
u/Ghidorah28

I have a character idea for Truman
So he's in a plane and so he can fly. His attacks would be shooting bullets, maybe one move could be an exploding missile.
His super would be an atomic bomb of course. That's what inspired this idea, because he oversaw the dropping of the bombs on Japan.
Anyway i might do pixel art of this later, let me know what you think!
"Crazy Dave, YOU actually changed!"
Art is from Reflourished
Should be 8 sun for what it does (sorry)
Sorry if wrong flair
DLC Mod plants as cards (except it's good this time)
Ok I took your advice and I made the bad cards better and some broken cards worse. Hopefully it's alright now!
Art credits:
Pult-Shroom - u/StretchAshamed4029 (deleted their account)
Hurrikale, Ghost Pepper, Chard Guard, Aloe Vera - uhhh popcap
Everyone else in Moon, Lemon-Nade and Ampliflower - Average user idk (on Fandom)
Beeshooter - adrianmacha20005 (on DeviantArt)
Oak Archer - Talkweb (I think, its from 2C)
Frost-Shroom, Plasmawood, Vine-Nut, Thornmoss, Bravery-Shroom - DLC Mod team
Devourer - LGGA9 (on DeviantArt)
Ice Queen Pea - Walter-20210 (on DeviantArt)
I'll do the other plants and the zombies later
DLC Mod plants as cards
Art credits:
Pult-Shroom - u/StretchAshamed4029 (deleted their account)
Hurrikale, Chard Guard, Aloe Vera - uhhh popcap
Everyone else in Moon, Lemon-Nade and Ampliflower - Average user idk (on Fandom)
Beeshooter - adrianmacha20005 (on DeviantArt)
Oak Archer - Talkweb (I think, its from 2C)
Frost-Shroom, Plasmawood, Vine-Nut, Thornmoss, Bravery-Shroom - DLC Mod team
Devourer - LGGA9 (on DeviantArt)
Ice Queen Pea - Walter-20210 (on DeviantArt)
(Lume-Shroom Field should say give +1 sun next turn, sorry)
I'll do the other plants and the zombies later
Plants in my fangame concept
New Plants (in order):
Poison-Shroom (from Heroes but has never been in tower defence so close enough): Poisons zombies in a 3x3 area when clicked, on a cooldown.
Chocolate Cosmos: 150 Sun. Like a Peashooter that shoots squares of chocolate that turn into barriers after hitting a zombie that have half the health of a normal plant.
Propellor-Shroom: 50 Sun. A Puff-Shroom that can only be hurt by flying zombies and Gargantuars.
Triple Pea: 250 Sun. Shoots three peas in one lane.
Mosquito Fern: 125 Sun. Aquatic plant. Stabs zombies two tiles in front of it, and produces sun when they die.
Cachoo-Nut: 100 Sun. Knocks back zombies nearby and slows them with its sneezes. It takes 15 seconds to recover the ability.
Flower-Shroom: 150 Sun. Produces small sun rapidly.
Electricitree: 175 Sun. Adjacent plants get a lightning boost that give their attacks 1.5x power and 3x3 splash damage.
Pitcher Plant: 200 Sun. Like Chomper, but after swallowing a zombie, it spits out poison that lingers on the closest empty tile in front. Zombies that walk on it get poisoned and slowed.
Tarmarillo: 175 Sun. Similar to Bonk Choy, but turns has the health of a Wall-Nut and stops attacking when a zombie is eating it.
Water Pot: 50 Sun. Lets you bring aquatic plants elsewhere.
Cornucopia-Pult: 325 Sun. Throws random vegetables across three lanes. Vegetables are a radish (one pea of damage), carrot (two peas of damage), potato (two peas of damage + 3x3 splash for one pea of damage), broccoli (two peas of damage + stun), and pumpkin (3 peas of damage).
Also I'll explain the new world too.
Labs: Requires flower pots to plant, but doesn't have a slope. Rafters provide sun at the normal rate, but only small sun. They can be destroyed with catapult plants so you can use mushrooms without Coffee Bean.
Demolition-Pult: 75 Sun. Deals Melon-Pult level damage to rafters and prioritizes them over zombies (unlike other catapults) but does half the damage of a Cabbage-Pult to zombies.
Metal Pot: 50 Sun. A plant pot that won't be targeted by zombies.
Thoughts?
I made upgrades for the Beekeeper if they were in BTD6!
