How about making a tower defense like Kingdom Rush ?
Hello guys, do you like playing to some tower defense games ? Do you know kingdom rush ?
https://images-eu.ssl-images-amazon.com/images/I/81NLerwOE8L.png
Kingdom rush is one of the best tower defense game and the graphics are pretty cool. League of legends has a great universe and i'm sure they can make a tower defense with graphics like Kingdom Rush.
But first, what is a tower defense game ? A tower defense game is a game where you build towers to defend your base. The enemies comes on a path and they want to reach you base but you will stop them !
Usually, there is 4 type of towers : Archer, Mages, Barracks with soldiers that you place on the path to stop your enemies and Artillery.
You also have Heros or champion that act like big soldiers and have spells who can help you to defend your base.
You start usually with 20 lives represented by heart. If an enemy reach your base, you lose 1 live. Once you are at 0 lives, you lose.
Enemies come by waves. If you can survive trought a number of waves, you win.
I have some examples of Nations from LOL and what they could be in a tower defense game : I picked Ionia and Piltover because these nations are specials and i made specials towers who don't look like the classics ones. I picked Demacia and Mount Targon too so you could look at more “classical” towers. And finally, Noxus too.
IONIA :
The campaing is about defending Ionia from the Noxians invasion. You start with 3 champions :
and you can unlock the others in a few stages.
Help Irelia and her friends to kick noxians from Ionia and restore harmony and peace.
Archer tower: 2 crossbows men who are like the Chu ko nu warriors. They can fire 3 attacks at the same time. Usually, archers can focus flying enemies but Chu ko nu arrow are too big so they can’t focus flying enemies.
Deal 15/20/25 dmg per attacks (since they shoot 3 attack, they can deal 45/60/75). Has average range and the range increase a little bit per upgrade. Has 0,70/0,75/0,80 AS.
Chu ko nu of the Forest : Upgrade attacks dmg by 10/20 and have 1/1,20 AS and average range. Chu ko nu attacks poison enemies and deal 40/80 dmg on 4s. Chu ko nu have 2/3% chances per attacks to increase the number of lives you have by 1/2.
Chu ko nu of the Mountains : Upgrade attacks dmg by 20/30 and have 0,70/0,80 AS and long range. Chu ko nu attacks have 10/12% percent chances to stun enemies for 1,75/2s. Every 15s, Chu ko nu gains 40/50% AS and 50/60% critical chances for 5s.
Here's a picture of a chu ko nu crossbow. Why did i pick Chu ko nu for Ionia instead of traditional archers ? Because Ionia is inspired by China, Japan and all the country of Asia. I also remembered the famous game "age of empire 2" with the Chinese civilisation who was using Chu ko nu and i tought it's could replace traditional archers of Tower defense.
http://medievalweaponinfo.com/wp-content/uploads/2017/10/05-chu-ko-nu.jpg
Barracks tower : 3 monks like Lee sin who fight with their hands and uses martials arts. They are melee and they can’t attack flying enemies.
Each have 150/200/250 HP, 40/45/50 AD, 1,50 AS but no armor and resist magic. They have 30/50/70% chances of dodging enemies attacks.
Monks of Wisdom : Upgrade your monk HP by 30/60 and their AD by 10/20. Every 20/15s, the monks create a copy of themselves who have the same stats and fight with them for 7/9s.
Your monks also regen based on 50/70% of the dmg they deal to the enemies.
Monks of Rage : Upgrade your monk HP by 10/20 and their AD by 30/50. Every 20/15s the monks become enraged and gain 100/140% AS for 5s.
Your monks also have 20/30% chances of destroying the enemy armor for 4s.
For this one, i didn't wanted samurais or traditional soldier in armor. Ionia could have some monks like Lee sin who are using martial arts. It's would suit the Asian culture and since i took Chinese Chu ko nu for archers, we can pick Japanese monks for this one.
https://ichef.bbci.co.uk/news/660/cpsprodpb/15F77/production/_105057998_gettyimages-963462488.jpg
Magic tower : A forest spirit who is using air or earth element. Can attack flying enemies.
