1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. This forum is for new unit and legion ideas, not for general discussion about the game.
    Dismiss Notice

Design Your Own Units, Abilities, & Legion Spells

Discussion in 'Design Room' started by Jules, Jun 29, 2017.

  1. Jules

    Jules Developer Staff Member

    Messages:
    1,661
    Likes Received:
    1,930
    Trophy Points:
    113
    This forum is for designing your own units (usually fighters or mercenaries), abilities, or legion spells that you imagine being a part of Legion TD 2. This is mostly for fun and to engage in something creative, but it can also give the developers some inspiration for new units and legions.

    Things to consider including in your thread:
    • Unit name
    • Reference pictures for how you imagine the unit to look
    • Description/biology/lore
    • If fighter: Tier, gold cost, and supply cost
    • If mercenary: Mythium cost and income
    • Health
    • Damage and attack speed
    • Range
    • Movement speed
    • Attack and defense type
    • Special abilities
    Example:

    Bottom Feeder (Tier 3 fighter)

    bottom-feeder.jpg
    • Cost: 90 gold, 1 supply
    • Health: 820
    • Damage: 36
    • Attack Speed: 0.8 times/sec
    • Range: Melee
    • Movement Speed: Moderately slow
    • Pierce / Fortified
    • Ability: Delicacy - can be undeployed for 90% of its total cost instead of 60%
     
    Last edited: Jun 29, 2017
    Blasti, dragonslayer, Nortan and 3 others like this.
  2. GvR Mr Mister

    GvR Mr Mister Member

    Messages:
    457
    Likes Received:
    187
    Trophy Points:
    43
    its more about the function than name/pic/lore etc

    Merc:
    cost: <amount of mythium that is only possible to have if you pushed +1 at start>
    health: 300
    income: 4
    damage: 15
    attspeed: 1.0
    range: meele
    movementspeed: default
    att/defense type: magic/natural
    ability: chance to stun on hit; gets always killed last


    my idea of this merc is similar to the warrior in ltd 1, something able to send only if you have pushed an additional worker. there is no need of a copy of ltd1 warrior, but it should make people leak that have pushed a worker too. so players have to decide if they wanna push and make enemy team leak or go the save way staying at 1 worker for lvl 1. in most cases a snail on lvl 1 is more or less no threat for the enemy team (just gives u inc)
     
  3. xanarot

    xanarot Member

    Messages:
    201
    Likes Received:
    135
    Trophy Points:
    43
    To start off in general: i think in general anything with abilities is quickly fun. Simply because it does something besides 'whack till dead'.

    Looking at the current units, something mounted may be interesting design wise. Dragons are always nice to look at, and they could open the road to ground effect for aoe (believe TD hell has a similar feature) which is also by itself unique.
    • Unit name. Its a dragon.
    • Reference pictures for how you imagine the unit to look. Red, green, gold, pink with yellow dots.. Its a dragon, you should be worried about teeth, claws, breath, and running away instead of looking at it.
    • Description/biology/lore. Its a dragon, see below.
    • If fighter: Tier, gold cost, and supply cost. Logical would be T5/6. Big angry breathing thing. But could also go route of T1/2 hatchling->minor dragon->adult dragon, so unit with 3 upgrades. Cost would say 250regular/250 for upgrade (500 total). But say 5/10 food.
    • Health - Would say higher end of the spectrum. Something like 2500 (regular)/5500 (upgraded).
    • Damage and attack speed. Reckon 180/450 damage/1.5 second interval (120/300 dps). Every 5 seconds field of damage that lasts for 5 seconds, doing 50 pure damage/0.5 seconds (100dps).
    • Range. Short (i.e. tempest).
    • Movement speed. Slow.
    • Attack and defense type. Pierce/Pure damage. Natural armour.
    • Special abilities. Ground aoe, Flying, Dragon heritage (10% damage reduction, regeneration, 10% increased aoe dmg per nearby dragon).

    Background/Biology/Lore: Its a bloody dragon.
    Dragon fits being tanky hp wise, but also having natural armour (scales). Its big, ugly, ton of EHP overall, and it hands out a lot of pain.