Base: Starts with one bee with a maximum of six, gains one every five pops when possible. Bees goes back into the hive when not popping bloons and stay in the hive if there are enough bees to take care of a bloon (e.g. 1 bee per RBE). Each bee deals 1 damage, has no pierce, attacks every 0.7 sec and can target any bloon in the Beekeeper's range.
Top Path:
T1: Sharper Stingers: Bees get +2 pierce
Description: Bees pierce through more bloons.
T2: Venom Glands: Bees apply damage over time with each attack. Damage over time lasts for two seconds and deals damage every second. They can also pop Lead and Frozen bloons.
Description: Bees now poison bloons, dealing extra damage to them over time, and allowing them to pop Lead.
T3: Killer Bees: Bees fly faster, deal 3 damage, the Beekeeper's range increases, and the damage over time lasts for 3.5 seconds.
Description: Bees are upgraded to violent, powerful killer bees with a dangerous sting.
T4: Hornets: Bees are swapped out for hornets that deal 5 damage, have 5 pierce, and the damage over time lasts for 5 seconds and deals damage every 0.5 seconds. Also deals +5 damage to MOAB-Class and Ceramic bloons, and gains Camo detection.
Description: Hornets are even stronger than killer bees and have a deadlier venom!
T5: Tarantula Hawk Wasps: Hawk wasps deal 10 damage, have 20 pierce, have a damage over time that lasts for 10 seconds, deals damage every 0.25 seconds, and deal +10 damage to Ceramics, +20 to MOAB-Class bloons, and +50 damage to DDTs.
Description: The most powerful stingers of all, said to be the world's most deadly insect...
Middle Path:
T1: Bigger Hive: +4 hive capacity.
Description: Bigger hive can hold more bees.
T2: Honey Production: Starts producing honey which, depending on a second set of targeting options, can do different things. The honey can buff other towers like a top path Alchemist, giving them 1.25x attack speed and +3 pierce, lasting for 6.5 seconds. You can sell it, making you 150 cash for each batch, or you can put it in reserve to use later when you switch it to something else. Bees produce honey if at least one is in the hive. One bee makes honey every 3 seconds, two bees make honey every 1.5 seconds, and 3+ bees make honey every 0.75 seconds. Honey reserves have no limits.
Description: Bees produce honey which can buff other towers or make extra money!
T3: Honeycomb: Bees produce honeycomb instead of honey. It gives towers 1.5x attack speed instead of 1.25x, lasts for 10 seconds now, and sells for $500 instead of $150. It is produced at the same rate.
Description: Bees produce honeycomb instead of honey which makes towers stronger and sells for more.
T4: Royal Jelly: Gains a Royal Jelly ability that it can target a tower to give its royal jelly, like Overclock. It gives towers +4 damage, +6 pierce, and 1.5x attack speed and lasts for 10 seconds. If given to the Beekeeper, it turns one of the bees into a Queen Bee. Queen Bees don't attack but produce honeycomb every 0.75 seconds. Queen Bees are permanenet but there is a limit of 1 Queen Bee. Has a cooldown of 25 seconds.
Description: Royal Jelly Ability: Bees now make Royal Jelly which can strengthen towers more, or turn a bee into a Queen Bee which makes extra honeycomb.
T5: Monarchy: You can have multiple Queen Bees (specifically 5) and Royal Jelly cooldown is 15 seconds instead of 25. Also gains +5 hive capacity.
Description: So many queens that the hive will be a throne room.
Bottom Path:
T1: Faster Deploy: Bees are deployed faster and fly faster.
Description: Bees are released and fly faster.
T2: Even Faster Deploy: Bees are deployed faster still.
Description: A modified hive allows for super-fast deploy.
T3: Reproduction: Hive capacity +10. If two bees are in a hive they can reproduce and make a new bee every 0.5 seconds. If four (and six, eight, etc.) are there, it stacks.
Description: Bees can reproduce to make more bees to pop bloons!
T4: Bee Tornadoes: Gains +10 beehive capacity, extra range, and bee tornadoes, which circle around the Beekeeper and fly out to damage all MOAB-Class bloons.
Description: Bees form tornadoes which circle around the beekeeper and fly out to pop blimps.
T5: The Swarm: Gains +20 beehive capacity, and the Beekeeper gets extra range. Bee tornadoes upgrade to a giant swarm of bees that deal far more damage.
Description: How many bees are there?! Let's see, one, two...
What if the Spike-o-Pult was still its own tower?