Has 40/55/70 AP (deal magical dmg on AA). Has short range. Has 0,65/0,7/0,75 AS.
Spirit of earth : Upgrade AP by 30/60 and range become average. Your soldiers (from barracks) or champions on the range of this tower gain a 100/200 Hp shield every 10/8s and regen 1/2% of their max HP every second. Every 14/10s, the tower deals a magic wave around her who makes 100/150 dmg and stun enemies for 1,5s and heal your soldiers by 100/200.
Spirit of air : Upgrade AP by 20/40 and have 1,50/1,75 AS. Every 8/6s creates a tornado who bumps enemies in the air and deal them 60/80 dmg. If the tornado hit some of your soldiers or champions, it boosts them by increasing their AS and movespeed by 20/30% for 4s. Every 10/0s , the tower creates a giant hurricane around the tower who is slowing enemies by 75/90% and dealing them 4 dmg per second. The hurricane last for 5s/forever. (The hurricane became permanent on the 5th upgrade of this tower, that why I writed 0 and forever).
Ionia is full of magical creatures. I took the Kirin to represent the spirit of earth and air. He will be green/orange if you choose earth and grey/white if you choose air. Dragons are common in Ionia and Kirins totally represent the Asian dragons we could have.
Artillery tower : It’s a firework stage with 2 mens who are lighting up firework. The fireworks acts like missiles. Ionia has a special artillery tower because compared to the other artillery, the attacks can’t miss, since it’s target missiles. Also it’s can target flying enemies which is very special because usually, artilleries can’t target flying enemies.
But the radius explosion of firework is smaller than the radius from the other artilleries. If the missiles don’t have target to hit, they can fly for 2s in the air until a new target come. Otherwise they explode in the air.
Has 20/30/40 dmg per attacks. Has 0,90/1/1,10s AS Has unlimited range on the map since it’s missiles.
Fireworks of the Blood moon : Upgrade base dmg by 20/40 and have 1,30/1,50 AS with the unlimited range. Every 5/4 fireworks, the next one is a big firework who will deal 200/300% dmg and will have a bigger explosion radius.
The fireworks bleed enemies who are losing 20/30 hp per second for 4s.
Royals fireworks: Don’t add stats. Instead of shooting 1 fireworks, shoots 3/4 fireworks.
Every 20/15s, shoots 20/30 fireworks on the map.
Asia invented Fireworks and exploding and that why it's has to be an artillery tower ! Let's explode your enemies with a lot of colors and make the sky ignited. Imagine having an artillery tower so beautiful and elegant and special because usually, artilleries can't hit flying unity but fireworks works like missiles and so they can target everything.
PILTOVER :
Now let's see Piltover who is also a special nation to me. Since they have a huge technology, they shouldn't be "classic" at all.
The starting champions will be
.
The campaign is about defending Piltover from Zaun invasion.
will be the final boss and he have created a whole army of robots to destroy Piltover but Caitlyn, Jayce and Vi aren't going to let him achieve his goals.
Archers tower: A machine gun with very fast reload, short range and small dmg.
Has 3/5/7 AD Has 3/3,25/3,5 AS Short range
Machine gun Hextech : Add 2/3 magic dmg to the attacks. Every 10s, the machine gun gets 100/200% AS boost for 4s. Every 40/30 attacks, the next attack will be an electric chain who will attack all the enemies on the map dealing them 20/25 dmg and stun them for 0,25/0,30s.
Mechanical machine gun : Add 2/3 AD to the attacks and has 3,75/4 AS. Every attack on a same target will deal 1/2% more dmg (can stack) until the target die. Can attack 2/3 enemies at once.
Barrack towers : 3 Policemen’s who can shoot flying enemies. Their basic melee attacks have 10% chance to stun the enemy for 1s. (Melee not ranged attacks).
They have 125/150/175 HP, 30/35/40 dmg and 1,5 AS. They don’t have armor.
