeking out, occasionally throw an oversized nutshell that deal 5-8 damage.

    Health: 100
    Armor: None
    Damage: 5-15
    Respawn: 8 seconds

Quote:

*the sound of winds in the leaves*


Mage: Wind Runner

Chosen Element: Wind-Lightning.

Description:

    A gray-coated man floating in his self-made twister, on a white surface. Electricity charges from his extended arms and long beard. His eyes and hair are all plain white-gray, with a stormy, furious look. When enemies come within his reach, he shoots out single-target lightning bolts to damage them.

About:

"The Wind Runners are a bit nuts, but they are loyal and know what they are doing."

Fire Rate: Average
Damage: 35-92
Range: Great

Skills:

    SKILL 1. Sore Cut. [150/150/150] The Wind Runner slashes a group of enemies in a line from the tower with a large whiplash made from concentrated air, dealing 10-100/20-150/40-300 True Damage and stunning them for 2/3/4 seconds.

    Cooldown: 12 seconds.

    SKILL 2. Flappin' Wings. [200] Teleport all idle soldiers in range directly to the enemies closest to the exit on the map. New soldiers will respawn from the Barracks. Does not work if soldiers are engaging enemies.

    Cooldown: 22 seconds.

Quote:

"Hoohoo-pumpum." - in a crazy voice.



ENTRY SIX wrote:Artillery: Snow Fort
Ice (Water)

Description A small igloo with a flag on the top, and a catapult. One dwarf stands by a pile of snowballs and loads them into the catapult whilst another dwarf fires and re-harness the catapult after the shot has been taken. The tower attacks by launching several snowballs at once at foes, which cause a spread of area damage.

About "By turning the endless snow around them into a weapon, the Dwarves have an infinite supply of ammo to use against our enemies! The Trolls wont know what hit them!"

Fire Rate Slow
Damage 80-100
Range Average

Skills
    Snowball Fight [250/150/150] A third dwarf crawls out form the Igloo and starts throwing individual snowballs at foes that cause 25/50/75 true damage per hit, with an average attack speed.

    Avalanche [300/200/200] The dwarf loading the catapult drops in a big ball of snow instead of little ones. The big ball targets one enemy and causes 150 area damage and stuns the enemy for 2 seconds. Cool down 14/13/12 seconds. Cannot target flying enemies.
Quote "There's no business like snow business!"



Mage: Vulcan's Wrath
Lava (Fire)

Description A small pile of dark rock with veins of red and orange glowing amongst the rocks. Beneath it is a moat of bubbling hot lava, and atop it, stands a mage in red robes, with a hat that looks like a flame. The mage also holds a hammer with a long shaft and a large head. The tower attacks similar to an Archmage, with a ball of red hot magic floating above the tower waiting to be launched at enemies.

About "Once thought to be impossible to control, the Order of Vulcan have not only tamed the volcano, but now use its strength to fight against the forces of evil!"

Fire Rate Slow
Damage 70-110
Range Great

Skills
    Eruption [250/150/150] When idle, the mage draws lava from the base of the tower into his charged attack every 2 seconds, increasing the attacks power by 10/20/30%

    God Hammer [300/200/200] All towers in range of Vulcan's Wrath receive a 20% boost to attack speed for 5 seconds. Cool down of 20/18/16 seconds.
Quote "I am the god of hellfire!"


Archer: Storm Wardens
Air

Description The tower itself is barely visible as some kind of structure, similar in shape to an Assassins Guild. However, the main feature of the tower is that a cyclone of wind is constantly blowing around it, obscuring the actual tower. Just visible over the top of the cyclone are two archers wearing bulky coats with a furred trim, carrying small bows that shoot arrows very fast. The Storm Wardens have a low damage output, but they attack faster than the Forest Rangers, allowing the to do more damage over time.

About "Without respect, a storm is fast, cruel and without mercy. The Storm Wardens bring that same belief to battle, and woe befalls those who do not offer respect."

