New defensive structure: Whirlwind Tower
Introduction
Hello all. This is my concept of a new defensive structure called: the Whirlwind Tower! Basically, it uses wind/air based attacks and abilities to perform various supportive moves. Unlike the x-bow and Inferno Tower, there is only one form.
Tower Stats
| Level |
Standard attack damage |
Health |
Cost to upgrade (gold)* |
Upgrade time (days)* |
| 1 |
20 |
1 100 |
7 000 000 |
10 |
| 2 |
25 |
1 250 |
7 500 000 |
12 |
| 3 |
30 |
1 400 |
8 000 000 |
14 |
| 4 |
35 |
1 550 |
8 000 000 |
14 |
| 5 |
40 |
1 600 |
8 000 000 |
14 |
*Really, this isn't relevant to the tower, but I just put it there to show it isn't free.
Available at: TH11... because swag. (1 available. All upgrades available)
Range: Varies. Standard attack is 10 tiles
Damage type: Varies. Standard attack is single target
Attack speed: 3 seconds
Targets: Varies. Standard attack is Air and Ground.
Abilities
In this section, I will cover the Whirlwind Tower's abilities.
Aura: Wind Shield
The Whirlwind Tower sets up a wind shield around it. All RANGED PROJECTILES travel slower, lessening its power.
So, what classifies as a ranged projectile?
- Archer attacks
- Healer heals
- Wizard attacks
- Witch attacks
- Minion attacks
Dragons do not count as they are a stream of fire, rather than a fireball. Lightning / Balloons do not count as their projectiles go down.
| Level |
Speed/Damage reduction |
| 1 |
5% |
| 2 |
7% |
| 3 |
10% |
| 4 |
12% |
| 5 |
15% |
As an aura, I don't want this to be too strong.
Ability 1: Tornado
Clearly, if there is going to be a wind based tower, we need a tornado. It deals no damage, but SUSPENDS enemies for a set duration. Upgrading reduced cooldown and increases suspended duration.
| Level |
Suspend duration (Seconds) |
Cooldown (seconds) |
Range |
| 1 |
0.50 |
6.00 |
6 |
| 2 |
0.75 |
5.75 |
7 |
| 3 |
1.00 |
5.50 |
8 |
| 4 |
1.25 |
5.25 |
9 |
| 5 |
1.5 |
5 |
10 |
This affects only ground.
Ability 2: Gale Force (unlocked at level 2)
This ability knocks back all units with a housing space lower than 5 a set distance over one second. The attack is a cone. This does no damage.
| Level |
Range/knock back distance |
Angle of cone |
Cooldown (seconds) |
| 2 |
4 |
30 |
14 |
| 3 |
4 |
35 |
13 |
| 4 |
5 |
40 |
12 |
| 5 |
5 |
45 |
11 |
Units can travel over walls when knocked back. This affects Ground and Air. A troop will try to attack its original target after being blown back.
Ability 3: Tempest Strike (unlocked at Level 4)
Summons a cloud on top of an enemy that fires down lightning bolts that deal damage over two seconds in an 2x2 area.
Units hit by lightning are paralyzed for a short duration. A unit will only be paralyzed once by one cloud. They take extra damage if they are in the air (ie flying or suspended).
| Level |
Damage per second |
Extra flying damage |
Paralysis (seconds) |
Cooldown |
| 4 |
20 |
x1.5 |
0.5 |
13 |
| 5 |
25 |
x1.75 |
1 |
12 |
Status effects and new terms
I mentioned a few status effects which are unique to this tower. Here, I will explain them.
Suspended
A suspended unit:
- Cannot move;
- Is treated like a flying unit;
- Can attack if they are ranged.
Paralyzed
A paralyzed unit
- Cannot move;
- Cannot attack.
Analysis
Strengths / Defensive strategy
The Whirlwind Tower is particularly effective at separating tanky troops from their weaker but higher-damaging counterparts. For this reason, they have good synergy with single-target infernos: the Whirlwind Tower blows back infantry, while the Inferno Tower kills golems, giants etc. They are strongest in the layer outside the core, as Inferno Towers will not be distracted trying to kill barbarians/skeletons, instead focusing on golems.
Its Tempest Strike ability is very powerful against air attacks, more so against Balloons/minions, due to their low(ish) health, and the AoE effect. Once again, single-target Inferno Towers could help against dragons, the only flying troop that is unlikely to be affected greatly.
Weaknesses / Offensive Strategy
The Whirlwind Tower is weak if not supported by high single-target defenses. By freezing single-target infernos, teslas or x-bows, the Whirlwind Tower loses a lot of its strength. Furthermore, after using all of its abilities, it becomes a significantly weaker defense for a fairly long period, as it has very little offensive/defensive use. Therefore, by baiting its abilities with a melee troop to get into range, and following up with an all-out attack, the Whirlwind Tower is very vulnerable, and easily destroyed.
Pictures
I'm working on these, but for now, I got this from Mage Spire in BTD5: http://i1369.photobucket.com/albums/...ps0a76a4bd.png
Thank you!
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