Aloha forummites,
This is my idea of a new defensive structure: the Melodic Hall! The name is not set in stone just yet. This is a defensive structure that that focuses on using music-based attacks to either hinder enemies or help its allies: these two forms are Dissonant and Consonant respectively. Each attack has a bonus affect attached to it, each of them very unique and effective!
Abilities
Although the abilities are really just auto-attack enhancers, I will call them abilities because auto-attack enhancer takes too long to type, although Consonant mostly features "pulse" moves, as if they were a large spell.
These work in a cycle: the enhancer labelled "1" is the first attack that will be used, followed by "2" then "3", then back to "1" etc. After all three abilities are used, the Melodic Hall uses two standard attacks that have no effects.
Effects will not stack, nor will they reset if a unit is hit twice by the same effect.
Dissonant
1. Crescendo
If a unit is afflicted with Crescendo, they take increased damage from shots over time.
*X-bows and inferno towers increase damage taken by 10% of the amount of the specified DMG taken amount.
Level DMG Taken increase* Extra Damage Duration (seconds) 1 3% 10 6 2 4% 16 7 3 5% 20 8
2. Ritardando
A unit affected by Ritardando has reduced attack speed.
Level Damage Attack Speed reduction Duration (seconds) 1 20 20% 4 2 30 30% 5 3 40 40% 6
3. Fermata
A unit affected by Fermata is stuck in place until another unit is affected by Fermata.
Level Extra Damage 1 10 2 16 3 20
I will stick to three abilities unless people want more.
Consonant
1. Cadenza
A buff that affects a random defensive structure in range. They gain relatively large buffs for a short duration.
*x-bows and inferno towers gain 10% of the specified damage increase.
Level Duration (seconds) Damage per Attack increase* Damage taken reduction (percentage) 1 2 60 30% 2 2.5 70 35% 3 3 80 40%
2. Stringendo
A buff that gradually increases the attack speed of all towers in range.
Level Attack Speed increase per pulse Duration (seconds) 1 5% 9 2 7% 11 3 10% 12
3. Tranquillo
A buff that calms all nearby towers, granting them a shield. While the shield is active, defensive structures gain extra range.
Level Shield Health Duration (seconds) Range Increase 1 200 2 1 2 260 2.5 1 3 300 3 2
Tower Stats
Level Health Damage Re-load cost (elixir)* Upgrade Cost Upgrade Time (days) 1 900 40 70 000 7 000 000 10 2 1 000 45 75 000 7 500 000 12 3 1 050 50 80 000 8 000 000 14
*Every time one cycle is completed, 0.6% of the total re-load cost is used.
Range: 10 tiles
Targets: Ground and Air
Attack Speed: 0.8 seconds
Analysis
Strengths
The Melodic Hall is primarily a support structure. In Dissonant, its Fermata ability is particularly deadly against golems, due to forcing them to stand still, which may cause ranged troops (in particular wizards, as they are shorter ranged) to walk in front and die extremely quickly. Crescendo is also extremely effective against high-health troops, due to the potential of troops taking excessive damage from the damage taken increase. Ritardando is most effective against units that deal heavy damage, but have a low attack speed (especially the PEKKA). They already have a low attack speed, and the attack speed decrease may as well make them unable to attack.
The Consonant's Cadenza is an extremely powerful ability. It supercharges one defensive structure, allowing them to deal insane damage for a short while. This has great synergy with Stringendo, as the flat damage per attack increase coupled with the attack speed increase allows for the damage per attack increase to apply more often. Tranquillo isn't a very strong ability, due to the recent rise of high damaging units (PEKKAs, heroes... to an extent), meaning the shield will not be very effective. However, the range increase can be just that little boost that is required.
Weaknesses
When raiding against a Dissonant Melodic Hall, infantry can absolutely wreck it. Because all of its abilities are single-target based, witches in particular can render it very useless, due to the constant distraction that skeletons provide. Against a Cononant Melodic Hall, freeze spells are vital against a Cadenza'd unit: it completely nullifies the buff. Rage can be very useful to help break through the shield of Tranquillo'd buildings.
Defensive strategy
In Dissonant, the Melodic Hall's weakness can be neutralized if placed near a multi-inferno or a wizard tower. It is best placed near the core, but not in it. Being on the second layer should allow most defensive structures to make good use out of Crescendo.
In Consonant, the only place it should go is in the core. That way, it is more likely to Cadenza a Hidden Tesla. Due to Teslas having very high attack speed, not being affected by the reduction that x-bows and infernos are affected by, and their already high damage, Teslas benefit the most out of Cadenza.
Thank you!
So this is my concept of the Melodic Hall! I hope you have feedback to give back to me. If you vote in the poll, please reply in the comments so I know why you voted what you did.
Meow.