Fire Rate Extremely Fast
Damage 12-18
Range Great

Skills
    Eye of the Storm [200/200/200] All attacks suddenly stop for two seconds, then a shockwave radiates over the range of the tower causing 50/100/150 true damage to every enemy present. Cool down 20 seconds.

    Blowback [250/150/150] The winds around the tower increase causing enemies passing within its range to slow by 10/20/30%.

Quote "Racin' with the wind!"


Barracks: Host of Bezalel
Earth

Description A temple structure that is part buried in sand, part fallen down. It was formally a relatively short and square structure with a large gold dome on top. The roof has collapsed on one side and some of the building structure has vines growing over it. The soldiers are squat, thick and heavy looking stone soldiers that carry spears. They move slowly, and attack slowly.

About "An ancient race of soldiers who swore to protect their masters. After thousands of years their old masters have gone, so they now swear to protect the Kingdom."

Unit HP 320
Unit Armour High
Unit Damage 5-10
Unit Respawn 20 seconds

Skills
    Strength [250/150/150] Damage done is increased by an additional 2/4/6 points (7-12/11-16/17-22)

    Birth [500] A fourth Golem is added to the tower roster.

    Faith [100/100/100] The Golems raise their spears into the air in salute, allowing them to attack flying enemies that pass over them. Attack speed is increased by 20/40/60%

Quote "Anv Mshrtym" (Hebrew for "We Serve")



ENTRY SEVEN wrote:archer tower

aerial archers
element:wind
discription: aerial archers shoot arrows so fast through the air that they pierce through basically anything. patiently, they will wait until the enemy comes to strike them down.
about: the tower isn't really a tower, It's an airballoon instead. the archers stand in the wooden box at the bottom of the balloon. you can move the balloon in range just like the battle mecha and the archers have their own range. the balloon is blue with the kingdom rush symbol on it. the archers also wear blue clothes and they shoot at the baddies from out of the balloon with a very strong crossbow. if enemies stand behind the balloon it will be a little transparent so you can still see them.

fire rate:slow
damage:45-70. the arrow pierces through one enemy and deals half damage to the second enemy it hits (23-35)
range: of the balloon: average. of the archers: average.

skill 1: air blast every 9/7/5th attack is so powerful that it creates a little sonic boom around it that pushes back enemies. the shot also pierces through armor. big enemies don't get pushed back. cost: (200/200/200)
skill 2: twisted hurricane (10s) creates a twister that deals 80-100/140-60/200-220 AoE damage. small enemies that will die from the attack get thrown into the air and then fall on their face and die :twisted: . (300/150/150)
quote: mind blowing. when this is spoken you hear 3 tones in the background resembling the song 'winds requiem', wich is a reference to the game the wind waker.

barrack tower

Viking bar
element: ice
description: these Northern warriors smack their foes with their mighty axes, forged in the coldest of places wich make them freeze anyone who dares to come close.
about: the tower looks like a wooden building with big wooden doors. above the doors is a shield with a drawing of a glas of beer. the Vikings have big red beards and of course, helmets with horns. they wear strong armor with animal skins over the armor to keep them warm. the Vikings fight their enemies with extremely sharp axes.
HP: 240
Armor: medium
damage: 18-26. 30% chance to freeze the enemy for 4 seconds
respawn: 15s

skill 1: Artic wind(14s) all three Vikings swing their axes through the air, summoning an icy cold wind that freezes enemies for 3/4/5 seconds. all frozen enemies with less then 75/100/125 get shattered when hit by any sort of artillery. cost: 300/100/100
skill 2: Northern spirit (passive) increases HP and damage by 10/20/30%. cost: 225/125/125
skill 3: Snowball toss(passive) the Vikings toss snowballs at grounded and flying enemies that deal 22/40/58 damage while slowing them by 10/15/20%. cost: 150/125/125
special 'ability/animation':when idle the vikings sometimes drink some beer.
Quote:BEEEERRR!!!

