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Support champion concept

thatotherninja··1 votes·418 views

So i was thinking of a champion that would revolve mainly around one ability and probably have a fae aspect like lulu or maybe be a fox or another animal. It would be a support idealy with a new recourse in the form of animals or something similar, the q would be a polymorph ability that is only targetable on allies, nonlarge monsters and enemy minions. It would on ally cast polymorph an allie into an untargetable, invaunerable squirle with +50% move speed for 2 seconds no abilities can be used during this time except her w, on minion or small monster cast it would transform them procing the green supp item, into fairy animal that would wander near the champion and be her resorce, her ult would be an aoe q that radiads out of the champion in a circle. The w would temporarily make the fairy animals around gained by q into monsters, snaring, slowing and dealing dmg to enemies, the number snared depends on the number of animals built up for each enemy snared that animal will run away. The e would be a skillshot where you throw an animal and it turns into a monster upon hitting a champion it deals dmg over time and grants vision of the target, if you miss then it will run away and leave a trail of vision that lasts only a short period of time. Her passive would give her movment speed and health regen based on the number of animals she currently has. Tell me what you think, im not too happy with w and e so if you have any suggestions please add them!

2 Comments

Ninja Baby one1 votes

Okay, so to go over the kit... Firstly, the theme of a faerie companion is taken, but you can go with another kind of theme no problem, just don't make it a faerie. Now to look at the kit: Q: Okay, so... This spell would work in other Mobas for sure, but... In league, disabling your allies isn't something that's necersarrily seen as healthy gameplay. Currently only 3 champions can disable allies, those being Kalista, Tahm Kench and Bard and those are all really new additions to the game that have all had their time with a lot of criticism. Ontop of that, this spell would allow tower-diving so hard. Next, the possibilty to use it on small monsters and minions seems... Weird. It's free extra gold and doesn't really serve a purpose, neither for the theme, nor the gameplay. "I could've saved my carry, but I focused on gold a few seconds before" is a statement that would come out of this spell. The fact that this seems to be the only way the champion can make its rescource means it'll need to be on a relatively low cooldown, but the ally-targeted Q is too strong to be on a low cooldown. W: This seems way too broken and yet not at the same time. For each resource, you can snare a champion, but I take it your maximum resource isn't 5, meaning there's likely more animals to keep on hitting the enemy. This seems more like an ultimate, but at the same time, I can't think of it as super strong when it comes to damage. Don't know why. E: This is actually quite a solid ability. Ult: So this has exactly the same problems as the Q, but it hits your entire team, making it possible to completely dodge a huge engage. That's actually a cool interaction, kind of like a team-wide bard ult with mobility added. I actually like this as an ult, if it didn't also kill all minions and monsters in the area. Just remove the interaction with the minions and monsters and it'll actually be a cool ult. It doesn't work as a basic ability, but it works as an ult. Passive: So I kept this for last because this has the biggest problem. No matter how many animals you can have, the passive encourages you to keep your resources unused so that you move faster and regen more. The fact that the W then uses all your resources makes it work very weird.

My general suggestions: Get rid of the special resource. The champion could work fine with just mana. Keep the E and the Ult (keep in mind the comment about interaction with minions and monsters) and rework the W to work slightly different. Maybe on a charge system or something. The Q and the passive don't really work and need entirely new abilities in their place.

thatotherninja1 votes

Thanks for the suggestions, first time doing this too, I think that the carry saving vs gold point you mentioned is definitely a potential problem, but it also adds decision making in place of lacking skillshots exept the e, and allows the enemy to play around it, we could also halve the cdr when used on a minion or monster you could also passively gain "animals". As for the passive it is very strange but helps for roaming and the passive aggressive style of play I would expect this champion to have based on its current form. I agree that the w could be potentially broken but it also costs most of your resources, also you could add a cap to the amount of champions snared, it would also have a resonably large cdr as well maybe something like 10-15 seconds, or maybe have a cooldown that levels up the ability like tarics q though i guess that's what you meant by charge system? up to 3 champions snared increasing by 1 every 5 seconds maybe. The q could also not give invaunrabilty from towers, currently im having trouble coming up with a new q ability though so im going to stck with the current one for now but it probably does need to be changed somehow, maybe move the resource gain to the passive somehow I'm not sure how that would work but moving to mana would probably just be better i just like the idea, maybe the number of animals could power up your abilities so the passive would be fine then I think. The q is a definatly wonky but I wanted it to synergize with the w so you q yourself then run in and w for an engage, the q is very strange though maybe have the polymorph part only work on self cast? I feel like the kit is severely lacking something i just don't know what. Thanks for the suggestions though they are great

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