Zephyr the storm raider. Champ idea I had for lols, give a opinion please

Direwoods·7/26/2016, 6:13:20 AM·1 votes·437 views

Zephyr the storm raider Now for a while I've wondered what it'd be like if we could have a ranged champ with a kit similar to udyr, or for those that dont play the "dyr" each key "empowers" your auto attacks in a particular way. Such as E? the bear stance makes your first auto stun a target.

  • Now for a while I've played with the idea of how you can have a ranged champion that could change what it used in a ranged perspective, such have included "element archer" with special arrows, a character that had a variety of guns that could be used or Maxed out for specific computation for teams, heck I've played with the idea of a champ that used different poisons to have 4 different debuffs that affected enemies in different ways, but after some thought that sounded like Ashe Teemo and Jinx / Jhin / Graves / Caitlyn so yeah... how to make it a champion that is both unique/special, but has a specific role that could make you want to play A over B. I mean thats just like saying why would you pick Malphite over Maokai. So how do we make a champion that can change to a degree, for "empowered" autos that may have different affects. Not to mention I'm also tossing the champion it self back and forward like a cat with a ball of yarn. Because what makes Jhin different from Caitlyn in idea wise, they are both snipers... But the amazing riot team made a unique character, Jhin is a psychotic killer that focuses over beauty in death, mean while slightly boring lore Cait is a officer of the law that works in a city of science and progression that has characters like jayce that made their own weapons that basicly say screw logic.

So I began to think on what we lack in champion designs that can allow a variety of "empowered" autos for a ranged purpose. That lead me to weather, so for current champs of "elemental" powers or skills, we dont really have a weather based champ ( and no Janna is not weather, she is air/wind even if she has a forecaster skin she doesn't change weather) what i mean is their a champ that can make it rain, thunder or blizzard? Now before you also jump on the oh but (Kennen) doesnt really count for weather either, he just a living Tesla coil, he doesnt make it storm from my personal viewing on how he works. So from my understanding different weather can have different affects on the world. So why not make a character that can use 4 different weather types that can affect how you interact with them. Example Snow can make your AA slow and perhaps after a specific amount of Autos or damage you can "freeze" a target similar to braum passive.

THE END OF THE BRIEF EXPLANATION READ DOWN HERE FOR ACTUAL CHAMP IDEA (note I'm asking you to help with ratio ideas, I have no idea where to start or if it should be a hybrid champ) VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV Passive - Elemental Alignment: Auto Attacks generate Elemental Alignmentent stacks of whatever element Zephys is currently empowered by. At three stacks, the next Auto Attack of that given element will consume the Stacks and apply bonus effects. Changing Elements does not cause Zephyr to lose it's stacks. Stacks decay after a set period of time if he's not Auto Attacking.

Intended Mechanic: Zephyr can stack the stacks in a similar sense to ashes focus stacks, and can only proc the passive on Champs, large or epic monsters, so dont worry about wasting it on minions.

Counterplay This makes Zephyr only have one massive spike in attack, so you only have to worry of 1 of 4 different affects. Similar to a jhin 4th auto or a sona passive. So get him to waste his Empower and you have him lose a lot of potential damage or cc.

Elemental Overload: After discharging his last Empowered Auto Attack, Zephys is exhausted and can't generate Stacks for a period of time, will get lower with lvl.

Q - Winter's Grasp Auto attacks slow target by 12/14/16/18/20% for 1 second Empowered Stun target for 0.5/0.75/1/1.25/1.5 seconds

W - Storm's Might Zephyr Auto Attack range is increased by 60/70/80/90/100 units for 5 seconds. Empowered Deal bonus on hit damage to it's target, as well as AoE damage in an 200 unit radius around the target based on the target's max health.

E - Wind's Swiftness Activating this ability grants Zephyr bonus Movement Speed for as long as it's his empowered element. Auto Attacks will knock back the tartget enemy 150 units over 0.3 seconds. Targets cannot be knocked back for the next 5 seconds. Empowered The target and every enemy unit in a cone are knocked back 250 units and take damage based on their current health.