Mage tower

tower name: ancient temple
element: plant
Description: These ancient wizards use almost forgotten magic. slowly but surely, they will drain the life out of their enemies, while healing your soldiers.
About: the tower looks like a ruine with some vines growing on the walls. The ruine is a small temple with staircase that leads to a plateau on top, where the mage stands.The mage attacks by shooting green energy balls at enemies. He is very old and has a long beard. He wears a brown shirt with a long, green coat and a wooden staff(much like RaZoR leAF's avatar :D ). Everywhere around the tower are cotton plants growing.

fire rate: slow
damage: 66-82 magic damage. the damage done heals your soldiers (only heroes and barrack soldiers, not reinforcements), divided between each soldier. for example, if the tower deals 60 damage and you have three soldiers in range, each soldier heals 20 HP.
range: great(same as sorcerer)

skill 1: cotton grow(10s) grows cotton plants on the road that slows down enemies by 40%. the cotton spores stick to enemies for 3/5/7 seconds. cost: 150/150/150
skill 2: power drain(28/27/26s) deals 25/30/35 damage to all enemies in range. the total damage done is added to the damage done divided over the next 10 attacks. for example, if the tower hits 10 enemies in range for 30 damage(300 total damage) then the tower does 300:10=30 extra damage (thus 96-112) for the next 10 attacks. the tower can never do more then 140 damage. cost: 300/250/250
Quote: magic is love, magic is life.

artillery tower

Name: volcanoyer 2000 (it's volcano and destroyer, yeah I know, very original)
Element: fire
description:the amount of destruction this machine causes is extraordinary. constantly firing explosive fireballs at your foes, the volcanoyer will burn and destroy anything that tries to get past.
about: the dwarven inventors came up with something new. it's a giant machine that simulates how a volcano works. the tower is made of a fire-resistant material that looks like rock. at the top of the volcano is a gap where smoke comes out and of course the EXPLOSIVE FIREBALLS OF DEATH :skull: (not lava). next to the volcano stands a little control panel, controlled by two dwarfs.

fire rate: very slow
damage: 65-95 physical AoE damage. fire damage would be OP.
range: long

skill 1: Phoenix summon (passive) summons a Phoenix that flies around and shoots fireballs. you can control where he flies. he can also block flying enemies. health: 200/260/320. damage: 23/34/45 fire damage (both melee and ranged damage). armor:none. respawn: 8 seconds. If the Phoenix dies it bursts into flames, wich is a reference to Harry Potter. cost: 350/150/150
skill 2: hellfire beam (22s)a laser canon is added to the volcano. It creates a beam of hellfire that completely disintegrates one enemy. for the 2nd upgrade, the hellfire gets even hotter causing the enemy to explode, dealing 200 AoE fire damage. there is no 3rd upgrade (just like the tesla and mecha). cost: 400/250
Quote: Ima firin mah fireballs


ENTRY EIGHT wrote:Archers: Dragonmen
Fire

A high pile of rocks with a nest on top, housing 3 eggs. A male and female human-dragon hybrid fly above the nest. These dragon-people are red scaled, with yellow inner bodies. They are muscular and large; about half the size of Ashbite. Their faces are completely dragonoid, with equally menacing fangs and claws. When enemies enter their range, they spew constant streams of fire at an individual enemy. If there is only one enemy, they will both burn it for double damage.

Mystical beasts with the intellect of man and savage strength of dragons, their scorching wrath strikes both fear and flame into the heart of our enemies.

Attack Rate: Instant (0.125s)
Damage: 3-3 fire damage
Range: Long (slightly less than the Ranger's Hideout)


Melting Point (200/200/200): Fire heat becomes so intense that it now melts off 2/3/4% armor per hit.

"Feel the burn!"

Ring of Fire (350/200/200): The dragons roar, creating a wall of flames around the edge of their range for 5/6/7 seconds. Enemies that touch the wall are trapped inside and take 4/8/12 fire damage per second.

"Stay out of the kitchen!"

When built: "Things just got hotter!"

* Damage buffs from star upgrades do not affect their damage; it's always 3.


Mage: Earth-Shatterer
Earth

A spire of rocks and grass with a wizard on top. His white beard droops to the ground and curls up. His robes are greenish-brown and cover his wrinkled yet sturdy body. He has no hat to cover his bald, veiny head. The wizard holds a staff made of dirt with 3 leaves on top, which glow and lift a rock from the ground (colored differently based on the level) to levitate at enemies.

