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guardtown

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Aug 12, 2017
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Placables are add-ons to your track that obstruct a mob's progress to your castle. There are a variety of them, and they come in 1x1 to 5x5 in sizes, and each size has 3.
Every track will be updated to have 3 certain spots in it for each size of placable.
Nearly all Placables have 3 ranks. It costs Points to initially unlock one if it isn't free, and then it costs EXP and then coins to unlock it's upgrade while your in the game. If you unlock the upgrades, the upgrades will be unlocked for all of the placables of that type that you place.
An enemy can't be hit twice by a placable.
All placables except ones marked as air only target ground troops.
If a Placable has a Health stat, that means mobs that fall into it will then attempt to destroy it.
The Purple area that may be around some represents the area that the Placable gets triggered by/effects
Giants aren't affected by placables.

Damage: The damage the placable deals.
Rate: The rate the placable hits at.
Uses: The amount of times the tower can be triggered.
Health: The amount of health the tower has.

Slow: How much it slows and how much time there may be of the enemy being slowed.
Stun: The length of time it stuns.
Poison / Bleeding / Frost: The damage per second it deals.
Time: The amount of time something related to the placable lasts for.

Go-back: The amount of blocks the enemy will go back.
Delay: The amount of time the placable waits before something.
Cost: The amount of money it costs.
Spawns (zeus-spawner only): Selects amount of baby zeuses the tower spawns.

Extra: An extra thing for the level.
Holds (capturer only): How many mobs the capturer can hold.
EXP: The amount of exp the upgrade costs.
Because there are so many, I will use spoilers.
Damager (Free)
4L6xV9l.png

This literally just deals damage to enemies if they enter the radius. It also may stun.
Level I: Damage: 10, Uses: 1, Cost: 25
Level II: Damage: 20, Uses: 2, Cost: 100, Exp: 25
Level III: Damage: 40, Stun: 0.4s, Uses: 3, Cost: 300

Tripper (20 points)
RkOFOlF.png

This forces the enemy back and stuns them. It also can deal damage.
Level I: Go-back: 4 blocks, Stun: 0.5s, Uses: 1, Cost: 30
Level II: Go-back: 8 blocks, Stun: 0.75s, Damage: 5, Uses: 2, Cost: 125, Exp: 20
Level III: Go-back: 12 blocks, Stun: 1s, Damage: 12, Uses: 3, Cost: 400

Explosion Stand (35 points)
NvXqQ5M.png

This placable will explode after a short fuse after an enemy enters it's radius, dealing AOE damage around it. It also may stun.
Level I: Damage: 5, Delay: 0.5s, Uses: 1, Cost: 25
Level II: Damage: 10, Delay: 0.25s, Stun: 0.25s, Uses: 1, Cost: 100, Exp: 25
Level III: Damage: 20, No delay, Stun: 0.5s, Uses: 1, Cost: 400

Air: Hot air mine (Free)
KiKwuwT.png

Air: This only effects troops in the air. Similar to the damager, but it's better.
Level I: Damage: 15, Uses: 1, Cost: 30
Level II: Damage: 25, Stun: 0.5s, Uses: 2, Cost: 150, Exp: 30
Level III: Damage: 50, Stun: 1s, Uses: 3, Cost: 500
Nails (Free)
B6mGeFw.png

This deals damage over time while mobs go over this and also slows them while they pass over this. Skeletons and creepers riding things aren't affected by this. The uses on this means how many times mobs can be affected by this. If mob's movement gets depleted by this, they will just go at 0.1 blocks per second.
Level I: Bleeding: 15/s (15 per second), Uses: Unlimited, Slow: Lose 0.5 bps (blocks per second), Cost: 50
Level II: Bleeding: 20/s, Uses: Unlimited, Slow: Lose 0.8 bps, Cost: 300, Exp: 50
Level III: Bleeding: 25/s, Uses: Unlimited, Slow: Lose 1.1 bps, Cost: 750

