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Karawasa

Charge Tower

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Finally, what about a tower that requires time to charge before attacking a unit? The target unit is selected *before* charging begins, and the charge is useless if the unit moves out of range. The amount of damage is a (quadratic, maybe even cubic) function of the charge time, and the charge time is configurable by the user. Setting the time higher makes the tower more effective, but setting it too high can make the tower next to useless, as it can never actually hit a unit.

Thoughts?

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Get's much more damage with slowing, highly dependant on it's range. Charge basically is a long cooldown.

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Guest AlienFromBeyond

Basically, a tower who's damage and cooldown are chosen by you?

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so i presume that the target unit need not be in range of the tower when it is selected?

one way could be use a roots/gem tower to hold the unit in place, and then target it...

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We could also go with a charged ability. Like KotL from DotA, you can select the charge time, and it would increase the strength of ability based on time taken to charge. Not sure what you guys think of something like that.

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