    Cost should be high supply/low gold. Dragons need to stay fed, they dont care about money. So if you decide to build it pre-1, you'll quickly find yourself in a myth problem. You hit worker#2 at earliest during wave 2, and when you start building you quickly find yourself starved. So great for holding early waves, but you need to know your stuff to recover myth and income mid/lategame.

    Damage wise i lean towards pierce as main damage (claws). AoE size i would think similar to the aoe of honeyblossom. Also a bonus for nearby dragons, so that on bosswaves having more than 1 doesnt become a total liability but it still hurts you.

    Most importantly, its dps can go hard on larger waves with the aoe, good single target damage, and good tankyness. So it can be your ultimate friend. Couple dragons closely together, perfect aoe distribution, melting waves, sends, and be the ultimate facetanking machine.
    But bad targetting (few units nearby, overlapping aoe's, lots of movement) can wreck it as well. Slow movement speed also means it wont be able to constantly dish out its regular damage or cast its aoe. When RNG strikes you could cast the 5 second delay on something that just died, and watch till it finally reaches the next monster. Something you swear to never build again.

    Totally unreliable and undepenable. Again, its a dragon. They're the biggest and baddest things they are, best bang for buck, and they know it. So they're stubborn and dont care about you and your king. Deal with it.
     
  4. xanarot

    xanarot Member

    Messages:
    201
    Likes Received:
    135
    Trophy Points:
    43
    Not going too into detail here, mostly the mechanics i thought could be interesting in one shape or another and wanted to get it down before i forget them.

    Ambidexterity (?) to act as a ranged unit, but in melee switch over (so higher dps in melee, but not its normal form. maybe also change armour/damage type based on mode).
    Arrow shower, hits all monsters on lane for say 2 damage per mongolian. So if you got 10, 10x20=200, allowing it to scale into endgame where. 5-10 second cooldown (time based, so cant be pushed with dark mage, aps, disciple..), and probably best as T4/5 so you cant mass them. Or maybe 1 damage as T2.
    Skewer. Able to hit in a cone/line with its spear, mix of semi-aoe/semi ranged, but RNG based on positioning.
     
  5. Tower_Mazer

    Tower_Mazer Member

    Messages:
    45
    Likes Received:
    24
    Trophy Points:
    8
    1 of 12

    • Æther Beast
    • [​IMG]
      [​IMG]
    • Æthereal monstor that gorges on physical matter. "What you thought was another dimension was your own backyard."
    • 1st tier, 25 gold, 1 resource cost
    • 10 Hp (not used however see abilities)
    • Low Damage / Fast Attack Speed
    • Melee
    • Very Fast
    • Pure and N/A armor type
    • Special ability 1 - Æther Form - makes the unit invincible and an invalid target (to non-Æther beings) [maybe give ownership to a temp Æther AI player during this phase].
    • Special Ability 2 - Æther Shift - Allows the unit to attack physical beings ([the non-Æther enemies] since it is not allowed to stay in the physical realm). Casted when the unit has 100% max mana. Then as he takes damage it reduces his mana. Once the mana hit's <1 then it re-enters Æther Form, thus never dieing (until Æther summons are made in an expansion hehe).
     
  6. xanarot

    xanarot Member

    Messages:
    201
    Likes Received:
    135
    Trophy Points:
    43
    Thinking further, one could even create a whole patch of 'mystic' units. Things like old Ygg/EA/Mermaid/Warchief could fit very well into this as well, but also things like say succubus (mind-control effect anyone) or more defensive units like a priest/paladin type (dmg reduction similar to mole, or casting a shield that acts as extra hp, or transfering damage from nearby units to units classified as tank, or simply casting heals..).

    Could also make it a fairly RNG race as result, to add some flavor when playing the random builder and put more emphasis on skill (knowing how and where to place and use units to minimize RNG impact). Do you mindcontrol the lvl20 boss, or the snail send? Is the tok hit first or last? Does the priest provide extra hp (in whatever flavor) to your tank, or the melee dps?
     