Poison Grass (50 points)
B6mGeFw.png

This puts poison on enemies. It may also slow them.
Level I: Poison: 5/s, Time: 5s, Uses: Unlimited, Cost: 40
Level II: Poison: 6/s, Time: 7s, Slow: Lose 0.1 bps, Uses: Unlimited, Cost: 250, Exp: 60
Level III: Poison: 8/s, Time: 8s, Slows: Lose 0.3 bps, Uses: Unlimited, Cost: 700

Doors (75 points)
pqyL35A.png

This deals damage and stuns enemies for a long time. It has a lot of uses but is expensive.
Level I: Damage: 8, Stun: 1s, Uses: 2, Cost: 80
Level II: Damage: 15, Stun: 2s, Uses: 4, Cost: 500, Exp: 75
Level III: Damage: 25, Stun: 3s, Uses: 10, Cost: 1000
Pocket Desert (Free)
blpqIFD.png

This damages enemies while they walk over it and applies a permanent, non-stackable slow.
Level I: Bleeding: 10/s, Slow: Lose 0.1 bps, Uses: Unlimited, Cost: 150
Level II: Bleeding: 16/s, Slow: Lose 0.2 bps, Uses: Unlimited, Cost: 500, Exp: 75
Level III: Bleeding: 25/s, Slow: Lose 0.4 bps, Uses: Unlimited, Cost: 950

Confusing Altar (50 points)
LbL0q5Z.png

This makes enemies walk back for a certain amount of time using their walkspeed.
Level I: Time: 3s, Uses: 1, Cost: 60
Level II: Time: 5s, Uses: 2, Cost: 350, Exp: 90
Level III: Time: 8s, Uses: 4, Cost: 750
Small Turrets (200 points)
These are small turrets, basically archers in comparison to the turret tower. The health will increase upon upgrading, not reset.
Level I
Lex8zyh.png

Health: 40, Damage: 5, Rate: 1.5s, Cost: 200

Level II
zfU2wJU.png

Health: 75, Damage: 8, Rate: 1.15s, Cost: 600, Exp: 100
Level III
oW6tIcN.png

Health: 100, Damage: 10, Rate: 0.8s, Cost: 1000
Air: Windy whirler (160 points)
52W9Pkj.png

This placable can only hit air troops.
This pushes air troops back. It may also deal damage and slow them.
Level I: Go-back: 4 blocks, Uses: 1, Cost: 40
Level II: Go-back: 8 blocks, Uses: 3, Damage: 8, Cost: 500, Exp: 125
Level III: Go-back: 12 blocks, Slow: Lose 0.4 bps for 3s, Uses: 5, Damage: 15, Cost: 1250
Zeus's shrine (250 points)
This placable will spawn a baby zeus that lasts for a certain amount of time once a mob touches it.
Top view:
BC4q4O7.png

Middle view:
MfamKOf.png

Level I: Damage: 3, Rate: 1s, Time: 5s, Uses: 1, Spawns: 1, Cost: 100
Level II: Damage: 5, Rate: 0.75s, Time: 8s, Uses: 1, Spawns: 2, Cost: 750, Exp: 250
Level III: Damage: 8, Rate: 0.5s, Time: 10s, Uses: 1, Spawns: 3, Cost: 2000

Debuffer (80 points)
This downs the enemy's level, and, if they're unupgraded, makes them a weaker mob when they run into it. It deals low damage. It may also stun.
Top view:
dTLDgQo.png