Hextech soldiers : The policemen get an hextech armor and they can fly. They gain 40/50 AD, 200/300 Hp and an heavy armor who is reducing the dmg they take. They also have 2 AS and an average range. If they fly, they don’t block melee enemies but can block flying enemies. You can choose to make them fly or no. Every 5 attacks, they use a laser who is breaking the enemy armor and dealing 75/100 magical dmg. Every 10/8s, they gain 300/400% AS and have a long range for 5s.
War machine soldiers : The policemen become army soldiers and have a tank. The three policemen are in the tank who have 2000/3000 HP, 100/150 AD and 0,5 AS with a zone attack. The tank can block 3 enemies like the 3 policemen could do before. But he can’t focus flying enemies. 2 policemen are also shooting basic ranged attacks with their weapon but they are protected because they are in the tank. These 2 policemen can focus flying enemies. The third one is driving the tank so he can’t use his weapon. If the tank die, the 3 policemen dies too. Every 20/15s, the tank gains a 500/750 HP shield and place a landmine on the battlefield. The mine explodes if an enemy step in, dealing 150/200 dmg in a small radius.
This upgrade loses the passive of 10% stun chance because your soldiers are on a big tank and using ranged attacks so they can’t use the passive.
Piltover is a powerful nation because of technology. They don’t fight with bow or magic and since they rely on their weapon and technology, they aren’t going to be full melee. Piltover can have tanks on the battlefield or very upgraded soldiers who are using powerful ranged weapon.
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**Magic tower: ** A Tesla tower who is using electricity to attack enemies and dealing magical dmg. The tesla tower can attack 2 enemies at same time. Can’t target flying enemies. Has 3/5/7 magic dmg and 2/2,5/3 AS with a short range.
Tesla model X : The tower gains 4/8 magical dmg. The tower creates a force field who counter flying enemies. They can’t fly and they must step on the floor. After leaving the force field, they can fly again. The force field also slow the enemies by 30/40%. Every 10/9s, the tower creates an energy wave around her who deal 50/100 dmg and stun enemies for 2s.
Tesla model Y : Allow the tower to fire a chain of electricity who can affect 5/7 enemies with the 2 from the basic tower. Every attack has a 15/20% chances to stun an enemy for 0,4/0,5s and has 25% chances of doing critical hit.
Magic exist in Piltover but into hextech form. Tesla towers are something known in a tower defense. Using electricity to deal dmg and stun your opponent. Piltover is the only nation alongside with Zaun who could replace magic with electricity and that why instead of using normal magic, we use electricity. It’s fit Piltover more and respect the identity of the nation.
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Artillery : A trap fabric where you can buy traps and place them in the path. Don’t fire, don’t have a range, don’t have a base dmg. You make traps and place them on the ground. You can choose between fire traps or poison traps. The traps can be placed where you want on the ground.
Basic traps :
Yordle trap : Based on Caitlyn traps, you can place 3/4/5/6/7 yordles trap on the map. If an enemy step on a trap, he is stunned for 1s and receive 75/100/125/150/175 dmg. Each traps has 10/9/8/7/6s CD.
Trench : You can place 1/1/1/2/2 trench on the map who is slowing enemies who are walking on the trench by 60/65/70/75/80%.
Landmines : You can place 1/1/1/2/2 mine on the map. If an enemy step on the mine, it’s explode and deal 100/150/200/250/300 dmg in a small radius. Each mine has 16/14/12/10/8s CD.
Fire traps fabric: Allow you to unlock 2 others traps based on fire.
Oil and fire : You can place 1/2 puddle of oil on the map. Every 5s, the puddle are set on fire for 4s and the enemies who are walking on these puddles get damaged. The fire deal 20/30 dmg per second.
Rain of Meteors : Allow you to target a zone and set a rain of fire meteors who are dealing dmg and setting your enemies on fire. There is 8/10 meteors and each one deal 40/60 dmg. Set the enemies on fire and it’s deal 20/30 dmg per second for 4s. Have a 30/25s CD.
** Poison traps fabric :** Allow you to unlock 2 others traps based on poison.
Gazbomb : You can place 1/2 bombs on the ground. When an enemy step on the bomb, it’s explode and create a green cloud full of poison. The poison stays for 5s and deal 40/60 dmg per second.
