New champ concept

Dandymann·7/27/2014, 9:14:55 PM·2 votes·995 views

This is my first large post, so please bear with me if anything I say is a little off and correct me in the comments, I'm new to forum/board discussions so I don't have a great grasp of what stats are and are not balanced. Thanks!

I'm sure Riot already has a whole list of champion concepts to create but I'be had one stuck in my head the past few days that I'd like to propose.

The idea of the champion (name pending) is to be either a support or midlaner (depending on the ratios for the abilities) that is similar to Sona in that each ability has an effect and a passive, plus a passive ability like Syndra's, which buffs an ability once it is at max level. The idea of the abilities is that the champ would move elemental spheres around battlefield, with each ability moving a different sphere (there would be no ult, similar to Udyr or Elise.) Each sphere's passive ability would be present in an area around it. And all passive would be active at once. In return for having so many abilities active in one area, the champion would suffer a movement penalty of some sort, either forcing them to remain within some radius of a sphere or else take damage over time or some major movement reduction. (This effect will be lessened or nullified while inside their own base.)

Stat breakdown:

I'll be frank, I have no Idea how to create balanced stats so I'll use comparisons, fell free to create suitable numbers if you know what they would be.

HP: similar to to your average caster, somethin like Agri or maybe Vladimir's HP levels as well as health reform

Movement speed: nothing crazy fast, but fast enough to catch anyone near their spheres, maybe like 360 or 370 as a base speed?

Mana: I imagine the abilities of the champ to be low cost but also have low cooldowns (like 4-5 seconds on CC spheres and 2-3 on the poke spheres) so they would have medium or small mana reserve to promote items like archangel's staff and maybe a tear of the goddess on first or second back.

Abilities: (NOTE: range is a tough approximation of an artillery range champ.)

Passive ability: Elemental Mastery

Adds additional effects to each ability at its max level. -Q gets an increased casting range to 900 units and the passive range is extended to 200 (250?) units.

  • W will grant a shield that lasts 15 seconds or until breaking to allies in the cast radius equal to 15% of their max HP -E will deal magic damage to enemies in it's in addition to healing allies when is cast. Allies will receive an additional 10% benefit from healing/lifestyle/spellvamp while within the sphere's radius of effect. -R will grant additional armor and MR scaling with 5% (10%?) each target's own armor and MR.

Q: Elemental Sphere: Fire (Range: 700 units)

When the first point is put into this ability, an orb of fire will appear where the champion first casts their Q that life. Each cast after that will move the orb to the cast location only if the champion is within 700 units of the sphere.

On Cast: The elemental sphere will deal damage to enemies or neutral monsters within 100-150 units. (I have no idea what an appropriate amount of damage is but I image it would be something similar to the base damage of Annie's Q plus 70/80/90?% of their AP)

Passive: The sphere slows enemies within a distance of 150 units of it by 20-40% (scaling per level) and deals magic damage over time.

W: Elemental Sphere: Air (Range: 700 units)

On Cast: Summons/Shifts an elemental sphere of air to cast location, granting a 5/8/10/15% movement speed bonus to allies within 300/350/400 units for 2/3/4/5 seconds

Passive: grants a small attack speed bonus (maybe 15-20% when maxed) to allies within 300/350/400 units of it.

E: Elemental Sphere: Water (Range: 700 units)

On Cast: Summons/Shifts an elemental sphere of water at the cast location that heals allies within 300 units for 50/75/100/150 HP (plus 30/40/50% AP)

Passive: Heals allies for 10/15/20/25 HP plus 1% (plus .5% AP) every second (every 3/5 seconds?)

R: Elemental Sphere: Earth (Range: 700 units) (8-10 second cool down on this one?)

On Cast: Summons/Shifts an elemental sphere of earth at cast location, rooting enemy champions within 300 units for 1 second.

Passive: Grants 10/15/20/25/30 armor and MR to allies within 500 units of the sphere.

Wrap up:

So what does everyone think? I tried to propose an idea of an artillery Sona that gives the feeling of an elemental mage who storms through a battle and focuses more on hindering opponents and aiding allies rather than raking in kills. However, because all these abilities will have passive happening at the same time, they would suffer penalties from being more than 700 units from a sphere In the form of DoT or a huge movement speed debuff, reasoning being that being walk anyone and than instantly combo out without any penalty would be a little OP and could be explained from a lore standpoint that they are bound to the elements and that separation causes them physical harm. All in all this would be a support or utility mid pick who brings a bunch of CC but needs protection to safely set of their spheres, but basically gives their team an advantage in any large fight, forcing enemies to push them out of the storm or to fall back and lose objectives. Lastly, these stats are just my guess at what would be fair, and I am not a master of these things, so if you see a stat that is clearly broken, feel free to correct it in the comments.

Thanks everyone for taking the time to read this, and although it's unlikely this champ will ever exist I'm glad I put it out there for the world to see.

1 Comments

AdaptiveCoffee7/28/2014, 6:59:54 AM1 votes

I suggest posting this in here where champion creators thrive.