Create your own champion #6!

Sparkert·8/4/2016, 4:23:19 AM·1 votes·712 views

Top Lane Fighter or Tank/Jungle Fighter or Tank. I, "Sparkert", have come up with another champion idea, this idea is of a champion that could be a top laner or a jungler. Tell me what you think!

**Farvonera, The Ambitious Revolutionaire. ** Farvonera is a 15 year-old boy of infinite ambitions. Ever since Farvonera was a little kid, his parents knew of his potential. Farvonera never thought of himself as having potential, he never thought greatly of himself, as he never believed that he was as great as his parents had told him. One night, after his parents once again told him how proud of him they were and how much potential he has, his father visited with him later that night. During this visit, Farvonera's father asked him what he wanted to do when he grew up. Farvonera couldn't decide, and, according to his father that would be because of how truly versatile Farvonera was with his many skills, aptitudes, talents, and traits. Farvonera's father didn't pry, he accepted that his son couldn't decide quite yet. Right as Farvonera's father was about to leave his room, he thought he knew exactly what he wanted to do. Farvonera wanted to enter the "League of Legends", as he had heard about it and thought that he could be a champion in the "League of Legends". Farvonera's father, willing to accept anything that his son would propose, accepted that, and he wanted to work as hard as he could to get his son into the "League of Legends". A few weeks after this, Farvonera's parents were met with his departure. They wished the best for him, as always. Farvonera's passion and inspiration from his parents fused together with all of his skills, aptitudes, talents, and traits. They began to manifest into physical forms, magical forms that changed him whenever he would tap in to access them. Farvonera departed from his family after a long farewell, he knew that he would return eventually, however. Farvonera entered into the "League of Legends", and was ready to fully commit to this new life.

Passive: Manifestations Farnovera has specific base stats that all of his different forms will apply to. Stats: Attack Damage: 40 + (2 per level). Ability Power: 80 + (1 per level). Armor: 80 + (4.44 per level). Magic Resistance: 80 + (4.44 per level). Health: 1,000/2,000/3,000 (Levels 1-6, Levels 7-13, Levels 14-18). Farnovera's base form is present when he is not manifesting one of his other forms, and his base form has 75% of all the specific base stats. Each of his forms have specific effects that are triggered once when entering that form, and once when exiting that form. Also, each of his forms has effects that last while being in the form. Finally, each of his forms has an effect that triggers only once per time that you are that form (so it resets every time that you go back into that form) that triggers when you drop to 10% health. If there is an instance of damage that will drop you below 10% health while the effect is available, negate the remaining damage and stay at 10% health. Farnovera's base form grants himself and nearby allies a shield for (10 x his current level) that is permanent until it is broken once while entering and once while exiting this form. Only two of the instances from this shield can stack, any other ones won't add on to this shield. Farnovera's base form also has an effect that affects his basic attacks while in this form, the effect is that each basic attack will lower the cool down on his other abilities by 1 second. Also, upon getting to 10% health in Farnovera's base form, Farnovera grants a shield to himself and his other allies (regardless of distance) equivalent to 2% of his current health for 5 seconds. Also, Farnovera grants a heal to himself and other allies (regardless of distance) equivalent to 18% of his missing health. Upon entering one of Farnovera's forms, he can't use any of his other basic abilities until he is back to his base form, however, he can use his ultimate ability. Farnovera can reactivate the ability that corresponds with what form he is in to return back to his base form. Also, each of Farnovera's forms have colored auras, white for base, red for q, green for w, and blue for e. This form is ranged. Any time Farnovera swtiches to a different form, he stays at the same health percentage, but the percentage is out of the new form's max health. Also, when exiting your current form, there is a 5-second extension to how long you are in that form to give time for you to utilize the exiting effect. This 5-second extension will stop early depending on how fast this effect is utilized, and if the 5-second extension isn't enough time for you to utilize the exiting effect, you just go to your next form, the form that you were switching to.

