@Riot: How would you design a Panzer-based Champion?

darkdill··2 votes·245 views

When I say "tank" in this topic, I refer to Panzers, not Braum or Cho'gath. HoTS has Sgt. Hammer in its roster, although she plays to the siege angle rather than Panzer warfare.

Making a Panzer Champion could be really interesting if it works. Extremely low mobility, good ranged attacks (punchy but slow attack speed), and respectable durability (as long as the enemy doesn't get on top of you) would be where I'd start. I'd make this "Panzer Champion" be good at pushing and siege, but not-so-much at team fights due to lackluster mobility (which can get it caught out of position easily).

But that's just how I'd do it as a basic blueprint. What would you do?

2 Comments

SooFr0sty1 votes

I think Urgot is close enough to a tank that they would maybe shy away from making a panzer champion.

Cybernetic Ghost1 votes

I had an idea for a champion sort of like this, where he switched modes between QWE. One was armor, one was attack, and one was mobility/utility. As he switched, he would accumulate stacks of some kind that would get consumed by his ult.

Tanks have some benefits and drawbacks in and of themselves. Several advantages include their heavy armor, cannon turret, and their all-terrain treads. Tanks can be vulnerable to explosives from below or behind, or if damage is caused to their treads or even the cannon up top. They have difficulty maneuvering in tight spaces as well.

If we take these factors into consideration as a League of Legends champion concept, we're looking at a character with more base armor and hitpoint scaling by level, with burst damage at considerable range (ultimate perhaps?), but not much in terms of close-in combat utility, except for maybe a passive ability tied to either W or E. The "tank" champion could have a passive that makes them naturally resistant to slows and roots--I'm thinking a base percentage of Tenacity that scales by level, or increases at level 6/11/16.

The Tank would likely be vulnerable to spell damage, so mages may have an advantage on it (think modern tanks being susceptible to EMPs).

I would design something like this (named "Tank" for demonstrative purposes):

Passive: Hexsteel Plating: Tank reduces the effect of crowd-controlling effects by 10/20/30%. Any effect that would move Tank moves it only half the distance.

Q - Heavy Shells: Passive: Basic attacks deal bonus damage. Active: For the next several basic attacks, Tank doubles its basic attack damage bonus. Ranged hits explode in a cone damaging the first target hit, while collateral damage to additional targets beyond it is reduced.

W - Hexsteel Treads: Active: Tank gains extra movement speed for a few seconds and ignores unit collision and placed objects. During this time, he is immune to slows and stuns/roots.

E - Fortify: Active: Tank becomes resistant to damage for a few seconds, increasing its armor and reducing its overall movement speed. During this time, every basic attack deals bonus magic damage, and Tank heals for a small percentage of his maximum health per hit. Tank cannot be thrown, pulled, or moved while this is active. (I guess this sort of brings back Galio's old abilities, and combines them...).

R - Fire for Effect!: Upon activation, Tank points its cannon turret in a specified direction and unloads a barrage of shells along a wide line for several seconds. The shells strike a small area at the start of the line and spread out as they land father away. Enemies struck by the shells take damage and are slowed for a few seconds. Structures caught in the spell's effect area take extra damage or are destroyed. (Trundle and Ornn's pillars are gone, and Anivia's wall is breached...

Could we maybe get a Rioter to weigh in on this? Thanks!

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