  7. xanarot

    xanarot Member

    Messages:
    201
    Likes Received:
    135
    Trophy Points:
    43
    • Unit name - The Swarm
    • Reference pictures for how you imagine the unit to look. Think Kuriboh (yu-gi-oh) or Hatchery (path of exile) or eggstack. For looks. Also imagine kuriboh/hatchery for its mechanics.
    • Description/biology/lore. 1hp unit, that does nothing but summon units that act as a big meatshield and dps. Big wall of useless units, proving that enough stings DO kill. Eventually. Hope nobody is in a rush.
    • If fighter: Tier, gold cost, and supply cost. I'll leave that to you devs.
    • Health - 1hp.
    • Damage and attack speed - none
    • Range - none
    • Movement speed - slow/medium (immobile would fit, but then it cant reach mid)
    • Attack and defense type - doesnt matter, just getting looked at gets it killed with 1hp.
    • Special abilities Summon Swarm; every second it summons 1 unit with 1hp and say 5dps. Costs 1 mana.

    Yo mama is so weak, even a snail kills it. Worst unit ingame by raw stats, and literally useless on its own. But if it survives long enough, can get really scary in ammount of dps it can dish out - if you get enough of them. Also, 1hp means they die as soon as they're hit, but in terms of EHP it can also give a very stable tankline when facing slow attacking or low number waves.

    Mana mechanics keep it in check, similar to fire archers. Can quickly ramp out units at the start, so it doesnt take ages for the unit to become usefull. But after 12-15 seconds its summon speed drops to every 2/3 seconds as mana regeneration will limit its casting.
     
    ShamanOfHigh likes this.
  8. trollbolt2994

    trollbolt2994 Member

    Messages:
    8
    Likes Received:
    1
    Trophy Points:
    3
    Assassin
    • Cost 125 mythium
    • Income 25
    • Health: Very Low
    • Damage Output: High
    • Range: Melee
    • Movement Speed: Fast
    • Pierce / Swift
    • Ability 1: Stealth - Starts stealthed searching for a vulnearable target and preferly a range unit.
    • Ability 2: Choose Opponent - Provides the ability to choose what player this minion will attack.
    • Use: Provides another tactical options and seperates newer from experienced players more.
    Bomber
    • Cost 30 mythium
    • Income 6
    • Health: Very Low
    • Damage Output: Medium
    • Range: Melee
    • Movement Speed: Fast
    • Impact / Swift
    • Ability: Kaboom - Upon death deal aoe damage to enemy units.
    • Use: Deals with opponents that have alot of weaker melee units.
    Thief
    • Cost: 50 mythium
    • Income: 10
    • Health: Low
    • Damage Output: Moderate+
    • Range: Melee
    • Movement Speed: Moderate
    • Pierce / Swift
    • Ability 1: Thieft - Upon reaching mid successfully steal 30 gold and mythium from the defending opponent.
    • Ability 2: Slow Start - Comes slightly after the wave.
    • Use: Punishes low value, but with less chanse of ending game and without being a prefered income send.
     
  9. C4lypsos

    C4lypsos Member

    Messages:
    1
    Likes Received:
    0
    Trophy Points:
    1
    Hey, just posting some fun and cool Mechanics/Abilities i think may fit into the Game, I may come back to go into Detail and for more if i feel like it. Sorry if its alot of Text and very bad parsed, It´s more of a spontaneous Post. Even if we never may see this Stuff, Maybe it can inspire our Devs somewhat.

    First off a typical Human Leader, In shiny Blue/White heavy plate Armor with a Flag in his Hands.
    His ability would be a supportive Aura (Tactical Commander) Gives ally Units the "Smart" buff, Makes em focus down threatening targets like enemy Mercenary Auras, Makes em focus Targets their attack type is strong against, And if nothing of the above matters, Makes em focus down Enemys united, Every ally close(in Attackrange) Attacks the same Target as the Commander as example.
    Upgrade into: Upon Death he Drops his Flag into the Ground and enrage Allys Attack by X%.
    Would fit into an typical Human Alliance Legion, as a strong T5 Support since the Human Empire is all about Formations & Military structures.