Last level's teracotta view:
rfcSrJh.png

Level I: Damage: 5, Extra: Loses 1 upgrade level, zombie pigmen/creepers/spiders/skeletons/slimes become zombies, witches become skeletons, slimes become creepers, Uses: 1, Cost: 250
Level II: Damage: 8, Extra: Loses 3 upgrade levels, zombie pigmen/creepers/spiders/skeletons become zombies, witches/slimes become spiders, Uses: 2, Cost: 400, Exp: 180
Level III: Damage: 10, Extra: Loses all upgrade levels, nearly all becomes zombies, Stun: 0.6s, Uses: 3, Cost: 900
Capturer (Free)
The capturer holds mobs that fall into it for a certain amount of time. If there are mobs in it, the owner of the placable can select in the placable GUI to releash the arrow barrage, in which tons of arrows are dropped to the mobs, dealing lots of damage. After the arrows are dropped, the mobs are let free.
Overall view:
a6tnTTV.png

First two level's inside view:
IFLDkW5.png

The last level's inside view:
vZlBomb.png

Level I: Damage: 25, Holds: 3, Time: 10s, Uses: Unlimited, Cost: 250
Level II: Damage: 50, Holds: 5, Time: 20s, Uses: Unlimited, Cost: 800, Exp: 250
Level III: Damage: 75, Holds: 8, Time: 30s, Uses: Unlimited, Cost: 1500
 
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guardtown

Member
Aug 12, 2017
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Blizzarder (Free)
The Blizzarder has very high slow while enemies are going over it and can effect airborne enemies and deal damage on the last level.
TJDsKDl.png

Level I: Slow: Lose 0.4 bps, Uses: Unlimited, Cost: 600
Level II: Slow: Lose 0.8 bps, Uses: Unlimited, Cost: 1100, Exp: 400
Level III: Frost: 5/s, Effects work on enemies in the air, Slow: Lose 1.6 bps, Uses: Unlimited, Cost: 3000

The Doomer (750 points)
The Doomer is quite a unique tower. When enemies enter it's radius, they withstand one of some bad effects.
sSKSBiI.png

Level I: Uses: 3, Cost: 750
Effects:
  • Instantly lose 3% max hp
  • Forever lose 0.2 bps
  • Take 1.25x damage
Level II: Uses: 5, Cost: 1250, Exp: 650
Effects:
  • Instantly lose 5% max hp
  • Forever lose 0.4 bps
  • Take 1.5x damage
  • Get thrown back 5 blocks
Level III: Uses: 10, Cost: 2500
Effects:
  • Instantly lose 8% max hp
  • Forever lose 0.5 bps
  • Take 2x damage
  • Get thrown back 10 blocks
  • Lose all upgrades
  • Lose 200 health
Pocket Turret (500 points)
This is like a turret... Basically just a turret.
fju2L8C.png

Level I: Health: 50, Damage: 5, Rate: 0.9s, Cost: 750

ZzO3Xyh.png

Level II: Health: 125, Damage: 8, Rate: 0.6s, Cost: 1500, Exp: 1250
pbAUEw7.png

Level III: Health: 250, Damage: 10, Rate: 0.3s, Cost: 2250
The Roadblock (375 points)
The roadblock is a special placable that can only be placed at the end of the map with it's own special 5x5. It's sole purpose is to delay the mob's progress to the castle. It affects both air and ground.
mGNOf1X.png

Level I: Health: 100, Cost: 1000, Exp: 750
Level II: Health: 250, Cost: 2500
Level III: Health: 500, Cost: 5000
 
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AFreakingCookie (Hank)

Dedicated Member
Apr 3, 2016
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Placables are add-ons to your track that obstruct a mob's progress to your castle. There are a variety of them, and they come in 1x1 to 5x5 in sizes, and each size has 3.
Every track will be updated to have 3 certain spots in it for each size of placable.
Nearly all Placables have 3 ranks. It costs Points to initially unlock one if it isn't free, and then it costs EXP and then coins to unlock it's upgrade while your in the game. If you unlock the upgrades, the upgrades will be unlocked for all of the placables of that type that you place.
An enemy can't be hit twice by a placable.
All placables except ones marked as air only target ground troops.
If a Placable has a Health stat, that means mobs that fall into it will then attempt to destroy it.
The Purple area that may be around some represents the area that the Placable gets triggered by/effects
Giants aren't affected by placables.

