Need Ideas (TD Creeps)

Leazy

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Hello!

I have started making a tower defense, and would like to have some cool creeps (not just the regular boring creeps that only differ in apperance), so I would like to request some good ideas :) Atm I have:

Children - 15 children are spawned, followed by a teacher. The children them selves are slow and vurnable, but under the teachers aura they move extremely fast. Kill the teacher!!

Masochists - 10 masochists are spawned, they move slow at first, but as they take more damage (each 20% of maximum HP loss) they move faster (30% faster) and get a more red skin.

Abominations - 5 extremely tough abominations are spawned, when they die they explode, leaving 4 ghouls behind them. Ghouls leaves no bounty.

Spirit Walkers - 10 spirit walkers are spawned, as they die the others ressurect them (each spirit walker can ressurect others 2 times at maximum, ressurected spirit walkers has 100% hp).
 

Accname

2D-Graphics enthusiast
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how about cannibals, when a cannibal dies the others feed on him healing 10% of their max life?

or maybe Masochists which run faster/increase armor/heal/whatever the more damage you deal (with a single attack)?
 

Leazy

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The masochists was an awesome idea, it really turned out cool when I made them. Thanks alot, +rep
 

Vaius

New Member
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Death Walker - 10 are spawned, they are only slightly tougher than the normal enemy at first but each time one dies the others become more powerful.

Shifter - 5 are spawned, and each time it dies it spawns another, weaker, unit. It does so four times.

Rebel - 15 are spawned. After 30 seconds, if they have not taken any damage they "rebel" and begin attacking towers with their bows. Their attacks are not very powerful, but they are fast.
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
Warp Beasts - Blink forward a distance when hit. This probably should have a cooldown, and be interruptible by stun.

(No name) - Normally magic immune, they banish themselves when they take damage to become immune to physical damage but vulnerable to magic, and then when it wears off it goes back.
 

tooltiperror

Super Moderator
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Return Bug - A giant insect, that will split into two if it is not killed in twenty seconds. The new bugs do not respawn.

Low Slugs - The low slugs hide down low, and are hard to hit. They have 30% chance for evasion, and they have a 60% chance to reflect attacks back on towers.

Distortor - The Distortor has a 20% chance to reflect spells casted against it onto other creeps. It also has a 20% chance to implode on attack, which sucks nearby creeps to it.
 

X.Terror.X

New Member
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Ice Bears: 10 sprawn when these ice mage are slowed by frost attack they get a bonus regenation of 1% per second and they get a 75% speed incresing
(normal slow is 50% +75% that is 25% incresed speed)


Geomancer: 4 Sprawn boss unit, however if 1 of them falls behind the others will support him
(damage is shared as long they are togetter)
(some blink towers will get powerfull against these)
 

Nherwyziant

Be better than you were yesterday :D
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Frenzy Warrior - Spawns 15, slow movement speed (like 150), but when is started to be attacked, will turn it's speed to 500. Has low life

Crazy Witch - 15 spawn, When the witch is attacked, it has a 25% chance that the attacking unit's attack speed will be decreased by 75% for 5 seconds.

Blade Master - 5 spawn, Uses mirror image (4 Illusions) when attacked. Mirror image cooldown 1 sec.

Spirit of Vengeance - 15 Spawn, When killed, the killer will be paralyzed for a matter of time.
 

tmow

New Member
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AN attack level with units that DOnt attack?!?! make units that move slow and have alot of hp and the atack has a chance to reflect back at your own tower!
 

sjakie

Cookie Be Awesome!
Reaction score
127
Kobold Tunneler - 8 kobold tunnelers spawn. After every 5 seconds, the kobolds go underground for 3 seconds and tunnel forward rather than walk on the surface. This allows them to bypass certain important towers.

Gobbots - Spawns 3 gobbots (shredders). Being mechanical and enjoying the protection of a thick metal skin, the gobbots are very durable and immune/resistant to most harmful magic. In addition, they activate rocket boots the first time they come in 600 range of a tower, increasing their speed by 50% for 4 seconds. Possibly, you could cause the boots to explode when finished, stunning the gobbots for a second.

Mothership - Spawns 1 mothership (I suggest using a necropolis), which is very slow yet extremely durable. Every 2 seconds, it drops a hatchling (could be anything alien-like, such as a hydralisk) which escorts the ship and grants no bounty.

Peon Launcher - Spawns 4 peon launchers (catapults). Once within 600 range of the first tower, every peon launcher will shoot a peon 1200 range up ahead to run for the finish.

Ghost - Spawns 10 ghosts. Ghost are quite weak, yet have 70% evasion. Simple, but effective.

Troll Tribe - Spawns 5 trolls followed by 1 relatively strong witch doctor. The first 5 trolls are under the effect of voodoo, causing the witch doctor to take damage for the trolls untill he dies.

Necromancer - Spawns 3 necromancers. Every 3 seconds, each necromancer spawns a weak skeleton next to him. The skeletons give no bountry.

Lich (late game boss) - Spawns 1 lich. Every 4 seconds, the lich spawns 2 necromancers next to him. These in turn summon a skeleton every 3 seconds.

Tree of life - Spawns 1 tree of life. Every tower it passes has a 25% to be rooted, rendering it useless for 4 seconds.

Druid of the Talon - Spawns 6 druids of the talon. The druids have 2 forms between which they switch every 5 seconds. The druid form can only be hit by ground towers, whilst the hawk form can only be attacked by air towers. Only use these if you have air towers.

Sappers - Spawns 10 sappers. Once their health drops below 25%, sappers activate a 3-second timer after which they explode. Exploding sappers do not grant the player bounty. This might not be a directly harmful level, but sending these early game can give bad players an economical disadvantage.

Mud Golem - Spawns 7 mud golems. When a mud golem dies, he leaves a 300 AOE pool of mud which increases other golems speed by 30% and causes them to regenerate 5% of their maximum health each second.

Rock Golems - Spawns 2 rock golems accompanied by 20 weak gnolls. Every 5 seconds, the golems will stop to toss a nearby gnoll 1000 range up ahead.

Murloc Mistwalker - Spawns 5 Murloc Mistwalkers. They turn ethereal for 3 seconds every 5 seconds. When ethereal, they can only be hit by spell-based towers.
 

canons200

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(no name) a slow movespeed unit who will cast invulnerable when attacked, last 2 seconds, cooldown 10 seconds.

(no name) a slow movespeed unit who will use berserk when attacked, increase movespeed but also increase damage taken.

(no name) ~~ have hardened skin, which is ignore (depend on your tower damage) damage (is deadly if a player mass building those weak towers)

(no name) ~~ use healing wave, heal (depend) and cooldown (depend)

(no name) ~~ have mana shell, fast rege mana, but have low hp, turn on mana shell again X second after the mana shell is turn off due to 0 mana

(no name) ~~ have reincarnation, revived will have some Hit Point

well what we can modify is just within the range of HP, armor, movespeed, and ability.
 

NoobImbaPro

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[Boss]Ancient Hydra: 1 spawned unit
Abilities: Hydra presence, Hydra Dance

Hydra presence: Every unit attacks hydra is slowed by 20% AS/MS

Hydra Dance: when its hp<50% of max it duplicates and has as maxlife the half life of the previous unit/s
Order: 1 2 4 8 16(end)[means units per tier]


[Boss]Ancient Phalanx: 3 spawned units
Abilities: Great Armor(Aura), Move Speed(Aura), Death Presence

Death Presence: Every time attacked heals by 30% damage taken every other Phalanx(unit), when killed pauses towers in 600 AoE for 1.5 sec.
 
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