User blog:LavaStuff/Fan Idea: Giving every tower an ability

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Note: I will only do Towers that don't have any ability (I won't be doing Commander, Medic, Gladiator, and Swarmer), removed Towers, and admin only Towers.

I don't what do people usually call this

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Single-Type Ability

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Single-Type ability are normal ability that doesn't effect other Towers. When activated, other Towers's ability can be activated too. When selling (Micro) this Towers while having a cooldown, the ability timer will reset to zero.

Single-Type Micro Ability

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Single-Type Micro Ability are similar to Single-Type Ability. When selling this Towers while having a cooldown, the timer doesn't reset to zero and it continues to count as normal (The ability cost are save for some towers such as Soldier)

Universal Ability

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Universal Ability are far more different than Single-Type Ability and Single-Type Micro Ability. When this ability is activated, all Towers's ability will be locked including other's player Towers (Doesn't effect the opponent in PvP). When selling (Micro) this Tower, the timer doesn't reset to zero similar to Single-Type Micro Ability

Shop Unlocked Tower

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Ability Type: Universal Ability
Ability Cost: Error creating thumbnail: File missing$1,000 (2,000 for Golden version)

Scouting
Level 3+ • 60s Cooldown

Will mark all Enemies in Scout's range (Can be boosted by DJ Booth's Range Buff). Marked Enemies can be attacked by Towers/Unit that doesn't even in range. Last 10 seconds (Golden: If any hidden Enemies are marked, they can be attacked by non-hidden detection Towers such as Ranger.The ability will extend to 30 seconds instead of 10)

Ability Normal Golden
Hidden No Yes
Mark 10 seconds 30 seconds


Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$Free

Critical Headshot
Level 4 • 60s Cooldown

Shoot at the head of the enemy. Will deal 200% more damage


Ability Type: Single-Type Micro Ability
Ability Cost: Error creating thumbnail: File missing$500 (Base Price), increase 25% each use (The price saves if you micro)

Burst Fire
Level 4 • 40s Cooldown

Each burst will increase 10% damage. Last 20 seconds


Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$Free

Paint Puddle
Level 5 • 120s Cooldown

Will shoot at an Enemies (depends on your target), all Enemies that are damaged by Paintballer splash will be slow down by 10%. The targeted area will leave a puddle of paint, any Enemies (excluding Major Bosses and flying enemies) will be slow down by 5% when stepping on the puddle. The puddle will be dry for 30 seconds


Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$Free

Seeking Mines
Level 3+ • 60s Cooldown

Will plants seeking mines on the path. The seeking mines will explodes when an Enemy is nearby (except for Hidden and Flying enemy)


Just give the old one, it's already perfect

Ability Type: Universal Ability
Ability Cost: Error creating thumbnail: File missing$750

Airstrike
Level 5 • 120s Cooldown

Call an airstrike, dropping 10 bombs (30 damage each) The bombs have a possibility to hit flying Enemies.


Ability Type: Universal Ability
Ability Cost: Error creating thumbnail: File missing$1,000

Motolov
Level 3+ • 60s Cooldown

Throw an explosive Molotov to an Enemies (depends on your targeting), Enemies that are in the splash radius is now burned. (2 burn damage on level 3 with 4 burn time, 3 burn damage on level 4 with 6 burn time, and 8 burn damage on level 5 with 10 burn time) This will create a burned area path. Any Enemies got contact on the burned area will be burned, but the stats is halved. (Golden: Will throw 3 Molotov instead of 1, the explosion and burned area range is increased)

Skin Molotov
Normal 1
Golden 3
Level Burn Damage Burn Time
Level 3 2 4
Level 4 3 6
Level 5 8 10


Ability Type: Single-Type Micro Ability
Ability Cost: Error creating thumbnail: File missing$Free

Instant Cash
Level 3+ • 300s Cooldown

Will instantly gives cash to the owner of the Farm. But the players will receive 25% of total cash.

Level Ability Income
Level 3 Error creating thumbnail: File missing$250
Level 4 Error creating thumbnail: File missing$625
Level 5 Error creating thumbnail: File missing$1,250


Just give the old one, it's already perfect

I will be making a new one instead of using the old one since Shotgunner doesn't have "SWAT theme" anymore
Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$Free

Heavy Shotgun
Level 4 • 40s Cooldown

When Heavy Shotgun is activated, Shotgunner's damage will increase 50% and will deal a knockback, pushing the Enemies. The smaller the size of the Enemies, the further the Enemies will be pushed.


Ability Type: Single-Type Micro Ability
Ability Cost:
Error creating thumbnail: File missing$300 (Level 2)
Error creating thumbnail: File missing$1,100 (Level 3)
Error creating thumbnail: File missing$5,000 (Level 4)
Error creating thumbnail: File missing$20,000 (Level 5)

Instant Spawn
Level 2+ • 60s Cooldown

Will instantly spawn a Unit, but decrease the level. (For example, Level 5 Military Base will spawn Tank instead of Railgun Tank, Level 2 Military Base will spawn Humvee instead of Humvee 2)

Level Error creating thumbnail: File missing$Cost Unit
Error creating thumbnail: File missing$300 Level 2 Humvee
Error creating thumbnail: File missing$1,100 Level 3 Humvee 2
Error creating thumbnail: File missing$5,000 Level 4 Humvee 3
Error creating thumbnail: File missing$20,000 Level 5 Tank


Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$500

Homing Missile
Level 3+ • 30s Cooldown

Rocketeer will lock onto a fixed target (depends on your targeting) and fire a homing missile. This missile will chase the targeted enemy even if it's out of the Rocketeer range, dealing full damage onto the enemy. If the Rocketeer is level 4, the Rocketeer will wields SMAW before it fires (does not reduce the tick) Deal 20 damage on level 3 and 4


Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$Free

Shock Grenade
Level 5 • 30s Cooldown

Throws a Shock Grenade, stunning Enemies for 1.5 seconds and reduce Defense by 1% and deal 2 damage


Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$Free

Dance
Level 5 • 40s Cooldown

DJ Booth's music will go louder than usual, any Enemies in DJ Booth range will stopped and dancing for 8 seconds (the larger the Enemies size, the less time the Enemies will dance) Does not effect Major Bosses. Based on Dance ability from Tower Battle's DJ


Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$1,000

Rev-Up
Level 3+ • 40s Cooldown

Will decrease Minigunner's firerate to 50%. Last 10 seconds


Ability Type: Single-Type Micro Ability
Ability Cost: Error creating thumbnail: File missing$1,000

Splash Laser
Level 5 • 60s Cooldown

Will deal 50+ more damage and create a small explosion.


Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$Free

Overcharge
Level 5 • 90s Cooldown

When the ability is activated, Accelerator will (stop attacking if it's attacking) charge it's Plasma Gun (Purple Prism for Mage) for 4 seconds (Can't be reduce by Commander's passive and active ability) deal 50 maximum damage, 25 lowest damage with 15 seconds of burst time. After 15 seconds is over, the Plasma Gun will overheat (Purple Prism will be exhaust for Mage) and will take 3 second charge-up time and the stats will be reset to normal.


Level Unlocked

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Ability Type: Single-Type Micro Ability
Ability Cost: Error creating thumbnail: File missing$Free

That's how mafia works!
Level 4 • 100s Cooldown

Every Crook Boss's Body Guards 2 have increased 50% damage and will now produce 1-5 cash per shot (Golden: Golden Mafia will produce 6-15 cash per shot and have 75% damage increased) The ability last for 60 seconds.

Unit's Ability Normal Golden
Damage 50% 75%
Cash Per Shot 1-5 6-15


Ability Type: Single-Type Micro Ability
Ability Cost: Error creating thumbnail: File missing$2,000 (Base Price), increase 50% each use

Machine Shredder
Level 5 • 300s Cooldown

Increase Turret's Damage and Rate of Fire to 150%. Last 10 seconds

Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$500

Shell Cluster
Level 5 • 60s Cooldown

Mortar will launch a Shell Cluster instead of regular shell (Does the same damage as normal shell), that will explode and spawn 2 Cluster Bombs with halved damage and halved explosion range

Ability Type: Universal Ability
Ability Cost: Error creating thumbnail: File missing$Free

Air Reinforcment
Level 4 • 40s Cooldown

A soldier (unit) will jump off the Pursuit using a parachute and land on the path, act same like Crook Boss's Body Guard. Will spawn 3 soldiers (unit) at level 5

Level Number(s) of Soldier (Units) spawned
Level 4 1
Level 5 3


Map Unlocked

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Just give back the Gold Rush, it's better than The Wildest West

Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$500

Hi-Tech Support
Level 4+ • 40s Cooldown

Commando will gives 25% more damage and Rate of Fire to nearby 20 Towers (30 Towers for level 5). Last 10 seconds

Level Numbers of Towers receive buffs
Level 4 20
Level 5 30


Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$Free

Knife Trick
Level 3+ • 40s Cooldown

Slasher will throw a knife, traveling the whole map and piercing acting like boomerang (Similar attack to Boomerang Monkey in BTD6)


Ability Type: Single-Type Micro Ability
Ability Cost: Error creating thumbnail: File missing$500

Blizzard
Level 4+ • 60s Cooldown

The Ice Rifle will now act similar to Pyromancer's Flamethrower, creating cold mist slowing, damaging and melt 1% of Defense per tick at the same time (Maximum of 20%, can't be stacked by Freezer's freeze and Frost Blaster's Freeze. On level 4, will slow down for 10%, deal 6 damage per tick. (Deal 8 damage per tick for level 5) The ability last for 10 seconds.

Level Slowdown Damage Per Tick Defense Drop Per Tick
Level 4 10% 6 1%
Level 5 10% 8 1%


Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$Free

Badly Poison
Level 4 • 60s Cooldown

Toxic Gunner will throw a syringe on the enemy depends on the targeting (avoidable by enemy). If the enemy got hit by the syringe, the enemy will be poisoned. The poison damage will increase (total poison damage + 1) each seconds. The effect last 20 seconds

Ability Type: Single-Type Micro Ability
Ability Cost: Error creating thumbnail: File missing$Free

Ice Smashing
Level 4+ • 60s Cooldown

When the ability is activated, Sledger will now deal 15% more damage. The damage will be increased if the Enemies is larger (Including Major Bosses, but it won't freeze it). The ability last for 10 seconds.


Others

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Ability Type: Single-Type Ability
Ability Cost: Error creating thumbnail: File missing$Free

Sniper Mastery
Level 4+ • 40s Cooldown

When the ability is activated, Hunters will now ignore Defense, ignore Shields, and have an ability to pierce. The Hunter also can damage lead Enemies while the ability is activated. Last 15 seconds.


Ability Type: Single-Type Micro Ability
Ability Cost: Error creating thumbnail: File missing$Free

Archery Trickshot
Level 5 • 20s Cooldown

Archer will shoot on the enemy's weak spot (avoidable), dealing 100% more damage. It will also have an infinite pierce.