[CHAMPION CONCEPT] Lunos.

ChaosThief·6/1/2014, 12:19:27 AM·2 votes·1,146 views

Lunos is an immobile, extreme damage mage, utilizing dark power to destroy anyone in his way. He lost control to his own dark powers, and eventually forced them down inside of him. He still has access to dark powers, but not to the full extent.

His powers tug at him as he hurts those in his way, but he tries to resist. Until he has too much to hold back.

EDIT: He doesn't have penalties, but is weaker. He does have something that allows him to access his former power.

Passive: Inner Darkness

Any time Lunos hits a target with a spell, he deals 2.5/5/7.5/10% (At levels 1/6/11/16) bonus damage, and gains 50% of the damage dealt as AP for 3 seconds.

EDIT: He has a darkness bar. It holds 100 darkness total, and is used to access his ult.

20 second cooldown.

Q: Dark Hand

Fires a hand of pure darkness, dealing 100/150/200/250/300(+120% AP) 60/100/140/180/220(+90% AP) magic damage to the first enemy champion hit, and every minion in the way. The first enemy champion hit is stunned for 1 second. This ability improves the passive efficiency by 0/5/10/15/20%.

Lunos takes 35% of the damage he deals, from each target.

The first target hit grants 10 darkness. Minions after give -1 darkness, and champs give -5.

The passive efficiency means that at level 16, he will deal 12% of the target's missing health with the ability. Keep in mind he takes 1/3 of this damage himself( takes 4% of the target's missing health himself.)

W: Dark Abyss

Deals 70/130/190/250/310(+80% AP) 40/75/110/145/180(+60% AP) magic damage to enemies in an area and pulls them to the center of cast.

This ability deals 25% of damage dealt to himself.

Gains 3 darkness per enemy champion hit, -1 per minion hit and an additional -1 per enemy killed.

E: Pain Surge

Lunos deals 10/15/20/25/30% of his missing health as magic damage to the enemy target.

If he has 50% missing health, he stuns the target for .25/.5/.75/1/1.5 seconds(50/60/70/80/90% missing health.)

You take 30% of the damage you deal.

E: Focused Shadows

Lunos can charge a dark orb for up to 2 seconds. The first second fires an orb of darkness in a line, dealing 40/60/80/100/120(+40%AP) Magic damage to targets hit. The second second causes the orb to knock back based on its damage(1 damage = 1 unit knocked back)

Deals an additional 1/1.25/1.5/1.75/2% damage for every 1% health you are missing, stunning them for 0.5 seconds if you are at 50% health or lower, 1 second if you are at 75% health or lower.

Grants 1 darkness per 2% missing health if a target is hit. Max 20 darkness. If the target is killed, you lose double the darkness you gained.

R: Dark Mastery

Can only be used when Lunos has 100 darkness.

First activation: Lunos unleashes his powers, increasing Q scaling to 100/110/120% AP, W to 70/75/80%, and E to 45/47.5/50% AP.

He consumes 20 darkness a second, but can still gain darkness.

During this time, he can use Dark Cannon once.

Dark Cannon:

Fires a blast of dark energy in an area in front of him(I'll show what the area looks like later.), dealing 400/600/800(+100/150/200% AP) 300/400/500(+100/125/150% AP) magic damage over 5 seconds.

Upon use, darkness is set to 0. He cannot gain darkness for 30 seconds.

I thought of this a while ago and have no time after writing this, thoughts?

I intended it to be a powerhouse with a penalty, and not balanced in the way other mages are.

The kit has been reworked a bit, so that it may be easier to balance

6 Comments

Flintfall6/1/2014, 2:46:35 AM2 votes

I almost decided to calculate the damage and how much he would receive in his full combo, but I feel that wouldn't get my point across clearly.

That is, this champ would have to be balanced on a literal razor's edge, and pretty much no matter how you place the numbers in this current kit, he'll always bu underpowered or overpowered.

There are better ways of tying in sacrifices for abilities than straight up making them hurt the champion directly. What fun is there when every time I use a spell and I kill myself for doing so?

An ability shouldn't hurt the player for using it,especially if all you do if cast spells. There is no reward for using the ability if you are damaging yourself faster than you are others with it.

But really, when you remove this ridiculous inhibition, you got something so utterly broken that you would literally yank the powercurve of the entire meta in his favor, which isn't healthy

And yes, I think health costs in general are a poor design choice.


Suggestions

Whenever I'm making a champion (currently on my 2nd), I decide on what my champion's theme and backstory is. Then, I tie in the playstyle and kit directly with their personality, their lore, what experiences molded them into what they are now in the League.

Find out who Lunos is, what are his goals? Ideals? How did he force down his dark ambitions? What scars did it leave? Does he seek redemption, or rather, does he want to show the world that he can tread the fine line between dark insanity and stable control? Or are his intentions more sinister? Personally, I feel you don't make a champion, but rather you find them.

Once you get the idea of what he is, try and find what he would be capable of, what would fit him perfectly.

My idea is that you could go for how he can only unleash so much of his dark power until it corrupts him, whereupon it then starts having detrimental effects on himself.

Or, you could have him get an overheat system like Rumble.

Just my thoughts

Squ4tch6/6/2014, 10:50:22 AM1 votes

interesting concept, I feel like you need to decide between high damage and control mage though. A Q -> W combo is easy so land and your Q would guarantee you another 40% AP because of the stun (unless im missing something) so in essence your Q is a 130% AP ratio on a manaless champ (he is manaless right?)so without a massive CD he would be the biggest lain bully ever, and that's without his ult or his E. after ult he gets a free 200% AP with the land of a Q -> W. Just something to keep in mind, don't want him to get to insane.