Voting will run until January 20th. You can change your vote.
ENTRY ONE
Tower Basis Weirdwood
Tower Name Walloweep
Description A tree partially submerged into the ground, with only it's eyes and half a gaping mouth visible above ground (with the mouth almost looking like a door). It's eyes are screwed up with waterfalls of tears flowing from it. The tree bark is dark, and there is a moat of water running beneath it. Two fists made of branches float close to the tree when idle.
About Never happy, always mad at something, the Walloweep bawls so much it floods the forest. Other treelings do their best to avoid it.
Fire Rate Average
Damage 85-190
Range Small
Skills
Tempered Fist (200/200)
The hands clench into fists and pound the ground in a pattern (left, right, left, right, both) dealing 60-90/80-110 area damage per hit.
Big Bawling (300/150/150)
The Walloweep bursts out crying, spraying the path with tears. The tears cause the path to turn to mud which slows enemies by 20/40/60%. Enemies with HP under 500 will be swallowed by the mud and insta-killed.
Secondary Skill Each hand has an individual relay point (the blue flag has L or R for Left and Right) allowing them to be independently placed on the path.
Quote "Everything is so bad right now *sniffle*"
Tower Name Flambranché
Description A light coloured tree with no leaves, instead flames dance along its branches. It's face is half joyful, have chaotic much like a mad jack o'lantern. It has four, arms the normal size of a Weirdwoods. On the floor around it are piles of hardened seeds. It picks up seeds with each hand where they instantly catch fire, and throws them into the path.
About There's something not quite right with a tree that loves to be on fire. Its waxy bark keeps it safe, but not the targets of its mirth.
Fire Rate Very Fast
Damage 30-60
Range Average
Skills
Fire Juggle (250/200/200)
The Flambranché begins actively juggling 1/3/5 flaming seeds, until they burn up into just flames. It then catches them all in one hand making a bigger flame that it throws onto the path. Each fireball deals 75 fire damage (true damage).
Radiance (500)
Any units (barrack soldiers, reinforcements or heroes) or Towers placed within range of the Flambranché gain a 30% boost in attack, whilst enemies suffer the same percentage but as a drop in attack.
Secondary Skill All of the Flambranché's attacks will burn an enemy for 10 damage every four seconds.
Quote "Looking for some hot stuff?"
ENTRY TWO
Tower Basis: High Elven Mage
Upgrade #1: First Ascendant of the Highborne
Description: An elf slightly resembling the one from the HEM floats in between three light blue translucent crystal spires, he wears a fancy helmet and shoulder pads that make him look more imposing. When attacking he raises his hands into the air, channeling beams of energy from the spires into a converging point right above him, before firing 5 shots out in 5 different, equally spread apart, directions. While raising his hands his cloak behind him spreads out and waves as if in the wind.
About: The most powerful of all Elven wizards, they tear their foes apart with simply a glance.
Build Cost: 450
Fire Rate: Slow
Damage: (Magic) 13-22 (65-110 for all five shots, 115-210 total if all shots bounce.)
Range: Great (No change)
Skill 1: Supernova (350/250/250)
Creates a field (starting at a very close distance of about 2 gnolls in diameter) of blue arcane energy with a floating crystal core that rapidly expands to be 8 times as large over 2 seconds. Enemies inside take 30 true damage per second. The effect lasts 4/6/8 seconds, with a cooldown of 16.
Skill 2: Tracer Sentry (400/350/300)
Creates a being made of a pristine crystal that rests upon one of the spires, like the Arcane Sentinels it engages enemies at a longer range, triple the range of the Ascendant instead of doubled. It attacks once every second for 20-40 damage, dealing damage in a line positioned to strike an optimal amount of enemies, flying around to reposition itself while still remaining fixed on its targets. Additional upgrades add one additional sentry each. Sentries can attack for 15s before having to return to the spires to recharge for 5s.
Secondary Skill: Fires 5 times per attack, upon striking their target they can bounce to a nearby enemy, dealing 10-20 damage.
Quote: “You have no power here.”
Upgrade #2: Elven Archivist
Description: Similar colour scheme to the HEM, except the tower segment behind him is much larger and more prominent, with the rest being smaller and less impressive to compensate. The tower constantly pulses with energy and the jewel on top instead floats above the tower, the top of the latter instead forming into a point directly below the jewel. Whenever it attacks the panels on the tower float off of it quickly, showing a bright green colour underneath, before slamming back into place as the attack is fired; a huge teal ball of energy. These were the mages that let the Elven general look into the past and relive the Twilight Invasion fight.
