New Champion Concept [No Name Currently]
This is an extension of my previous post, Ultimate Ability Concept and so I'm thinking of combining the two, ultimately creating a single champion concept. I don't really know what to call him/her and so I'll just call this champion 'Concept' for now until I can think of a suitable name.
Passive - Gravity Shield
- Gives Concept a shield of [amount of hitpoints] that replenishes every [amount] seconds and grants cutback. > Cutback: While the shield is active, Concept takes [amount] damage reduction. This passive is lost if the shield is breached.
Q - Buffer Zone
- After a slight delay, a small circle appears around the target area. Allies within the circle's boundaries take reduced and deal increased damage. Enemies within the circle are slowed and deal decreased damage. If an enemy attempts to dash from or across the circle, they are briefly knocked up.
W - Gravity Trap
- Places an invisible trap at a target location. Once triggered by an enemy, the trap slows targets above [amount] health and pulls enemies below [amount] health to the center.
E - Velocity Manipulation
- Once cast, all allies gain a small speed buff while moving away from Concept, effective only within a set radius--the center-point being the Concept. Enemies moving toward Concept while within the range are slowed slightly and eventually stunned if they continue to move towards the him/her. Each second while moving towards Concept, enemies accumulate stacks up to a maximum of 3. Upon reaching 3 stacks, a brief stun is applied and for each enemy stunned, Concept gains gradually declining burst of movement speed.
R - Gravity Surge
- Fires a beam lasting 3 seconds in which all enemy champions hit are slowed and roots all enemies still within the path of the beam equal to the duration within the hitbox. Similar to Vel'koz's R, the caster cannot move while the ability is active, but instead of stacking research points for additional damage, CC points are accumulated for each second within the beam. Each point correlates to one second of root, but if the enemies manage to leave the beam's path or disrupt the ability before the end of the 3 seconds, the root is not applied.
The purpose of this champion was to provide his/her team with utility and damage while not directly dealing with enemies. His/her play-style would be the indirect influence of fights, but all the while staying within a safe range. I didn't want a champion that just dealt damage because there is already an overabundance of it in the game at the moment. I figured this kind of kit would help someone whose purpose wasn't to add braindead damage to the fight, but to benefit the team via other ways like buffs and CC.
Q - Pros:
- When placed correctly, can significantly increase an ally's survivability chance and at the same time, increase their damage output. It's flexibility, the way it is able to be affect both allies and enemies, is its greatest strength and skill factor.
- Correct placement can stop a dash-type engage from an enemy by knocking them up.
- Can be used in combo with Concept's W, Gravity Trap.
Q - Cons:
- Small radius and so it's usefulness relies entirely upon aim.
- There is a slight delay from its initial cast which can allow fast-reacting enemies to avoid its effective area.
- Enemies are still able to walk out of its radius.
- If cast near a teammate, that ally can only gain its benefits by staying within the circle--misplacing the circle could otherwise bait and get your teammate killed.
W - Pros:
- Proper setting of traps prior to a fight can help land Concept's other abilities.
- The slow helps teammates catch up/get away from enemies.
- Can lock-down low-health targets for easy picks.
W - Cons:
- Can be spotted and cleared with a sweeper/control ward.
- Effectiveness depends on careful placements of the traps while considering future fights.
E - Pros:
- Gives allies a movespeed buff and slows/stuns enemies that get too close.
- Synergizes well with Concept's ultimate, Static Surge, to give allies a dominant engage.
E - Cons:
- Allies don't gain a speed buff when moving towards Concept.
- Takes time for an enemy to gain the 3 stacks needed for a stun, giving them a window to kill Concept before the stun is applied.
R - Pros:
- Very effective in teamfights, has the ability to single-handedly sway the outcome of battles with the enemy team.
- Can hit multiple enemies for a huge CC.
- Applies a slow.
R - Cons:
- Concept is extremely vulnerable because he/she is unable to move during its cast.
- Can be stopped with CC.
- Effectiveness varies and depends entirely on the positioning of Concept and the enemy.
- Enemies will not be rooted if they are not in the beam's path at the end of the 3 seconds.
Due to Concept's kit being entirely beneficially for allies, people playing this champion must have high awareness in and out of fights. Mispositioning could easily render Concept's R useless and get you killed, but proper handling of this champion could provide teammates with an immense advantage.
This is my first time creating a new champion concept and even now, I'm still not sure whether this guy would actually be useful/relevant/fun to play. If you have your own ideas/changes you'd like to make, that would help a lot.