Old as the mountains they manipulate, these wizards specialize in killing magic-resistant foes with damage of ground-breaking proportions!

Attack Rate: Slow (1.5s)
Damage: 45-120 physical damage
Range: Great (just like the other lvl 4 mages)

Quake (250/200/200): Creates an earthquake in a large area (about half the size of their range) that slows enemies to half speed and deals 20/40/60 damage over 5 seconds.

"One must learn to hold their ground."

Skull Crusher (250/150/150): Regular attacks have a 20/35/50% chance to stun targets for 2 seconds. Already-stunned targets will instead take an additional 30/40/50 damage.

"Stone cold..."

When built: "Let's rock!"

* Attacks will shatter enemy magic resistance instead of physical armor.
* The stun affect will also change to the damage buff when used against enemies who are frozen, held by thorns, or any other form of complete immobility. Does not apply to bosses or mini bosses at all.


Artillery: TSUNAMI (Traumatic Systemized Ultra Nasty Automated Moon Inverter
Water

A giant toilet that forces the dwarves to jump on the handle to flush. Flushing it creates a whirlpool in the bowl which turns into a water tornado that flies out to the enemy nearest the exit.

Using their knowledge of the tides, the dwarves generate tsunamis to hurdle your enemies into oblivion!

Attack Rate: Extremely Slow (every 5s)
Damage: 10-20 (Tsunamis last 5 seconds. Enemies within their Saurian Brute-sized radius take this amount of damage per second)
Range: Great (like a lvl 4 Mage)

The Big One (300/300/300): Creates massive waves across its entire range that drowns (insta-kills) enemies of minuscule (wulves, spiderlings)/small (goblins, giant spiders)/medium (brigands, demons, Worgs) size but does no harm to other enemies.

"Duu-uuu-uuu-uuu-ude!"

Sharknadoes (250/150/150): Tsunamis have 2/3/4 sharks in them that latch on to the 1st enemy in their sight, biting them for 60 damage.

"Uh-oh...SHARK!!"

When built: "Don't forget to flush!"

* Tsunamis move to a target, then stay there for the remaining 5 seconds. They cannot change places once they stop moving.
* Tsunamis can hurt flying enemies, but sharks and The Big One can't.


Barracks: Toxic Predators
Air (poison)

A bubbling pit of poison, in a darker, more distinct shade of green than the pool in the Rotten/Fungal Forests. Big, darker green spikes rise out of the poison and lime-colored hands try to grab on to them. When a predator spawns, a hand grabs onto a spike and hoists itself up, then moves to the rally point.
Each predator has lime-green scales all over its body. Their arms and legs are swollen with toxin, with multiple lumps all over their limbs. Their bodies are thin, but it's not very noticeable due to more swells of toxin inside of them. Their eyes are red and slim, and their long, wolf-like faces with fangs snarl with battle rage. They have long claws on their hands and skinny spikes growing from their backs which they can use to shoot at enemies.

Warriors that have braved the poisonous forests of the Far East, but not unscathed. They retain just enough of their sanity to continue fighting alongside our greatest warriors.

Health: 210
Armour: Medium (40%)
Damage: 5-10 (0.5s attack rate)
Respawn: 8s

Poison Spikes (200/175/175): Each predator giants the ability to shoot a spike at random nearby enemies, poisoning them for 50/65/80 damage over 5 seconds. (7s)

"Ssssay goodnight!"

Anti-Quarantine (250/200/200): Predators in melee can remove an enemy's poison resistance every 10/8/6 seconds.

"Feeling sssssick yet?"

Weakening Fumes (200/200/200: Enemies near the Predators take 2/3/4 times as much damage from all forms of poison.

"Medicine won't sssssave you!"

When built: "Ssssspread like disssseassse!"