Damage: The damage the placable deals.
Rate: The rate the placable hits at.
Uses: The amount of times the tower can be triggered.
Health: The amount of health the tower has.

Slow: How much it slows and how much time there may be of the enemy being slowed.
Stun: The length of time it stuns.
Poison / Bleeding / Frost: The damage per second it deals.
Time: The amount of time something related to the placable lasts for.

Go-back: The amount of blocks the enemy will go back.
Delay: The amount of time the placable waits before something.
Cost: The amount of money it costs.
Spawns (zeus-spawner only): Selects amount of baby zeuses the tower spawns.

Extra: An extra thing for the level.
Holds (capturer only): How many mobs the capturer can hold.
Because there are so many, I will use spoilers.
Damager (Free)
4L6xV9l.png

This literally just deals damage to enemies if they enter the radius. It also may stun.
Level I: Damage: 10, Uses: 1, Cost: 25
Level II: Damage: 20, Uses: 2, Cost: 100
Level III: Damage: 40, Stun: 0.4s, Uses: 3, Cost: 300

Tripper (20 points)
RkOFOlF.png

This forces the enemy back and stuns them. It also can deal damage.
Level I: Go-back: 4 blocks, Stun: 0.5s, Uses: 1, Cost: 30
Level II: Go-back: 8 blocks, Stun: 0.75s, Damage: 5, Uses: 2, Cost: 125
Level III: Go-back: 12 blocks, Stun: 1s, Damage: 12, Uses: 3, Cost: 400

Explosion Stand (35 points)
NvXqQ5M.png

This placable will explode after a short fuse after an enemy enters it's radius, dealing AOE damage around it. It also may stun.
Level I: Damage: 5, Delay: 0.5s, Uses: 1, Cost: 25
Level II: Damage: 10, Delay: 0.25s, Stun: 0.25s, Uses: 1, Cost: 100
Level III: Damage: 20, No delay, Stun: 0.5s, Uses: 1, Cost: 400

Air: Hot air mine (Free)
KiKwuwT.png

Air: This only effects troops in the air. Similar to the damager, but it's better.
Level I: Damage: 15, Uses: 1, Cost: 30
Level II: Damage: 25, Stun: 0.5s, Uses: 2, Cost: 150
Level III: Damage: 50, Stun: 1s, Uses: 3, Cost: 500
Nails (Free)
B6mGeFw.png

This deals damage over time while mobs go over this and also slows them while they pass over this. Skeletons and creepers riding things aren't affected by this. The uses on this means how many times mobs can be affected by this. If mob's movement gets depleted by this, they will just go at 0.1 blocks per second.
Level I: Bleeding: 15/s (15 per second), Uses: Unlimited, Slow: Lose 0.5 bps (blocks per second), Cost: 50
Level II: Bleeding: 20/s, Uses: Unlimited, Slow: Lose 0.8 bps, Cost: 300
Level III: Bleeding: 25/s, Uses: Unlimited, Slow: Lose 1.1 bps, Cost: 750

Poison Grass (50 points)
B6mGeFw.png

This puts poison on enemies. It may also slow them.
Level I: Poison: 5/s, Time: 5s, Uses: Unlimited, Cost: 40
Level II: Poison: 6/s, Time: 7s, Slow: Lose 0.1 bps, Uses: Unlimited, Cost: 250
Level III: Poison: 8/s, Time: 8s, Slows: Lose 0.3 bps, Uses: Unlimited, Cost: 700

Doors (75 points)
pqyL35A.png

This deals damage and stuns enemies for a long time. It has a lot of uses but is expensive.
Level I: Damage: 8, Stun: 1s, Uses: 2, Cost: 80
Level II: Damage: 15, Stun: 2s, Uses: 4, Cost: 500
Level III: Damage: 25, Stun: 3s, Uses: 10, Cost: 1000
Pocket Desert (Free)
blpqIFD.png