    2. Footmen Soldier, Basic grey Heavy Plate Armor, Tier 1 unit, no effect, high health low Dps.
    Upgrade into "Kings Guard/Elite" Ability: "Shields up" Makes this unit take 35% less Dmg if attacked from a 180 degree in front.
    Another Unit that would fit into the same Theme as above "We stand united and fall together"

    3. I would like to introduce more of an Idea of a Legion and Spells instead of a single Unit.
    The Voodooo Troll Empire, About Trolls Witchcrafts, Poisons and wiping out enemy hordes slowly and painfully.
    Units that curse a Enemy unit, "Voodoo Puppet" 25% of the Dmg this unit takes are shared equally to an Enemy unit nearby.
    Diligence Poison "Makes this Unit take X amount of Dmg everytime it Attacks"
    Another actual Voodoo theme: Zombies T1, Ressurect this unit with 50% less max Health, Upgrade: Repeat this Effect 4 times.

    4. A shaman unit that can be upgraded into multiple Aspects: Firecaller spits Fire, Earthkeeper rooting Enemy units, Windspeaker pushes a Enemy back to the Entrance (Hard to Balance i imagine) Waterspender creates a Water Illusion of a friendly Unit with 10% Hp/dps of its Original with no Abilitys.

    6. Leeeeeroy jeeeenkins :Charges with lightningspeed right into the Enemys and taunting em all, as soon as your Legion spots an Enemy ;) lil joke one.

    5. Now some unique Legion-Abilitys. (Would add crazy amounts of indepth and Strategy to the Game)
    Shapeshifter: Always gets the Attack and Armor Type of the last Mercenary you send.
    And the other Way arround, Each Mercenary you send, Receives the Armor/Attack type from the last Unit you build.

    Siege: You can send this unit to attack your Enemy after the next Round with 50% of its Stats(Create a Siege camp at your Enemy Lane to let him know what awaits him) Until it attacked it can´t defend for you.

    Tradesman: You can trade 10 Mythium for 1 Gold / You can send each of your Allys up to 10 Gold a Round.


    Well i hope you enjoyed my quick Mindstorm, just felt like it and wrote it down, I may come back to actually give this Ideas some more Backround, Stats and actual Soul.
     
    Last edited: Nov 25, 2017
  10. Kajob

    Kajob Member

    Messages:
    2
    Likes Received:
    0
    Trophy Points:
    1
    wouldn't it be cool when there would be a ninja mercenary unit?

    Here is my idea.
    • Unit name would be kage
    • Reference pictures for how you imagine the unit to look
    • Description/biology/lore A ninja gone rogue, and needs to hide. He can go invisible and confuses and poisons the enemy.
    • If mercenary: his mythium cost would be about 350 and the income would be 80
    • Health 1850
    • Damage and attack speed 150 0.8
    • Range 300
    • Movement speed a little slower
    • Attack and defense type magic and arcane
    • Special abilities: he can confuse units so they attack their own fellows. It could have a cool down of like 12 seconds and could stack up to 7 units he can control. if he dies they all attack even harder because they got juked and now they are angry.

    PS didnt find a picture yet
     
  11. KoriFee

    KoriFee Member

    Messages:
    159
    Likes Received:
    65
    Trophy Points:
    28
    You all know the game "age of empires" , there is a priest in there, which can convert units, how about a mercenary, who does the same - he needs like 5-10 seconds and everytime he gets attacked, his cast gets cancled or maybe not ^^, he can only convert 1 unit and he should be middle expensive, like 100-200 myth.

    en_top5_quote_aoe.jpg

    • Cost: 100-200 Mythium
    • Health: 700
    • Damage: 0
    • Attack Speed: 0
    • Range: Melee
    • Movement Speed: Moderately slow
    • Immaterial / Swift
    • Ability: After a 5/10 second cast, the unit is converted to the Wave and fights with it. (either it dies after the cast or after a 5/10 second cool down, it can cast again, reason for staying alive : for builds with slow killing speed but much defense u can take it out with that [example Harbinger spam])
     
