Ancient Hydra
3500
Status:

v7: PENDING

                                        
"We'll just have to cut its heads off, it'll be fine!" Famous last words of a once accomplished adventurer.

ID: 3101
Family: Ancient Hydra
Author: Moppy
Rarity: Unique
Element: Ice
Ability Factor: 60%
Attack Type: Elemental
Attack Range: 900
Attack CD: 2.30
Attack Damage: 6319
Mana: 0
Mana Regen: 0.00
Threefold Fury
                                        
The Ancient Hydra will unleash three distinct breath attacks in a rotational sequence, each inflicting a different ailment on all foes affected:

Hydro Breath: Increases damage taken from Ice towers by 20% for 3 seconds
Toxic Breath: Deals 2000 spell damage per second for 3 seconds
Cryo Breath: Slows by 20% for 3 seconds

Level Bonus:
+0.4% damage taken (Hydro Breath)
+40 spell damage (Toxic Breath)
+0.4% slow (Cryo Breath)
Breath of Ruin
                                        
The Ancient Hydra's breath attacks damage enemies within 200 range around the target. Damage dealt scales from 100% of its attack damage at the center to 20% at the outer edge.

Ancient Hydra v7

Every tower uploaded is listed here for browsing or discussion.
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Moppy
Posts: 24
Joined: Fri Apr 05, 2024 7:20 pm

Ancient Hydra v1

Post by Moppy »

This topic was automatically created for the discussion and updating of Ancient Hydra v1
Author's comment about this tower:

Unique Ice tower. May either be used as a carry or as an offensive support for its debuffs only.
Moppy
Posts: 24
Joined: Fri Apr 05, 2024 7:20 pm

Ancient Hydra v2

Post by Moppy »

Ancient Hydra has been updated to v2!

Author's reason for this update:

Fixed typo.
Moppy
Posts: 24
Joined: Fri Apr 05, 2024 7:20 pm

Ancient Hydra v3

Post by Moppy »

Ancient Hydra has been updated to v3!

Author's reason for this update:

- Removed its regular splash attack damage as killing hits prevented breath ability projectiles to be shot out
- Splash attack damage is now coded into the breath ability projectiles themselves
- Breath attack projectiles are now also coded to align with the tower's delayed wind up animation on attack
Moppy
Posts: 24
Joined: Fri Apr 05, 2024 7:20 pm

Ancient Hydra v4

Post by Moppy »

Ancient Hydra has been updated to v4!

Author's reason for this update:

Fixed typo.
Moppy
Posts: 24
Joined: Fri Apr 05, 2024 7:20 pm

Ancient Hydra v5

Post by Moppy »

Ancient Hydra has been updated to v5!

Author's reason for this update:

Fixed Threefold Fury not having a per level bonus.
Moppy
Posts: 24
Joined: Fri Apr 05, 2024 7:20 pm

Ancient Hydra v6

Post by Moppy »

Ancient Hydra has been updated to v6!

Author's reason for this update:


Increased ability factor.
Last edited by Moppy on Sun Dec 14, 2025 10:26 pm, edited 1 time in total.
Moppy
Posts: 24
Joined: Fri Apr 05, 2024 7:20 pm

Ancient Hydra v7

Post by Moppy »

Ancient Hydra has been updated to v7!

Author's reason for this update:

Removed TriggerSleepAction from onAttack and onDamage triggers as it is known to cause desyncs during multiplayer games.
Patcharoo
Posts: 68
Joined: Sun Jan 18, 2026 9:52 am

Re: Ancient Hydra v7

Post by Patcharoo »

This tower lacks something to make it feel unique, both in terms of how flashy it is and in what it does. Stripping back the layers, this tower currently does a single splash attack that does one of the following;
-Damage Amp for Ice
-Slows
-DoT
Even having enough attack speed to give all three effects 100% uptime doesn't make them particularly impressive even among ice unique towers.

My proposal is that when it attacks and has chosen an effect, it should pick two random targets within the same range and fire off two attacks at the other targets that have the properties of the other attacks. NOT MULTISHOT, to be clear, but programmed in such a way that it fires off two additional attacks at random targets in range each time it attacks. The following things can be done to bring them in line for damage;
-Slow attack speed (it already attacks quite slow but I think that's part of the appeal)
-Reduce splash (I wouldn't go below 150)
-Make the "additional attacks" just a damaging effect based off attack damage, so it doesn't inherit the properties of an attack
--If you go this rout, it would might be possible to have a slight period delay before the effects fire off during which no additional shots can be fired (so the main can fire as fast as it has attack speed, but the additional shots can only fire occasionally with the main attack).
-In call cases where you add additional attacks buff the range to 1000 because this thing wants to spray shots everywhere. More range will theoretically offset splash damage.
Ashbringer
Site Admin
Posts: 49
Joined: Tue Mar 26, 2024 11:30 am

Re: Ancient Hydra v7

Post by Ashbringer »

Not multishot, but is multishot?
Ashbringer
Site Admin
Posts: 49
Joined: Tue Mar 26, 2024 11:30 am

Re: Ancient Hydra v7

Post by Ashbringer »

Also, please use the ground texture for Ice (YouTD N).
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