R: Sand storm (considering changing) Reduces Armour and magic resist of target up to 25% (25 is maxed ranked skill and it has to be stacked, so like 1 aa makes it 5%, 2 would be like 10% so on) Empowered R reduces Defenses and Damage by 30% (this means both magic and normal damage/Armour) for 3 seconds.

Quick note, all affects are similar to stuff like ash passive and have to be reapplied with autos to reset debuff other wise they just end shortly after

Lore~ will add if i can get some feed back from you guys~ I'm curious to know what you guys have to say on the matter and if this idea gets some popularity then we can work on a lore together.

First credit to tequlazombie for being the first person to help make a better concept, changed P And w completely and gave more flesh to q and e. (yes I will credit if you give an idea i like people, so no "you just copied this guys post") Also can someone help decide a weapon? or if magic. All i can Garentee is that a marksmen, still debating on Ap, Ad, or hybrid.

10 Comments

TequilaZombie7/26/2016, 3:57:32 PM1 votes

Cool concept, would change a few things, though.

Passive - Elemental Alignment: Auto Attacks generate Elemental Alignmentent stacks of whatever element Zephys is currently empowered by. At three stacks, the next Auto Attack of that given element will consume the Stacks and apply bonus effects. Zephyr can Stack a maximum of 3 stacks of each Element. Changing Elements does not cause Zephyr to lose it's stacks. Stacks decay after a set period of time if he's not Auto Attacking.

Intended Mechanic: The player can choose whether he wants to stick to one element and constantly proc it or if he wants to stack multiple elements and switch through them, releasing a powerful combination of additional effects all at once.

Why? The champion can't be just an Udyr with range nor an ADC Sona. It needs it's own identity. This is one of the many ways this can be achieved.

Counterplay Stacking multiple elements to unleash a powerful combo is something vastly telegrafed that can take quite a while. 12 auto attacks to charge them all and then another 4 to apply to pre exact. Given that he will have a time span in which he can use his stacks, it's very easy to predict when he's going to engage.

We're still in the passive, ok? Possible mechanic:

Elemental Overload: After discharging his last Empowered Auto Attack, Zephys is exhausted and can't generate Stacks for a while. Cooldown is defined by how many elements he had stacked.

Elemental Overload is a possible feature to be added if Zephyr ends up way too strong cycling through his abilities. Not mandatory.

Q - Winter's Grasp Auto attacks slow target by 12/14/16/18/20% for 1 second Empowered Stun target for 0.5/0.75/1/1.25/1.5 seconds

W - Storm's Might Zephyr Auto Attack range is increased by 60/70/80/90/100 units for 5 seconds. Empowered Deal bonus on hit damage to it's target, as well as AoE damage in an 200 unit radius around the target based on the target's max health.

Changed a little bit, as the ability lacked a clear identity other than "I do everthing better now". It is now more focused on poking and adding some burst to his Empowered combo.

E - Wind's Swiftness Activating this ability grants Zephyr bonus Movement Speed for as long as it's his empowered element. Auto Attacks will knock back the tartget enemy 150 units over 0.3 seconds. Targets cannot be knocked back for the next 5 seconds. Empowered The target and every enemy unit in a cone are knocked back 250 units and take damage based on their current health.

Small nerf on utility, boost to damage. I'm not sure how the knock back on every first auto would be used, but having a knock back every 1.5 seconds is ridiculously OP.

R - Fire's Embrace Basic Attacks deal a small amount of damage over time, it can stack up to 2/3/4/5/6 times. Empowered Deals bonus True Damage to the target.




The kit is made to give a few options to the player regarding their playstyle:

The first option is to use whatever ability you feel like. You can keep someone CC'ed with Q, a permanently increased range with W, displace you oponents with E while having extra movement speed or simply deal tons of damage with R.

The seconds option is to charge various elements at once, and burst your enemies down with 4 enchanced Auto Attacks. This will pack a serious punch, but it's very predictable as well.

The third option is to adapt to the scenario you're in with combinations of Elements. Needs to kite a sticky target? Altering between Q and E will probably allow you to create a great distance while still doing damage. Wants to initiate a fight? An empowered E with the incresed range from W can create a powerful engage tool if used from a flank.

Obviously, the champion would be an ADC.

DREADN0UGHT7/26/2016, 7:09:07 PM1 votes

Also, check out my concept: Zeal, the thunderlord.