About: Elven mages of a specialized sect, who can experience time as a living, malleable force.
Build Cost: 375
Fire Rate: Very Slow (2s, same as an Arcane Wizard)
Damage: (Magic) 66-122
Range: Great (No change)
Skill 1: Time Flux (300/250/250)
Creates a permanent field of energy equal to the attack range of the Archivist. While enemies are inside they are slowed by 10/15/20% (teleport range is affected by this), and when they leave for the first time they are automatically teleported back as if the Archivist attacked them, at a distance 30% longer than normal.
Skill 2: Tactical Supremacy (350/300)
Whenever an enemy dies within the Archivist’s range, they study their movement and attack patterns, causing their attacks against that type of enemy to permanently deal 20% extra damage, and destroy 20/30% of their attack damage, stacking for every enemy killed up to 60%.
Secondary Skill: Each attack warps the enemy back down the path depending on their movement speed, about half the length of the level 5 mage tower upgrade for average-speed enemies, becoming longer the faster they move.
Quote: “The past is doomed to repeat itself.”
ENTRY THREE
Tower Basis: Wild Magus
Tower Name: Razer
Description: The Razer stands in the middle of concentric rings of floating stone. The Razer herself is has a red dress and grey hair streaked with black. When firing, the rings spin, increasing their speed when kills are made.
About: Driven mad by the sheer power of raw magic, the Razer fights to kill.
Fire Rate: Very Fast
Damage: 10-20 (Fires a red bolt)
Range: Long
Skills
Bloodlust (Secondary)
For every kill, the Razer increases her damage output by 5%. (Off her previous damage) Dissipates after 4 seconds.
The stone rings spin faster as the killstreak increases, making it known to the player.
Absorbing Bolts (400/200/200) (30 seconds)
Effect 1: Once the ability is activated, the next 10/8/5 bolts (Which are purple) fired reduce the speed of an enemy by 10%/12.5%/20%, and if all bolts hit the same enemy, the enemy is insta-killed and absorbed into the tower, activating Effect 2.
Effect 2: The Razer's eyes flash red, before boosting the attack speed to one attack every 0.25 seconds and the Razer boosting her current damage by 50%. Lasts for 6 seconds.
The second effect procs if the enemy is killed by the bolts, and the IK does proc the passive.
If kills are obtained in the second phase, the damage is what it would normally be with that killstreak times 1.5.
Soul Surge (200/200/200) (Passive)
For every 20/15/10 kills made, the tower unleashes a red pulse across its range that deals 50-100 AoE magic damage. The damage is boosted by 50% if the last pulse was on the same killstreak (from the passive); and by an add. 50% for each further pulse.
Quote: "Burn! Burn! BURN!"
Tower Name Assimilator
Description The Assimilator stands on another floating rock, in the middle of crystalline spikes of many colors. She wears a green cloak.
About: The Assimilator will take everything from her enemies.
Fire Rate Fast
Damage 17-30 (Casts a green beam)
Range Great
Skills
Salvage
If the Assimilator kills an enemy with armor or magic resist, her next hit against an enemy with that armor type will deal the other type of damage, at 2 times the percentage absorbed. (So killing a 50% Avenger will make the next hit against an armored enemy deal 100 magic damage)
Note: Only one value (either an bolt v. armor or v. magic) may stored at any time.
When an enemy is killed, a red (Armor) or blue (MR) orb is formed and hovers above the Assimilator's head.
Stat Leech (350/250/250) (20 seconds)
Note: Can only be used with enemies in combat.
The Assimilator transfers the 10%/30%/50% of the damage and armor stats of an enemy onto the soldier they're fighting. E.g, if an Elven Ranger fights an Avenger, the Ranger's atk will be boosted by 25-37 points at max level, and their armor will be boosted to 90% {Note: Armor is capped at 90%})
The boost dissipates 2/3/4 seconds after the enemy dies.
Possess (300/150/150) (25 seconds)
Converts an enemy to your side with 20%/40%/60% of their damage/hp. Once dead, they explode for 20% of their HP in magic damage, and grant a 20% boost of their damage to the mage for 5 seconds.
Quote "Join me."