A Random New Champ Concept(Catching Balls)

IceAYon·6/1/2018, 2:20:25 AM·1 votes·1,120 views

This champ is an immobile champ with a melee autoattack that has:

Possible Weapon: A bat for melee attacks and rocket launcher for the abilites that shoot balls(or something, but I'll call it balls for the rest of this post)

Damage Type-Whichever AD or AP

Possible Passives-Hit 3 attacks to deal bonus damage. Another option is to heal when you autoattack a champ.

Q-Launch a ball toward an enemy within a range. You get the ability to catch it to charge up 1/4 of your E. If you catch it, you can recast Q in a short period of time before it gets put on cooldown. If you didn't catch it, Q starts its' cooldown. You can recast Q up to a total of 4 times(for one charged E) before it goes into cooldown.(If you didn't get it, it's like Draven's Q on catching axes, but you can only catch it 4 times on a single Q before it goes on cooldown.)

W-I don't have an idea that fits here(like for passive). Ideas-Gives a short temporary shield to allies or yourself that breaks forming a small slowing aura upon area lasting a few seconds. Long cooldown and a single lane gap closer to finish things off or make people back off if used right so champ has a little time to escape.

E- Once you catch 4 Qs, you can activate this ability to load a charged shot and you wait for a short cooldown to shoot the charged shot. a dmg aoe shot with a crowd control ability(grounded effect seems nice). (The ability is like thresh's q, blitzcrank's q, and morgana's q. It hits the first enemy it hits but for this champ, it isn't a single target and it's aoe, so it applies an area of the cc at the end of it). An idea for E: It could be up to 2 charged shots held at a time, but shooting one charged shot puts it on cooldown. To make it possible to load the second shot and not shoot the first shot, the ability can be a press or hold E to load, or vice versa to shoot.

R- Activate to launch a skillshot aoe from a far distance. It launches 4-6 shots, less than 3 seconds between the next shot lands, the first being an aoe crowd control(stun maybe), second is a larger circle that covers the first and some more area without the crowd control. It repeats, getting bigger in the area until all shots are gone. It is so the people who didn't get caught in the first circle just take dmg and have time to escape from getting from 3-5 shots, while getting hit by the first one gets you hit by all of the shots by the end. Put global sound for activation if needed. The final shot of the circle is outlined from beginning to end so people know where to get out of.

Example of how will the R hitbox with the circles look, second being bigger than first

My Thoughts I liked the idea of Draven's Q of catching axes, so I wanted another champ with a similar ability in the game. Then why not let the balls you catch be charged into a shot that does more dmg. Q can be put on long cooldown or make E cost a lot of mana so this champ doesn't overuse E during laning phase or jungling. Passive or W can be a sustain ability so it can farm in mid and jungle, or top and support if possible. I would like Q and E to be abilities that remain the core to this champ playstyle(farming Qs and using it to charge up Es to fight) unless a more unique idea shows up, play around with the R ability and interactions a lot if needed before deciding to change it to a different ability if major problems with it, while the passive and W can use some changing to fit this champ as long the champ remain an immobile champ without a dash, blink, leap etc.. Also, leaving the abilities' names and the champ's names until everything is decided(like look of champ, weapon, and background of champ).

Reasoning on some design The champ is put to melee so people wouldn't use the champ as an strong adc. The champ is put to make short trades/pokes with Q.(To farm a bit like Draven with his axes, and then use it to get something bigger, in my champ's case, for E. And Draven gets gold for each axe he still has.) E is set things up for autoattacks and fights. R is to single whoever is in first circle and not so harshly punish anyone who sticks around/near them. I wanted the champ to be immobile since new champs get a lot of room to move around and to have this champ to be punished for mistakes(landing E and catching q) and not be an annoying autoattacker that lands hits and move away with movement speed or a champ that lands e and is able to kill you from full HP.

I'm curious on what you think of the champ and I would like some feedback.

Extra note: I had to redo this post from the start because I forgot to open a link that I was testing in another tab. I have been switching and rewriting things around for 2 hours before it happen, so that might explain some things that might not be explained as well as I previously had it.

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