    Last edited: Nov 27, 2017
    Blasti and Twig like this.
  12. EndOfFears

    EndOfFears Member

    Messages:
    79
    Likes Received:
    34
    Trophy Points:
    18
    Unit Name: Ram
    Unit Type: Tanky Melee-Fighter
    Cost: 400 Mythium
    Hit Points: Moderate-high
    Damage Type: Impact, moderate
    Defense Type: Fortified
    Attack Speed: Slow
    Movement Speed: Slow
    Ability: (Ground Units only) Knocks back and micro-stuns its target and units that get hit by Ram (to the side; even less stun duration) or its knocked back target. (start charge on acquiring target, may change target while charging unless its out of range, Ram remains stationary while charging)
    Charge Rate: Moderate-slow
    Cooldown before next charge: Fast

    This mercenary is useful for breaking the front line or current targeting of enemy units over and over again.

    Unit Name: Hawk
    Unit Type: Melee Fighter
    Cost: 400 Mythium
    Hit Points: Moderate
    Damage Type: Pierce, moderate
    Defense Type: Swift
    Attack Speed: Moderate
    Movement Speed: Fast
    Ability: (Ground Units only) Lifts its target in the air making it unable to move or attack for 1s and taking moderate Impact damage upon hitting the ground. (Target and Hawk become untargetable for the duration.)
    Recharge Rate: Slow

    The Hawks' purpose is to both prevent damage from the target as well as redirecting other units' target focus.


    Unit Name: Express Post Saboteur
    Unit Type: Special
    Cost: 100 Mythium
    Hit Points: 1
    Damage Type: None
    Defense Type: None
    Attack Speed: None
    Movement Speed: Very slow/ very fast
    Passive: Always spawns last and only starts rushing towards the enemy king when all enemy units in the lane are occupied. Cannot be targeted by the enemy King.
    Ability: Upon reaching the enemy King the Saboteur explodes, dealing damage equal to 5% of the King's missing HP.

    The Express Post Saboteur's purpose is to make the enemy divert some of his units further to the back to prevent King damage when it took considerable damage already. Can be used to either cheese a win in a close match or to make sure the enemy team is being finished off when you're ahead.

    Unit Name: Black Powder Courier
    Unit Type: Special
    Cost: 200 Mythium
    Hit Points: 1
    Damage Type: None
    Defense Type: None
    Attack Speed: None
    Movement Speed: Very slow
    Passive: Only moves when no enemy units are nearby or immediately retreats if being the only remaining type of allied unit when there are still enemy units around (granting Kill Gold for the enemy team).
    Ability: Upon reaching the enemy King the Courier explodes, dealing damage equal to 15% of the King's current HP.

    The Black Powder Courier's purpose is to make your opponent divert resources into Value to prevent early and high damage to the King. Can be used to cement an advantage or to turn the table early on when the enemies' King is still at high HP.

    Unit Name: Midas' Left Hand
    Unit Type: Medium-Ranged Spellcaster
    Cost: 200 Mythium
    Hit Points: Low
    Damage Type: Magic, low
    Defense Type: Fortified
    Attack Speed: Slow
    Movement Speed: Slow
    Passive: Doesn't generate Income.
    Ability: Attacks with a beam that "turns parts of the target into gold", slowing its Attack Speed and Movement Speed for 1second and generates 30Gold and 10Mythium.
    Recharge Rate: Moderate-slow

    The Midas' Left Hand's purpose is to create larger amounts of income both in Gold and Mythium if up against an equally strong defense, when the brawls are taking a lot longer to settle - potentially creating a chance to snowball when ahead or to catch up when behind.

    Unit Name: Spider Queen/Spiderlings
    Unit Type: Special
    Cost: 300 Mythium
    Hit Points: Very high
    Damage Type: None
    Defense Type: Natural
    Attack Speed: None
    Movement Speed: Very fast
    Ability: Upon spawn rushes towards enemy units then ascends into the air spitting a web across enemy units rooting them for 10 seconds, increasing their damage taken by 5% from all sources for the duration and leaving behind 10 Spiderlings at her inital position while retreating (grants part of Kill Gold while the remainder is granted open killing the Spiderlings).