This damages enemies while they walk over it and applies a permanent, non-stackable slow.
Level I: Bleeding: 10/s, Slow: Lose 0.1 bps, Uses: Unlimited, Cost: 150
Level II: Bleeding: 16/s, Slow: Lose 0.2 bps, Uses: Unlimited, Cost: 500
Level III: Bleeding: 20/s, Slow: Lose 0.4 bps, Uses: Unlimited, Cost: 800

Confusing Altar (50 points)
LbL0q5Z.png

This makes enemies walk back for a certain amount of time using their walkspeed.
Level I: Time: 3s, Uses: 1, Cost: 60
Level II: Time: 5s, Uses: 2, Cost: 350
Level III: Time: 8s, Uses: 4, Cost: 750
Small Turrets (200 points)
These are small turrets, basically archers in comparison to the turret tower. The health will increase upon upgrading, not reset.
Level I
Lex8zyh.png

Health: 40, Damage: 5, Rate: 1.5s, Cost: 200

Level II
zfU2wJU.png

Health: 75, Damage: 8, Rate: 1.15s, Cost: 600
Level III
oW6tIcN.png

Health: 100, Damage: 10, Rate: 0.8s, Cost: 1000
Air: Windy whirler (160 points)
52W9Pkj.png

This placable can only hit air troops.
This pushes air troops back. It may also deal damage and slow them.
Level I: Go-back: 4 blocks, Uses: 1, Cost: 40
Level II: Go-back: 8 blocks, Uses: 3, Damage: 8, Cost: 500
Level III: Go-back: 12 blocks, Slow: Lose 0.4 bps for 3s, Uses: 5, Damage: 15, Cost: 1250
Zeus's shrine (250 points)
This placable will spawn a baby zeus that lasts for a certain amount of time once a mob touches it.
Top view:
BC4q4O7.png

Middle view:
MfamKOf.png

Level I: Damage: 3, Rate: 1s, Time: 5s, Uses: 1, Spawns: 1, Cost: 100
Level II: Damage: 5, Rate: 0.75s, Time: 8s, Uses: 1, Spawns: 2, Cost: 750
Level III: Damage: 8, Rate: 0.5s, Time: 10s, Uses: 1, Spawns: 3, Cost: 2000

Debuffer (80 points)
This downs the enemy's level, and, if they're unupgraded, makes them a weaker mob when they run into it. It deals low damage. It may also stun.
Top view:
dTLDgQo.png

Last level's teracotta view:
rfcSrJh.png

Level I: Damage: 5, Extra: Loses 1 upgrade level, zombie pigmen/creepers/spiders/skeletons/slimes become zombies, witches become skeletons, slimes become creepers, Uses: 1, Cost: 250
Level II: Damage: 8, Extra: Loses 3 upgrade levels, zombie pigmen/creepers/spiders/skeletons become zombies, witches/slimes become spiders, Uses: 2, Cost: 400
Level III: Damage: 10, Extra: Loses all upgrade levels, nearly all becomes zombies, Stun: 0.6s, Uses: 3, Cost: 900
Capturer (Free)
The capturer holds mobs that fall into it for a certain amount of time. If there are mobs in it, the owner of the placable can select in the placable GUI to releash the arrow barrage, in which tons of arrows are dropped to the mobs, dealing lots of damage. After the arrows are dropped, the mobs are let free.
Overall view:
a6tnTTV.png

First two level's inside view:
IFLDkW5.png

The last level's inside view:
vZlBomb.png

Level I: Damage: 25, Holds: 3, Time: 10s, Uses: Unlimited, Cost: 250
Level II: Damage: 50, Holds: 5, Time: 20s, Uses: Unlimited, Cost: 800
Level III: Damage: 75, Holds: 8, Time: 30s, Uses: Unlimited, Cost: 1500
This would be great for when it is Armageddon and when you are rushed with many strong mobs.
+1
 
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