I designed a NEW CHAMPION, hopefully Riot will get him in game.

MisticalKNIGHT14·5/25/2017, 12:05:36 PM·2 votes·560 views

I designed a champ named Valah, an AP melee mag, with some interesting and unique abilities:

Passive: An Energy Orb is spawned on the ground near a minion/monster Valah killed once every 10 seconds. This time is reduced with 2 seconds for every item which contains mana. At level 1 he has 12 Energy Orbs maximum, and the number grows with 1 per level, reaching 30 at level 18. 2 Energy Orbs are regenerated in 1 seconds in the fountain.

Q: Valah charges his sword with blue energy dealing +70% AP damage to one enemy, but plus, half of the damage is dealt in a circle of energy whit the centre in the enemy, and the radius being the distance between the enemy and the point where Valah charged his sword, which remains charged for 4 seconds, so the range depends on his movement speed.

Resources: 1 Energy Orb Cooldown: 10, 8, 7, 5, 3 seconds

W: Valah creates a line of energy, dealing +60% AP damage to all enemies in it's way, restoring 50% of the life lost by the damage given by the last enemy attack/ability. Range: 900 Resources: 1 Energy Orb Cooldown: 30, 25, 20, 15, 9 seconds

E: Valah enters in a pure energy state being able to move through walls, and the abilities used while E is active cost no resources. Cooldown: 9, 8, 7, 6, 5 seconds. Passive: Valah restores 2 Energy Orbs from assists and 4 Energy Orbs from kills.

R: Valah channels his energy, having these bonus effects: 1 second of channeling: he become invincible for 10 seconds and it costs 2 Energy Orbs - available for 1, 2 and 3 skill points. 2 seconds of channeling: he become invincible, his stats double for 10 seconds and it costs 4 Energy Orbs - available for 2 and 3 skill points. 4 seconds of channeling: he become invincible, his stats double for 10 seconds less the health regeneration, which grow twice every second and it costs 7 Energy Orbs - available for 3 skill points. Any movement interrupts the channeling.

Stats: Health: 540 Attack Damage: 56 (+2.6 per level) Attack Speed: 0.654 (+1.9% per level) Movement Speed: 360 Health Regen: 9 (+0.5 per level) Armor: 26.372 (+3 per level) Magic Resist: 33(+1 per level)

Build: item 3027item 3158item 3135item 3285item 3157item 3089 Region: Mount Targon I'm open to sugestions :)

2 Comments

ModThe Djinn5/25/2017, 8:59:46 PM2 votes

{quoted}I designed a champ named Valah, an AP melee mag, with some interesting and unique abilities...

Awesome! Let's take a look. :)


Passive: An Energy Orb is spawned on the ground near a minion/monster Valah killed once every 10 seconds. This time is reduced with 2 seconds for every item which contains mana. At level 1 he has 12 Energy Orbs maximum, and the number grows with 1 per level, reaching 30 at level 18. 2 Energy Orbs are regenerated in 1 seconds in the fountain.

I can't say I like this ability much -- at high energy levels he may as well not HAVE energy (since his abilities are so inexpensive), and at low levels he's strictly limited to one spell every 8 or 10 seconds, and HAS to lane to get power to use spells.

As such, this is either a frustrating and limiting mechanic, or one you can completely ignore. It also encourages him to build mana, which he can't use, which is also fairly irritating.

I'd rather see him made into a mana champion or into a resourceless champion, and have a more interesting passive attached to the kit instead of this -- possibly something that still involves picking up orbs for some other purpose? Either way, this current design just doesn't seem anything but clunky.

Q: Valah charges his sword with blue energy dealing +70% AP damage to one enemy, but plus, half of the damage is dealt in a circle of energy whit the centre in the enemy, and the radius being the distance between the enemy and the point where Valah charged his sword, which remains charged for 4 seconds, so the range depends on his movement speed.

Resources: 1 Energy Orb Cooldown: 10, 8, 7, 5, 3 seconds

It's a super simply ability, but I actually love it -- I've never seen a variable-radius move like this, and I really like it conceptually. I worry a bit about the super low cooldown and the lack of base damage though -- it's almost useless at low levels.

4 seconds is a rather long time though, so the AoE we're dealing with is really huge. I'd like to see that collapsed a little bit, possibly with a bonus to GET him to that target -- something like this:

Valah imbues his blade with energy, marking his currently location, gaining 25% movement speed for 2 seconds and empowering his next auto-attack within that time. If the attack strikes a target it deals 20 / 30 / 40 / 50 / 60 (+70% AP) bonus magic damage, and targets within an AoE around the target take magic damage equal to half this bonus damage (dealing double damage to champions). The radius of the AoE is equal to the distance between Valah's marked location and the point where his attack connects.