    Spiderling Stats:


    Hit Points: Very low
    Damage Type: Pure, very low
    Defense Type: Natural
    Attack Speed: Very fast
    Movement Speed: Very fast

    The Spider Queen's main purpose is to keep enemy units from moving into position or getting into attack range, taking additional damage while disabled whereas the Spiderlings are a minor damage source.

    Unit Name: Spit and Fire
    Unit Type: Short/Medium-Ranged Spellcaster/Melee Fighter
    Cost: 150 Mythium each
    Hit Points: Low/Moderate
    Damage Type: Magic, low/Magic, Moderate
    Defense Type: Swift/Nature
    Attack Speed: Slow/Moderate
    Movement Speed: Moderate-fast/Moderate

    PassiveS:
    Spit: Attacks cover enemy units and the ground underneath them with inflammable fluid and slows enemy unit movement while in the affected area. Fire's Passive is able to ignite both target unit and ground for 5seconds, making the unit take 150dps as Magical damage while other units on the burning ground are taking 75dps as Magical damage (effect lingers on units for 3 seconds after leaving the burning ground and duration can be extended by Spit's attacks) - removes slow-effect.

    Fire: Attacks ignite enemy units causing them to take an additional 30dps as Magic damage for 3seconds (refreshed upon every hit by Fire and lingers for 2 seconds). Spit's Passive is able to extend the effect to ignite both target unit and ground for 5seconds, making the unit take 150dps as Magical damage while other units on the burning ground are taking 75dps as Magical damage (effect lingers on units for 3 seconds after leaving the burning ground and duration can be extended by Spit's attacks).


    Straight Magical-AOE-DPS-Combo.


    Unit Name: Veil

    Unit Type: Special
    Cost: 25 Mythium
    Hit Points: None
    Damage Type: None
    Defense Type: None
    Attack Speed: None
    Movement Speed: None
    Passive: Veil covers allied units on spawn, giving them a 1% chance to evade attacks from outside of the shroud while it grants 0.5% evasion chance against enemy units that are also in the shroud and increasing their damage taken from all sources by 0.5%. Effects stack for each additional Veil hired.

    Veil is an aura that applies to all units which can have a lot of impact even when few stacks. (If the RNGesus is too stronk with this one the effect could be changed to simply reduce damage for allied units or it could be made a unit for itself.)

    Guess that's enough for now, huh?

    Kind regards.
     
    Darktarant likes this.
  13. Awesome-O

    Awesome-O Member

    Messages:
    23
    Likes Received:
    9
    Trophy Points:
    3
    I would love a unit like the old Wc3 Shamans that buffed attendant units. (linked a photo to showcase)

    Unit name could be Priest lvl 1 and Cleric 2.

    The buff could be: (only 1 instance of each tier buff can affect a unit)

    Damage reduction (Priest buff 5 %) (Cleric buff 10%), (Priest +10hps), (Cleric +20 hps), (Priest max hp buff +100) (Cleric max hp +200)

    Both buffs could still affect a unit. With both buffs (15% damage reduction, 30 hps rgn, 300 max hp) for that specific unit.

    The priest and cleric should NOT be able to buff it self.

    It will be a low hp unit: Priest 350 hp Cleric 700 hp
    Low dps also Priest 20 dps Cleric 45 dps. damage type magic

    I imagine it priest to be a tier 2 or 3 unit with gold cost of 85 gold and upgrade cost of 145 gold

    As for a Legion: Human (quiet similar to the Wc3 Race)

    The Legion of Humans could contain the Griffon, Paladin, Dwarfs, Peasant, and the Priest.

    Its a defensive Legion that exhales in buffs, heals and damage reduction, as a trade off the Human Legion has less dps than a Mech builder or Element builder.
     