Acid : Allow you to target a zone and set a big cloud full of acid who is breaking the armor and magic resist of the enemies and dealing them 40/60 poison dmg per second. The cloud can stay for 5s and the enemies who have lost their armor can’t regain it. Have a 30/25s.
Instead of traditional artillery, we have traps which is funnier. Rain of meteors and Acid is like spells. You know the magic spells you can use in most of tower defense? Here, it’s placed on a tower and it’s original. I mean, if Piltover could use bombs, they would probably destroy the whole world since they probably have the nuclear energy and who can resist to nuclear energy?
DEMACIA :
You start with
defending Demacia city from a group of mages and rebellious soldiers.
want to kill your father Jarvan III and take control of Demacia. As the prince, your mission is to stop him. You will have your best friend
with his sister
to help you on this mission.
You must stop the civil war ! DEMACIAAA !!!
You can unlock
and the legendary
and
.
will be the final boss. You will also have some noxians helping Sylas to destroy Demacia so be prepared! The glorious nation need your help, player !
**Archers : ** One crossbowman and an archer with 2 Silverwings (you know the little legends thing ?). This tower will have 2 differents attacks, crossbow and archer which is funny. The archer has a long range, 10/15/20 dmg per AA and 1,5/2/2,5 AS. The crossbow has an average range, 30/50/70 dmg per AA and 0,75/1/1,25 AS.
Tactical arrows : The archer deal 5/10 more dmg and the crossbow deal 20/40 more dmg. The archer range become very long and the crossbow one become long. Every 10/8/6s a Silverwing will attack the target with the most armor, dealing 40/80 true dmg and decreasing the target armor of 40/80% for 6s. Every 10/8/6 a Silverwing will reveal all the enemies around the tower, prevent them from being invisible and slow them by 15/20% for 3s.
Powerful arrows : The archer deal 10/20 more dmg and the crossbow deal 40/80 more dmg. The archer AS will be 3/4 AS and the crossbow one will be 1,5/2 AS. Every 10/8/6s a Silverwing will howl and make a “roar” to buff the nearby towers. Buff also the tower. The nearby towers gain 10/20% AS and 30/45% dmg for 4s. Every 10/8/6s a Silverwing will execute the weakest enemy on the map. Cannot apply to bosses or minibosses.
Here we go ! Demacia is a medieval nation and the medieval theme is usually the one who is used to make classical tower defense games. But it’s does not mean that Demacia must be boring. Instead of make only archers or only crossbow, you have the 2 together with cute but dangerous silverwings.
Barracks : Classical barrack with 3 armored soldiers. One of them is a warrior with a sword and a shield, the second is a lancer like Xin zhao, the 3rd one is a paladin with a big armor and a holy hammer. Can’t attack flying units. Of course, the 3 soldiers will have different stats. And you know what? This tower will have 3 different paths of upgrade instead of 2. Demacia isn’t too much classical right?
The soldier will have 200/250/300 Hp, 10/15/20 AD, 0,8/0,9/1 AS and a medium armor. The lancer will have 150/200/250 HP, 20/30/40 AD 1,5/1,75/2 AS and a light armor. The paladin will have 400/600/800 HP, 10/12/14 AD, 0,5/0,55/0,6 AS and a heavy armor.
Soldiers of Demacia : Turn all your units into Soldiers who will have 400/500 Hp, 1,1/1,2AS, 25/30 AD and a medium armor. Every 15/10s the soldiers make a roar and scream Demacia to gain an heavy armor for 4s and a thorn mail effect which send back 10/15% of the dmg they take. Every 30/20s, the soldiers will use a super attack who will deal 100/150/200 true dmg. If the target has less than 40% of his HP, she is executed except if he is a boss or a miniboss.
Lancers of Demacia : Turn all your units into Lancers who will have 300/375 HP, 2,25/2,5 AS, 50/60 AD and a light armor. Every 20/16s, the lancers become enraged and gains 100/150% AS for 6s with 40% of critical chance but they lose their armor during the buff. When your lancers attacks, they regen based on 10/15% of the dmg they make.
