Hmm, I'm not sure I understand correctly how the skill would work. I expect it is different to the forward in time we have so far, right (e.g. Novice Wizard).
I'm imaging this time warp to work like back to the future. You don't move through space, but through time.
If a creep was sent to the future, then it would be untargetable until that future time was reached. Then it would rematerialize at the same location it disappeared from.
The utility isn't as straightforward as beaver or spider; your towers don't get any additional time to attack a challenge or goblin. However, taking the creep off the map for a second gives the towers time to work on other creeps or prepare to attack again.
You bring up a good point, it would be confusing with the Twisted Wizard wording. Could the Twisted Wizard be reworded to focus on location or speed? E.g. "moves creeps forward/backwards 3 seconds based on current speed." I believe that's how the current system works rather than keeping track of previous location.
Could this be implemented like this:
"Towers attacking this creep ready their next attack 0.1 sec earlier, 10% chance."
This might be easier to understand for players instead of having a creep disappear and reappear 1 second in the future.
- - - -
Or...
"Puts creep in a stasis field for 1 second (0.2 sec for bosses) while it skips forward in time, 10% chance. Creep is untargetable and immobile while in stasis."
This second wording is an easier understand version of my original mechanic.
The difference between the two effects, 1 sec vs 0.1 sec, is because the towers are affected very different during normal waves.
The first effect speeds up attacks which would make the lead creep die much faster.
The second effect prolongs the creeps life and would shift towers to attacking another creep. No additional damage is being done in this case.
For single creep waves, the effects are similar, but the stasis effect is much stronger because most towers will be ready to attack after 1 second. Maybe the 1 second stasis is too long.