[Champion Concept] Summoner and Orb

Indorfin·3/1/2015, 7:30:30 AM·5 votes·1,489 views

I don't really have a theme for this champion; I just really like the idea for the kit. Aesthetically, I think he should be a battle-mage of some sort. I'm just going to refer to him as Summoner for simplicity's sake. This is a melee energy champ, and is intended to be a solo laner. Summoner controls an untargetable orb with a short leash range (hereby referred to as Orb). If Summoner moves while Orb is at the edge of its leash range, it will be dragged to stay in range. Summoner's energy costs should be fairly high, limiting him to three-ish spells (counting reactivating a spell as a second spell) without restoring energy.

Passive - Every few seconds, Orb emits a pulse. All enemy units in range of the pulse are marked, and will take a percent of their current health as magic damage if auto-attacked by Summoner. For every enemy champion in range of the pulse, Summoner gains energy.

Q - Orb is moved to the target location, and the passive pulse occurs upon arrival. If Orb passes through an enemy champion, vision of the champion is granted for a few seconds

W - Summoner's next auto-attack will deal bonus physical damage. For several seconds after being activated, W can be reactivated to emit a slow to all enemies near Orb.

E - Summoner picks up Orb (must be in melee range), gaining movement speed and attack speed. E can be reactivated to drop orb, damaging and knocking back all nearby enemies. Otherwise, Orb is dropped without dealing damage after several seconds. Passive is still emitted, and W is still usable while carrying Orb. If Q is used while E is still active, Summoner will dash, dropping orb upon arrival.

**R ** - Passive pulses more frequently. Orb's leash and Q range are increased. W's bonus damage is applied passively on every 5th/4th/3rd auto-attack for the duration of ult, and W becomes a short-cooldown slow emitted by Orb. Orb can be picked up with E regardless of range, and while carrying Orb, Summoner deals on-hit percent missing health damage. Reactivating E allows Summoner to throw Orb, knocking up all enemies near target location. (I know this seems like a lot to cram into one ultimate, I explain how all this works together below)

I believe Summoner's kit is versatile, allowing a large number of combos, while relying on energy forces the player to be selective. Instead of having one defined Ultimate, Summoner has a few strong combos he can pull off with his R. Here's some of the combos I see being strong, as well as counterplay:

To initiate teamfights, Summoner picks up Orb with E and uses the movement speed to gap-close. Summoner activates R, then reactivates E, throwing Orb to knock-up the enemy frontline. Summoner then uses the increased Q range to move Orb to the backline. With the increased frequency of passive and having Orb on the enemy team, Summoner can spam W, keeping the backline locked down and forcing them to split up. [The obvious counterplay being to kite Summoner, or to spread out]

To deal damage in teamfights, Summoner moves Orb onto his target with Q, marking them for % current health damage. Summoner activates R, then activates E to bring Orb back. Summoner uses the increased movement speed, attack speed and on-hit damage, along with the buffed W slow and damage and frequent % current health damage from passive pulses to shred his target, then reactivates E to prevent them from escaping. The increased frequency of the passive pulse allows Summoner to spam W, keeping his target in place. [Once again, the biggest counterplay would be to kite Summoner, and avoid Orb to limit his energy pool]

To dive/make picks, Summoner uses E to pick up Orb, and uses the increased movement speed to get into position. Summoner activates R, then uses the increased Q range to gapclose to his target, and W to lock them down and deal damage. [The weakness of this combo is that dropping Orb with Q means that E cannot be reactivated, leaving Summoner without hard CC, making it possible for the enemy to escape or turn on him]

In lane, Summoner uses Q to move Orb between him and the enemy laner, and passive restores energy and marks them for % health damage. Summoner picks up Orb with E and activates W to deal bonus damage, then reactivates W to slow and make use of the attack speed from E. Summoner retreats with low energy. The enemy laner follows, passive restores energy, and Summoner reactivates E, using the knockback to disengage. [With this combo, the enemy laner can punish Summoner for using Q by dodging the pulse, depleting energy and limiting Summoner's combo. If Summoner then uses E and W, he should be too low on energy to reactivate W, letting the enemy laner avoid the attack speed buff and passive]

In lane, Summoner uses Q to move Orb behind the enemy laner, restores energy and marks with passive and activates W twice, slowing the enemy and prepping the extra damage. The enemy is then forced to either walk forward, taking the W damage, or walk back, likely taking a second passive pulse and allowing Summoner to follow up with E. [The enemy laner here has the option of fighting between Summoner and Orb, preventing him from using E, or using an escape to avoid the W damage and passive pulse]

3 Comments

Anonymousaur3/1/2015, 11:04:31 AM1 votes

Maybe the summoner can have some mind controlling abilities? (Get it? Because a summoner once controlled a champion?)

It would be a long cooldown like Sivirs spellshield. And it would last short when you use it. Basically you make (or brainwash) the champion to attack its own minions/turret/ally/inhib if near temporarily. Like for a few seconds.

That or make it so the summoner can copy one of the enemies spells excluding their ult. Only the spell the enemy currently used can be copied though.

clog3/2/2015, 6:06:51 AM1 votes

So... Orianna's brother?