Paladins of Demacia : Turn all your units into Paladins who will have 1000/1500 HP, 0,8/0,9 AS, 16/18 AD and an heavy armor. Every 15/10s the Paladins heal themselves and regain 25/50% of their max HP. When they die, the Paladins have 20/30% chance to resurrect with all his HP and become immune to dmg for 3/4s.
Now the barracks, as you see, it’s classical but the 3 different units is a special feature compared to other nations. Demacia is known for having the best soldiers and that why we need to show the different soldiers this nation can have. You want offense? The lancers are ready to kick your opponent’s asses. You want to hold for a very long time? The immortals Paladins are your best friends! True tanks with a big armor ready to defend Demacia from a big army. You can’t decide between offense or defense? You have the soldiers who are a nice compromise.
https://ddragon.leagueoflegends.com/cdn/img/champion/splash/Garen_13.jpg
**Mages : A Galio statue who is made to counter magic. Demacia can’t have mages as tower since the country is not kind towards magic. But they can have antimagic and petricite to defend their nation. The statue makes a zone dmg except if she attacks a flying unit. She will deal 20/45/70% more dmg to mages and enemy who uses magic. Has 40/70/100 AP and 0,5/0,65/0,8 AS and a short range.
Defender of Demacia : The statue will deal 20/40 more dmg. Every 20/15s the statue will scream a “Demacia” and stun enemies around her for 2/2,5s and deal 40/70 dmg. Every 5 attacks, the statue will use 2 punches instead of one (like Galio passive), dealing 125/150% of the dmg in a larger zone than a normal attack and stun the enemies for 0,75/0,90s.
Punisher of Demacia : The statue will deal 40/80 more dmg. Also, the statue will be more like Shyvana, will look like a dragon to represent the offensive aspect. Every 30/25s the statue will devour an enemy, the most powerful in her range except bosses or miniboss. Every 15/10s, the statue will spit flames in a line who deal 100/150 dmg and burn enemies for 4s, dealing 30/40 dmg per second and reducing their armor by 15/20% for the same time.
If Galio and Shyvana wanted to help Demacia against Sylas assault, they would probably do it under cover. As statue, they will be the mages tower of Demacia. Galio is the protector and Shyvana the punisher. You can choose between more CC or more dmg.
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Artillery : A strong catapult who will throws big rocks at your enemies head. I could have chosen ballista, but ballista is more aggressive and suit Noxus more than Demacia. Demacia will have Catapult and Noxus will have Ballista. Can’t attack flying units.
Has 80/140/200 zone dmg, 0,45/0,55/0,65 AS and a long range.
Catapult of fire : The projectiles become on fire and will deal 30/40 dmg per second for 4s. Every 25/20s, the catapult shoots 3/5 firestones at 3/5 different places who will deal dmg and leave a burned ground who will burn enemies who step on for 4s. Deal 30/40 fire dmg. The fire will reduce your enemies’ armor by 5/6% every second until a max of 30/40% reduction for 8s.
Catapult of steel : The projectiles will deal 50/100 more dmg. Every 5 attacks, the next one is a big steel ball who will deal 200/300% and stun the enemies for 4/5s. 20/35% of the dmg deal by this tower is converted into true dmg.
It’s funny to see a lot of tower defense games who have medieval inspiration don’t make catapults or ballista for artillery (Kingdom rush for example, inspired by medieval age still have bombs for artillery). The artillery is usually little bombs or explosives even if we are in medieval age which is surprising sometimes. Here, I decided to respect the history and Demacia will have a catapult because they don’t use explosives or bombs. But the catapults are deadly so don’t underestimate them because big boulders are dangerous and powerful.
MOUNT TARGON :
You start as
who decides to do a good action and wants to restore peace between Solaris and Lunaris. This adventure is an exciting mission for her but there’s a couple of problems.
First, there’s legions of Solaris and Lunaris who are extreme and don’t want to make peace to each other. You will have to deal with them.
Second, you will have to deal with the void who wants to take the control of the Mount Targon.
will be here to help you in this quest.
And last,
, a dangerous darkin wants to kill Leona, Pantheon, Diana and you.
will be the final boss and you will have to defeat him to restore peace and harmony in the Mount Targon.