Cooldown: 10/9/8/7/6 seconds

This makes it a greater teamfight threat (encouraging traveling to other targets for bonus damage) while still limiting his free wave clear. The cooldown can drop to about 3.5 with CDR, but by itself it won't be oppressive throughout the entire teamfight.

W: Valah creates a line of energy, dealing +60% AP damage to all enemies in it's way, restoring 50% of the life lost by the damage given by the last enemy attack/ability. Range: 900 Resources: 1 Energy Orb Cooldown: 30, 25, 20, 15, 9 seconds

Functional, but this ability is honestly rather boring. The "life lost by the damage of the last enemy attack/ability" is also really hard to predict and play around, and should probably be replaced by a more consistent value, both to make playing Valah easier and to make playing AGAINST Valah easier -- it's not fun to know you're an execute-based champion, miss the kill by 1hp, and then seem him heal instantly up just because you HAVE to close with your finishing move.

It also needs some base damage, or, again, it's useless until he builds AP. The cooldown also starts WAY too high to be practical on a mage kit, especially a melee mage.

If you redesign a move, this might be a solid one to redesign.

E: Valah enters in a pure energy state being able to move through walls, and the abilities used while E is active cost no resources. Cooldown: 9, 8, 7, 6, 5 seconds. Passive: Valah restores 2 Energy Orbs from assists and 4 Energy Orbs from kills.

You'll need a duration for this, but being able to move through walls on such a low cooldown is EXTREMELY powerful. So be super wary. Also, for a mage, he definitely doesn't have a lot of reliable damage so far -- I'm not sure how you see him playing, but right now he's some sort of bizarre AoE melee mage who jumps over walls? I'm not sure how his kit really functions as a whole.

R: Valah channels his energy, having these bonus effects: 1 second of channeling: he become invincible for 10 seconds and it costs 2 Energy Orbs - available for 1, 2 and 3 skill points. 2 seconds of channeling: he become invincible, his stats double for 10 seconds and it costs 4 Energy Orbs - available for 2 and 3 skill points. 4 seconds of channeling: he become invincible, his stats double for 10 seconds less the health regeneration, which grow twice every second and it costs 7 Energy Orbs - available for 3 skill points. Any movement interrupts the channeling.

This ability is, sadly, entirely in need of redesign. Doubling stats is already absurdly powerful -- champions sometimes gain bonus stats, but this is on a level that it simply ridiculous and would NEVER make it past a design board. The 10 seconds of invincibility is also insane -- Kayle's Ult gives 3 seconds with no other bonuses, and is a powerful ability. With this ability alone I'd frankly skip AP entirely, build pure AD and 50% crit with some attack speed, and just murder people with 10 seconds of nearly 700 movement speed, 2.5 attack speed, 600-ish AD, and 100% crit chance.

Sadly there's no part of this ultimate EXCEPT the "channel to gain some sort of buff" that is really okay -- the invincibility is overpowered to an extreme (and weird on the kit of a mage who only has two damaging moves), the stat-doubling is overpowered AND simply not a good idea in League's design space, and the health regeneration is...functional, but weird on the kit and not very ultimate in nature.


#CLOSING THOUGHTS

Your strong ability here is definitely the Q, which is super unique. I'd love to see if you could push this design more in a direction that supports that -- maybe a melee target-swapping brawling mage who is encouraged to blink/dash/run across the fight onto multiple targets while dropping massive AoE fields onto any enemies that remain in the fight? That ability has the potential to be really cool, and currently the rest of the kit doesn't support it as much as I'd hope.

Also, take a moment to think about what Valah should FEEL like when you're playing him, and what character fantasy you're trying to accomplish -- currently he feels like sort of a mish-mash of ideas stuck together, and I think with a bit of focus you can redirect some of his abilities and really strengthen the concept. :)

Zulfurya5/26/2017, 2:52:43 PM1 votes

i agree with what **The Djinn ** said, the Q is a very interesting ability. In my opinion i would just get rid of the rest of the kit and focus on the Q, play around this and stretch the idea further, make it the champion signature "mini game" and interaction point, because while the orb innate mechanic is the champion game, i think its kind of boring when you consider the possibilities of what Q can become, tough sure the interactive unit idea is nice i think it would be too much things to do to get the champion going. it would be up to you if you want to shift the skill to a innate passive/trigger ability or part of an active ability combo, i think examples like Fiora innate where the mini game relies on positioning and further interaction with ultimate or a active ability like with gangplank barrels or draven axes, would be a matter of playing around to see which one gives the best feeling. Maybe you could shift the interactivity of the Q ability further by making going a disruptor/controller approach by denying zone and control or maybe even go a more self-enchanter approach or even something completely different up to you. In the end the idea is that the ability has a lot of potential to become something that feels good to play with and against.