Q: Overwhelming Courage and Strength Upon activating, Farnovera manifests his overwhelming courage and strength to a stronger form. Out of the specific base stats, this form has 100% Attack Damage, and 50% of all the other specific base stats. This form is melee. This form's entering and exiting effect will empower Farnovera's next basic attack to dash to the target within a decent range, and deal an additional (20 x his current level) + (100% AP/100% AD) physical damage. Farnovera has 5 seconds to utilize this empowered auto attack. The additional damage to the auto attack counts as ability damage that applies to spell vamp, and the total damage counts as an auto attack that applies to life steal. The effect of being in this form is that his basic attacks deal scaling additional damage on hit equivalent to 1/2/3/4/5 + (1% AP/1% AD) physical damage, and each time he auto attacks he gets a stack for 4 seconds, doubling the additional damage each time, max cap of 5. Also, each stack grants him an additional 4%/8%/12%/16%/20% attack speed. The additional damage from this effect also counts as ability damage that applies to spell vamp, and the total damage counts as an auto attack that applies to life steal. Upon reaching 10% health, Farnovera is granted an additional 20%/40%/60%/80%/100% life steal and spell vamp, and an additional 40%/80%/120%/160%/200% attack speed, and a shield equivalent to 0.2/0.4/0.6/0.8/1 x (50% current health/50% missing health) for 5 seconds. Cool down: (30 Seconds at all ranks, [Cool down reduction can't affect this cool down]).

W: Over-extending Charity and Kindness Upon activating, Farnovera manifests his over-extending charity and kindness into a gentler form. Out of the specific base stats, this form has 100% Ability Power, 50% Attack Damage, and 25% of all the other specific stats. This form is ranged. This form's entering and exiting effect is a release of healing spirits that seek out nearby allies in a decent radius, one per ally, each spirit heals that ally for 10/20/40/80/160 + (100% AP). These spirits will keep a charge of magic, this charge holds a heal equivalent to 25%/30%/50%/55%/75% of the target's current health after the heal. Also, these spirits hold a charge of magic, and this charge holds a shield equivalent to 25%/30%/50%/55%/75% of the target's missing health after the heal. Afterward, the spirits come back to Farnovera, healing him and any allies still in the nearby vicinity for all of the heals that were stored in each of the spirits, and granting him and any allies still in the nearby vicinity for all of the shields that were stored in each of the spirits. It takes 2.5 seconds for the spirits to get to the target, and 2.5 seconds to get back to Farnovera. The effect of being in this form is that if you stand still for 9/8/7/6/5 seconds outside of combat, you receive a heal for 20%/40%/60%/80%/100% of your maximum health, and Farnovera can auto attack allies to heal them for (50% AP/50% AD), you can only auto attack an ally for a heal every 5 seconds. Upon reaching 10% health, Farnovera is invincible to damage and impervious to cc for 5 seconds, and upon triggering this immunity barrier, all channels of any nearby allies (including Farnovera) are stopped. Farnovera is also silenced while he has his immunity barrier. Cool down: (30 Seconds at all ranks, [Cool down reduction can't affect this cool down]).

E: Amazing Intellect and Versatility Upon activating, Farnovera manifests his amazing intellect and versatility into a more diligent form. Out of the specific base stats, this form has 100% Armor, 100% Magic Resist, 100% Health, and 25% of all the other specific stats. This form is ranged. This form's entering and exiting effect is an immunity shield that will block 1 spell, and it lasts for 5 seconds. The effect of being in this form is that every 5 seconds you can copy the last ability that was used by an opponent in the nearby vicinity, to copy this ability, you just have to reactivate this ability, however, if the main ability is off cool down (the ability to go back to the base form) you can't copy any of your opponents' abilities. Upon reaching 10% health, knock away all nearby enemies a far distance. Cool down: (30 Seconds at all ranks, [Cool down reduction can't affect this cool down]).

R: Farnovera's True Potential Upon activating, a specific ability or special affect is triggered depending on what form you are in. The color of this ability's icon corresponds with your form. The cool down of this ability is unique to the form. Also, upon activating this ultimate, everyone's screens turn to a shade based on the form Farnovera was in when he cast this ability, a specific sound accompanies it, and Farnovera is revealed for 5 seconds, and he also reveals nearby allies, too. While this ultimate is going off, you can only cast the ability that correpsonds with your current form (base form can't cast any spells), and changing from one form to another during the 5 seconds will stop the ult early. Base Form: Once the channel is started, grant yourself and a target ally an immunity shield for 5 seconds. This immunity shield makes you invincible to damage and impervious to cc. The channel lasts for 5 seconds. After the 5 seconds, teleport to the target ally's location and grant yourself and the target ally 25%/50%/100% bonus life steal, spell vamp, attack speed, movement speed, attack damage, and ability power for 5 seconds. Cool down: (180 Seconds at all ranks, [Cool down reduction can't affect this cool down]).