Your allies will be
.
**Archers : Traditional archers who are dressed up like greek archers from antiquity since Pantheon is from Targonian people and it’s look like inspired from Antiquity. Has 20/27/34 dmg, 0,8/1/1,2 AS and average range.
Sunlight archers : Your archers join the Solari side and gain 10/15 dmg and a long range. The basic attacks of the sunlight archers are like Leona passive. If a soldier or other tower hit the marked enemies, it’s will deal 30/50 true dmg. Every 20/15s the archers shoot a sunlight arrow in the sky and blind all the enemies in the tower range for 5/7s. The blind prevents ranged enemies from attacking and melee enemies have 50/75% chance of missing their attacks.
Moonlight archers : Your archers join the Lunari side and gain 20/30 dmg and you have 1,2/1,4 AS. The basic attacks of the Moonlight archers will reveal the targets and prevent them from being invisible. Attacking the same enemy will deal 10/20% more dmg and can stack up to 10 times.
This the theme of Mount Targon, sun and moon together, helping you in your quest.
Barracks : 3 Hoplites with a medium armor who can attack flying units with their spears. They have 300/325/350 Hp, 15/20/25 AD, 0,8/0,9/1 AS and a medium armor.
Hoplites of the sun : Your hoplites join the solari side and gain 100/200 HP, 5/10 AD and have 1,1/1,2 AS. Every 4 attacks, the Hoplites will protect themselves with their shield, nullifying the dmg from the next attack and will stun the attacker for 3s. Every 20/15s, the Hoplites will scream a war cry, buffing their AS by 100/150% for 6s.
Hoplites of the moon : Your hoplites join the lunari side and gain 50/100 HP, 10/20 AD, have 1,4/1,8 AS and they are invisible mean that ranged attackers can’t hit them until they aren’t revealed. Your soldiers are revealed when they attack someone. When the hoplites are revealed, their next basic attack will do 300/400% dmg and they will gain 150/300% AS for 3s. If they don’t attack someone for 4s, they become invisible again. Your hoplites deal critical dmg to the targets who are below 20/30% of their max hp.
Mages : A solari priest who prays the sun and attack with a holy hand. Can attack flying units. Has 30/50/70 Ap, 0,9/1/1,1 AS and an average range.
Solari priest : The solari priest keep his religion and stay under the sun order. He gains 20/40 AP and he has 1,2/1,3 AS. Every 15/10s your priest will set a ray of sun on his range, dealing 100/200 zone dmg and healing your hoplites by 100/200. Every 40/30s your priest will cast a powerful spell. It’s a wave of sunlight who will stun all the enemies on the map for 4/5s, dealing 100/200 dmg and resurrect all your fallen hoplites.
Lunari priest : The priest change his religion and convert himself into a Lunary priest. He gains 40/80 AP, a long range and has 1,2/1,3 AS. The tower gains a lunar attraction like Diana E. The enemies who are on the tower range will be slowed and closer they are, slower they will walk. The slow start from 10/20 to 80/90%. 3 stars appears like Aurelion sol passive around the tower. They will turn around the tower permanently and deal 20/30 dmg every time they hit an enemy.
Artillery : A golem made of stone and magic like Malphite. He can’t attack flying units but he deals zone dmg with his punches.
Has 100/150/200 AD, a short range, 0,50/0,60/0,70 AS.
Golem of the day : Your golem join the Solari team and he gains 25/50 AD. Every 20/15s the golem next attack will stun the enemies for 2/3s and apply a Leona passive stack who will deal 30/50 true dmg if another tower or soldier hit them. The golem summons 1/2 other golems who are his sons and who will be like soldiers. They will act like hoplites and have 400/800 Hp, a huge armor and 50/75 AD with 0,5/0,6 AS.
Golem of the night : Your golem join the Lunari team and gains 50/100 AD and an average range. Every 20/15s, the golem will create a sleeping bubble like Zoe E and throws it on his range. It’s can affect multiples enemies. They will be sleeping for 10s max and if they are attacked, they wake up and receive 100/150 dmg. Every 6/4 attacks, the golem next attacks will bump the enemy in the air for 1s and stun them for 1s.
