Champion Ability ideas!
@the devs, a few neat ability concepts that I've never seen done.
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A circular knockback: The champion performs a short dash in a direction, then spins their large weapon quickly in a circular clockwose motion around their body, starting from directly behind them and finishing behind them again. The move deals damage to all units struck and causes the first champion hit to be knocked back perpendicular to the weapon's handle or blade. This incorporates a simple dash and damage with a highly complex positioning game. If you dash "north" of fleeing champions they will be knocked back away from tower. Timing the swing and your position relative to them would change the trajectory! I would have the ability stop on the first champion hit and slow the rest of targets hit. The distance and damage, dash and speed are all relative. Its the "batter swing!" Element that's unique.
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A ranged ward ability: Champion places a "mark" ward on the ground at range. It is a visible ward that can be stamped out immediately by an enemy champion stepping on it, and costs a small mana upkeep. Coupled with a significant cool down, this vision centric ability could place many wards at once that have a significant collective mana upkeep. Wards stomped by enemies would ping the champion player to notify. The intention would be that the ability is full support utility and allows that champion to possibly use it instead of sight stone itemization. Might need to be paired with an on hit passive to give the ability slot some more weight.
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Wallwalker: Upon activation, this champion's next collision with impassible terrain will cause them pass through the terrain for one, two, or three seconds. It also deactivates smartpathing around terrain for the duration. Lasts one, two, or three seconds and the character is "pinched" out of any terrain it remains in after the duration. Pair with next auto attack slowing and damaging.