    Attached Files:

    Last edited: Dec 16, 2017
  14. Zedivann

    Zedivann Member

    Messages:
    5
    Likes Received:
    2
    Trophy Points:
    3
    Hey, i've not posted in this forum before. Got about 111 hours in LTD2 now. I like Design in general and i wanted to give a shot at creating races that could work here. I will list them below and keep in mind i haven't read up on anyone elses ideas so if it looks similar to someone elses concept that's not intentional. The units purpously lack details of damage, mana and hp because balancing isn't as important as the concept itself. I compiled my ideas into google docs because it would be pretty lengthy otherwise. Here we go.

    Concept Race - Eldritch
    https://docs.google.com/document/d/1hgtvyisXu6G6fK_AMCjmR5Lz8_quzDT2oGKqo9Xoq48/edit?usp=sharing

    Concept Race - Underworld
    https://docs.google.com/document/d/1sbJoZlx-1hypuPQcF0LRUjdmU2-4q0YGkbu23CulxQ0/edit?usp=sharing

    Concept Race - Fishmen
    https://docs.google.com/document/d/1E9k6Vf6kbeloYQPXCmVHRUlqTYlkqSyi0AM47yKvUXM/edit?usp=sharing

    Concept Race - Tundra
    https://docs.google.com/document/d/1iCXMcxz-IG6Ym2GvFdMPzXnvJfIzcqxmTd4uv6ZHrh8/edit?usp=sharing

    Concept Race - Westmen
    https://docs.google.com/document/d/16Rpc0V6PgJ8sdsP-Jm_8GsTylgYllH5LgAW93z3kut0/edit?usp=sharing

    Hope it's enjoyable to read. Any feedback is appreciated.
     
    GvR Mr Mister likes this.
  15. Jadewolf

    Jadewolf Member

    Messages:
    3
    Likes Received:
    2
    Trophy Points:
    3
    For something like a dragon builder
    -Dragon Egg/hatchling
    -an Egg and a small dragon in the eggshell?
    -An Egg of a Dragon, it hatches if it is destroyed
    -125/100 hp
    -high dmg low attackspeed as egg / low dmg high attackspeed as hatchling
    -low range as egg / medium ranged as hatchling
    -Impact dmg - Natural armor as egg / pierce dmg - swift armor
    -Hatching: spawns a hatchling if destroyed
     
  16. Crazy

    Crazy Member

    Messages:
    152
    Likes Received:
    63
    Trophy Points:
    28
    Thats the AlphaGrarl, everyone knows
     
  17. CavemanOhYea

    CavemanOhYea Member

    Messages:
    1
    Likes Received:
    0
    Trophy Points:
    1
    • Unit name: Scorpion (im not good at this)
    • Reference pictures for how you imagine the unit to look (the baby scorpion's ingame)
    • Description/biology/lore: This scorpion wanted to swap to the winning team.
    • If fighter: Tier1, 40, 1
    • Health: 140
    • Damage and attack speed: 8, 1.3
    • Range: 50 above melee (attacks with the tail at range)
    • Movement speed: Slow
    • Attack and defense type: Pierce Natural
    • Special abilities: Poison: Deals 4 damage a second for 5 seconds. If a target dies with Poison deals 15 damage around it and poisons all targets hit.
      Mastermind Only unit

      Upgrades could be two different units (Will work em out better later but)

      One would go more into a Low base damage but high poison damage ranged fighter

      The other would evolve it into a semi tank with poison armor that deals small damage but slows attackers attack speed by a small % for a couple seconds.
     
  18. BestNoob

    BestNoob Member

    Messages:
    17
    Likes Received:
    1
    Trophy Points:
    1
    • Noobs Eye of Destruction
    • [​IMG]
    • Its strenght grows with every second after round start. Until it reached the limit, than it goes for 3 seconds in rage mode (+200% attack speed) before it explodes and deals dmg (500) to every unit in range.
    • If fighter: Tier, gold cost, and supply cost
    • If mercenary: Mythium cost and income
    • Health: 750
    • Damage and attack speed : 10-130DPS (+10 every second)
    • Range: Midrange (1000 at explosion)
    • Movement speed: Fast
    • Attack and defense type: Pierce
    • Special abilities: Same DMG against all Types