NOXUS :
You start as
and
. Your goal is to defend Noxus from some Ionians, Demacians and Frejlordians attacks. You will be fighting
as bosses.
Then you have
who wants to stop a rebellion in Noxus.
is the responsible of the rebellion and you must find her and kill her. Fight against the black rose and become the noxian leader by defeating
,
and
who are the final bosses.
will be your allies.
Archers : Two mans with axes. They will throw axes like Draven at the enemies. Can attack flying units.
Has 50/75/100 dmg, an average range and 0,75/0,85/0,95 AS.
Axes thrower of blood : Gains 25/50 dmg and have 1/1,10 AS.
Every time this tower kills an enemy it’s gains 50/100% AS for 4s and gain 1 AD permanently. The basic attacks are making the target bleed and deal 20/30 dmg for 4s.
Axes thrower of rage : Gains 25/50 dmg and have 1/1,10 AS.
20/40% of the dmg deal is converted in true dmg. Every 3 attacks, the next one will be a critical strike dealing 250/300% dmg.
Barracks : Three noxians assassins who are invisible. If they don’t attack for 4s, they become invisible again. Can’t attack flying units. They don’t have armor.
They have 100/125/150 HP, 50/70/90 dmg and 0,8/0,9/1 AS.
High skilled assassins : Gains 25/50 HP, 40/80 dmg and has 1,2/1,4 AS. The assassins have 30/40% chance of stealing PO that you can use to upgrade or build other towers. The first hit on a new enemy will always be a critical strike, dealing 250/300% dmg and ignore armor.
Polyvalent assassins : Gains 25/50 HP, 10/20 dmg and has 1,3/1,6 AS. They can use a bow and attacks flying units. They can remain invisible while attacking flying units. They gain 25% critical chances. They gain a 50/75% chance of dodging enemies attacks.
Mages : A dark tower who is using black magic. Can attack flying units. Has 100/175/250 AP, long range and 0,30/0,40/0,50 AS.
Tower of blood : The tower will use blood magic and her attacks will become waves of blood like Vladimir E around the tower. The tower loses the ability to hit flying unit but gains a zone dmg. Have 400/600 AP, a short range and 0,20/0,25 AS. Killing enemies will stack a bloody orb. 2/4 stacks per kill. Once he is fully stacked to 100, the orb explodes, dealing 1000/1500 dmg in the tower range and the number of enemies killed by the orb is converted into extra lives.
Tower of fear : The tower will use a very dark magic and her attacks will become like Fiddle drain. She can attack 3/5 enemies at once, have 40/60 AP, 1,5/2 AS and an average range. Can attack flying units. Every 20/15s, the tower will releases horrible screams who will scare enemies in the tower range and make them walk in the opposite direction for 2s. Cleanse all the positive buffs of the enemies like invisibility, their healing, their shields, their armor magic resist buffs ect for 6s. 3 Darks clouds raise across the tower. Every 12/10s, they will attack a random enemy on the tower range, dealing him 80/120 dmg and stun him for 3s.
Artillery : A big and dark ballista with 2 mens to take control of the machine. Can’t attack flying units.
Has 70/110/150 dmg, 1/1,2/1,4 AS and a long range with zone dmg.
High skilled Ballista : The ballista gains 20/40 AD. The ballista shoots 2/3 projectiles at once. If the Ballista kill an enemy, he gains 50/100% AD for 6s.
Rain of big arrows : Reduce the dmg of the ballista by 40/20 but he has 2/2,5 AS.
Every 15/10s, the Ballista will become enraged and gains 100/200% AS for 5s. Allow you to cast a spell from the Ballista which is called “Rain of big arrow”. You can select a zone and after 2s, a rain of arrow from the Ballista will occur, dealing 150/200 dmg per second for 4s and slowing enemies on the zone by 20/30%. This spell has 35/25s CD.
To sump up :
Riot can do a tower defense game based on their game and the lore. It's would be cool and awesome. A lot of different towers, synergies, quests and adventures.
What do you think of this idea ?