I like the Spike-o-Pult being its own tower in BTD3, so I made upgrades for it (and replacing ones for the Dart Monkey) for if it was still its own tower in BTD6.
Base Stats: same as (current) 3-0-0 Dart Monkey
Top Path
Extra Spikes: +4 pierce and +1 damage
Explosive Spikes: Spiked balls cause an explosion when they expire. The explosion has 20 pierce, does 5 damage, and cannot pop Blacks, Zebras, or DDTs. The spikes shot out from the explosion go in the same 8 directions as the Tack Shooter's shots and do one damage, have two pierce, and cannot pop Leads, DDTs, or Frozen bloons.
Heavy Shots: +8 pierce, +2 damage
Juggernaut: +30 pierce, +2 damage to to Fortified, +3 damage to Ceramics, +5 damage to Fortified Ceramics
Ultra Juggernaut: +40 pierce, +8 damage to Fortified, +9 damage to Lead, +10 damage to Ceramics, +12 damage to Fortified Leads, +15 damage to Fortified Ceramics, +5 damage to everything else (Juggernaut spiked balls are the same as the previous upgrade and yes they do all explode)
Middle Path
Quicker Reload: attacks every 0.75 seconds now
Homing Spikes: Spiked balls home in on their target (if crosspathed as a 2-2-0 the spikes from the explosion home as well)
Triple 'Pult: Shoots three projectiles instead of one
Spikey Rain: Range increases to 50 units. Spikey Rain Ability: Shoots ten spiked balls into the sky that then fall onto bloons. They do 1.5x normal damage, follow the Spike-o-Pult's targeting priority, and target different bloons where possible.
Penta-Pult: Now shoots five projectiles, Spikey Rain now shoots 50 spiked balls, 20 following the targeting priority and the rest targeting random bloons that aren't already targeted (provided that there are enough on screen).
Bottom Path:
Further Shots: gets +10 units of range
Paralysing Shots: Spiked balls can now prevent Regrow Bloons from regrowing layers for 3.5 seconds
Bloon Shock: Spiked balls now have the Lightning Behaviour. Bloons hit by the lightning have a 5% chance to be burned, and cannot regrow layers for 5 seconds. Purple bloons are immune to the damage and burn chance but are not immune to the regrow prevention. The lightning deals 2 damage.
Electro Spikes: Lightning damage increased to 5, can stun bloons for 2.5 seconds (aside from Purples and MOAB-Class) and permanently strips Regrow, however Purple Bloons still just get prevented from regrowing. Also gets +5 range and Camo detection.
Lightning Strike: Lightning damage goes to 10, normal bloons get stunned for 4 seconds, MOAB-Class Bloons (other than BADs) get stunned for 2.5 seconds, and both Regrow and Camo can be stripped off of every normal bloon and DDTs.
New Dart Monkey upgrades:
Swordfighter: +2 damage and +2 pierce, attacks every 0.8 seconds (as a 3-0-0)
Shining Armour: +8 pierce, +5 damage, can now pop Leads
Paladin: +15 pierce, +4 damage, attacks every 0.6 seconds (as a 5-0-0). Can also strip Fortified to gain lives (outside of Impoppable/CHIMPS). Leads and Ceramics give +1, MOABs, BFBs, and DDTs give +10 (but it can only strip DDTs if given camo detection or if the camo property is removed), and ZOMGs give +20. It can't strip the property offf of BADs.
And the Apex Plasma Master would be changed to shoots plasma swords instead. These do 50 damage at Degree 1 and have the same everything else as the plasma spiked balls. In addition, you can also gain lives by stripping Fortified. Leads/Ceramics give +5, each MOAB/BFB/DDT gives +25, and each ZOMG/BAD gives +50. You still can't do this in Impoppable/CHIMPS though, obviously.
Don't ask for upgrade costs, just imagine balanced ones. Also don't ask for a Spike-o-Pult Paragon.
I like the sound of Ceramic, but it doesn't really fit anymore...
Name suggestions? Anyway, I was maybe thinking of challenging the new Nacrene City gym leader. The flight from Kanto to Unova is surprisingly cheap... and he's commented on my posts before. Wouldn't be surprised if he showed up here. But should I do it if I'm not challenging the rest of the Unova League?
If you squint it kinda looks like ceramics
Yeah no that's all I got for now
Ok guess I have a weird Magikarp now
Yeah no seriously what is up with this fish
No seriously how does that town work
(/uj don't expect search for stones to continue if you even care /rj)
Anyone have any tips for me?