* The Predators are immune to poison.
* Melee attacks automatically poison enemies for 15 damage over 3 seconds.
* Melee poison, spike poison, and poison arrows all stack together, but multiple spikes or melee attacks do not.
* Spikes that hit enemies with no vulnerability to poison will instead deal half the damage instantly as physical damage.
Last edited by RaZoR LeAf on Thu Oct 23, 2014 4:23 pm, edited 1 time in total.
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Re: Four Elements Voting Thread!

by Magnus0 » Wed Oct 22, 2014 7:37 pm

I vote for entry five
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Re: Four Elements Voting Thread!

by AerisDraco » Wed Oct 22, 2014 9:24 pm

I vote for Entry #5

BTW, @RaZoR LeAf, maybe the next contest, depending on when origins comes out, should be a worst tower contest. I mean technically, it wouldn't be that hard, but it would be interesting to see what people come up with. There should be some guidelines, like, no making the damage zero, but otherwise it would be cool.
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Re: Four Elements Voting Thread!

by Zonoro13 » Wed Oct 22, 2014 9:24 pm

Entry one's wind mage has too many skills. It also has numerous errors in capitalization and the like. Other than that it was mediocre. Entry two was fairly decent. I liked the barracks. But it was a bit unoriginal, especially the mage. I liked the next few as well. In entry four, I liked the archers. I didn't think of having slings. Entry five was excellent. The archers and barracks were original, and the mage was hilarious. "Hoohoo-pumpum." :lol: :lol: :lol: I'm pretty sure that was BBB. Entry six was great. The snow artillery was cool and the archers were extramundane. But I loved the barracks. They gave off a really great theme. Tough blockers that will last for millennia, but can also pack a punch if you invest in them. Best of all they stayed true to the original golem from folklore. Entry seven, despite the writing errors, was pretty cool. The archers were creative and the barracks were exceedingly amusing.


After much deliberation, I choose...
Entry six!
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Re: Four Elements Voting Thread!

by RaZoR LeAf » Wed Oct 22, 2014 9:51 pm

AerisDraco wrote:I vote for Entry #5

BTW, @RaZoR LeAf, maybe the next contest, depending on when origins comes out, should be a worst tower contest. I mean technically, it wouldn't be that hard, but it would be interesting to see what people come up with. There should be some guidelines, like, no making the damage zero, but otherwise it would be cool.


Maybe. But I've actually got a contest in mind due to start next week that'll be themed again. This time for the even that'll be occurring during the contest (hint, it's at the end of October)

Also, since there are so many combinations, I've correlated the entries into some data facts for your enjoyment.

  • The most popular element for Artillery Towers was tied between Fire and Water, with two entries for Fire and one for Lava, and two entries for Ice and one for Water.
  • The least popular element for Artillery Towers was Wind as there were no entries for Wind or Lightning.
  • The most popular element for Archer Towers was Wind, with two entries for Wind and one for Lightning.
  • The least popular element for Archer Towers was Fire with no entries for either Fire or Lava.
  • The most popular element for Mage Towers was Wind, with two entries for Wind and two for Lightning.
  • The least popular element for Mage Towers was Water with no entries for Water or Ice.
  • The most popular element for Barracks Towers was Fire with one entry for Fire and two for Lava.
  • The least popular element for Barracks Towers was Wind as there were no entries for Wind or Lightning.
  • As a result, each Tower had only three elements represented. There was no Wind Artillery, Fire Archer, Water Mage or Wind Barracks. All Towers have an Earth entry.
  • The most popular element overall was all of them. There were exactly seven entries for each of the four elements!
  • The most popular element, when taking sub-elements as a separate count, was tied between Lava, Ice, Earth and Wind with four entries each. As a result, the remaining four elements were all in second place, with three entries each.
  • Earth and Wind were the most popular main elements.
  • Ice and Lava were the most popular sub-elements.
  • Entry One is the only entry to use the four main elements.
  • Entry Two is the only entry to use the four sub-elements.
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Re: Four Elements Voting Thread!

by Zonoro13 » Wed Oct 22, 2014 10:06 pm

RaZoR LeAf wrote:The most popular element overall was all of them. There were exactly seven entries for each of the four elements!

Isn't that an obvious effect of having each entry have one of each element? Unless it's a sarcastic joke...
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Re: Four Elements Voting Thread!

by The_Viking » Thu Oct 23, 2014 1:38 am

I vote for Entry Three

I liked the Vikings in entry seven though. (Haha who would've guessed ;) :lol: )
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Re: Four Elements Voting Thread!

by tmn loveblue » Thu Oct 23, 2014 2:25 am

Entry Six

With the best names and equally good ideas.
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Re: Four Elements Voting Thread!

by RaZoR LeAf » Thu Oct 23, 2014 4:27 pm

Zonoro13 wrote:Isn't that an obvious effect of having each entry have one of each element? Unless it's a sarcastic joke...


A little from column A, a little from column B.

Also, massive apologies, but I missed out an entry, so please recheck ENTRY EIGHT that has now been added.
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Re: Four Elements Voting Thread!

by Ashbite » Thu Oct 23, 2014 5:06 pm

I vote for entry five, and bet €200 that #3 is Zonoro's.
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Re: Four Elements Voting Thread!

by Magnus0 » Thu Oct 23, 2014 6:39 pm

Can I chance my vote? If so, I vote for entry 8
btw sharkenado is also an (extremely bad) movie. so, is that a reference or isn't it intentional at all?
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Re: Four Elements Voting Thread!

by Zonoro13 » Thu Oct 23, 2014 6:50 pm

Ashbite wrote:I vote for entry five, and bet €200 that #3 is Zonoro's.

Image
Entry eight is good, but I do not change my vote.
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Re: Four Elements Voting Thread!

by Big Bad Bug » Fri Oct 24, 2014 12:13 am

Entries 3, 5, and 8 were my personal favorites, but all of them were good in some way or another.

Of all the submissions, my personal preference is


[+] SPOILER
Entry 5
BBB
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Re: Four Elements Voting Thread!

by benni369 » Fri Oct 24, 2014 12:43 am

Big Bad Bug wrote:Entries 3, 5, and 8 were my personal favorites, but all of them were good in some way or another.

Of all the submissions, my personal preference is


[+] SPOILER
Entry 5


Didn't we have this talk before? NEVER EVER REVEAL YOUR ENTRY. EVEN IN SPOILERS.
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Re: Four Elements Voting Thread!

by AerisDraco » Fri Oct 24, 2014 1:39 am

I change my vote to #8.

@benni369: Why not? Or is this just directed at @BBB?
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Re: Four Elements Voting Thread!

by Zonoro13 » Fri Oct 24, 2014 1:39 am

benni369 wrote:
Big Bad Bug wrote:Entries 3, 5, and 8 were my personal favorites, but all of them were good in some way or another.

Of all the submissions, my personal preference is


[+] SPOILER
Entry 5


Didn't we have this talk before? NEVER EVER REVEAL YOUR ENTRY. EVEN IN SPOILERS.

Entry five isn't his, voting for your own entry is not allowed.
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Re: Four Elements Voting Thread!

by Big Bad Bug » Fri Oct 24, 2014 1:43 am

I said personal preference, not personal entry. Zonoro is right; voting for your own entry is not allowed, and I wouldn't even try to do that in the 1st place.
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Re: Four Elements Voting Thread!

by wailwail » Fri Oct 24, 2014 6:17 am

It seems like no one likes my entry :'(
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Re: Four Elements Voting Thread!

by Mr_Lamington_Wolf » Fri Oct 24, 2014 12:31 pm

Ima vote Entry 2 *dis is da best* :sheep:

I give it a billion :star:
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Re: Four Elements Voting Thread!

by benni369 » Fri Oct 24, 2014 5:20 pm

Big Bad Bug wrote:I said personal preference, not personal entry. Zonoro is right; voting for your own entry is not allowed, and I wouldn't even try to do that in the 1st place.


... Am I the only one here who now feels stupid for not checking 'preference' in the dictionary before posting their comment?
Last edited by benni369 on Fri Oct 24, 2014 7:04 pm, edited 1 time in total.
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