Overwhelming Courage and Strength Form: Upon activating, gain an additional 100%/200%/400% of all stats for 5 seconds and get a shield for 100/250/500 for 5 seconds. Cool down: (140 Seconds at all ranks, [Cool down reduction can't affect this cool down]).

Over-extending Charity and Kindness Form: Upon activating, start channeling for 5 seconds, during these 5 seconds you are slowed by 75%/50%/25% and you take 800%/400%/200% damage. After the 5 seconds of channeling, restore your health and all nearby allies' health to full. Cool down: (100 Seconds at all ranks, [Cool down reduction can't affect this cool down]).

Amazing Intellect and Versatility Form: Upon activating, alter all of your specific base stats to be 200%/400%/800% of what they were before for 5 seconds, and gain 5 charges of One Step Ahead. Each charge of One Step Ahead will block an ability and enforce every single effect of that ability; the damage, cc, and any other effects, on to the attacker. These charges are permanent until you block 5 abilities. Cool down: (240 Seconds at all ranks [Cool down reduction can't affect this cool down]).

7 Comments

FloRaider428/4/2016, 10:41:24 AM1 votes

I think I need more information... [slayer-jinx-wink]

Emerald Fang8/25/2016, 1:22:55 AM1 votes

I don't like his health growth; it becomes way too much of a power spike during the game and way too much of a nerf early. Also, 3000 HP is WAY too much for max level.

Otherwise, great job! I love the concept.

CobaltTheMadMage8/25/2016, 5:14:41 AM1 votes

Backstory made me cringe. Also, the League of Legends as an in-universe organization is no longer canon as of the latest lore updates. So far all the different champs have their own plotlines and roles in the setting of Valoran, though some whose old lores tied them too closely to the League have yet to receive an update.

Also, I don't know if I'm just TL;DR'ing this and not properly processing all this, but from what I understand his basics all change him into different forms/stances like Udyr (along with some initial effect) except he is locked into a certain 'stance' and unable to use his other abilities for a short time after changing. Except his ult, which he technically has three of as it does something different depending on which form he is in. Also he apparently only has one or two stats per form at their full values, the rest being reduced considerably.

So technically that leaves his autoattacks to be his primary form of damage.

Passive: I'm having a hard time following this, but my understanding is that he has a base stat set that gets changed by all his other abilities, as well as a team shield/heal whenever he drops below 10% health (which had better dang well have a significant cooldown for numbers like those).

Q: So basically this is his engage- jump to a target, switch into an all-out attack form, and get rewarded for continuing to go all-out with bonus attack speed and lifesteal from stacks that decay if you dare not keep attacking. If the enemy manages to get you below 10% HP, you get a small shield and your attack speed and lifesteal double so you can basically shred health bars to refill your own, with your enemy's only hope being that their ADC is sufficiently fed to outpace your healing with damage from a range where you can't hit them back. It's like he comes with his own Bloodthirster...

W: All allies within a certain range of you within 2.5 seconds get a free heal and shield 2.5 seconds later. His attacks become ranged and if he stays out of combat for a few seconds he gets a huge chunk of his health back. Also he can dish out free heals to an ally within autoattack range every 5 seconds, and if you come close to killing him he becomes fork()ing invincible for what is really a long time in the heat of combat in LoL. Honestly I think this one might be a bit much, especially the free healing with autoattacks bit. I'm getting the overall impression that this little twerp is really freaking impossible to kill and incredibly frustrating to fight against, especially late-game.

E: Ok no. Spell shield is one thing, and parrying another, but outright copying someone else's abilities? I'm fairly certain there are several good reasons from both a gameplay balance standpoint and a programming standpoint why League has never done that before. Radial knockback when almost dead seems like it would be annoying, but at least that has a counterplay in the form of a good-ranged skillshot.

R: His base form renders himself and one ally completely invulnerable for a few seconds before giving them an insane boost to all offense stats and lifesteal. Also brings him directly into the fray so he can continue to help ruin everyone else's day.

Attack form is basically Yi's ult but with more ridiculous scaling and defenses. At least he still can get CC'd or else people would rather be pentakilled by Master Yi than have to face this monstrosity.

Healer form makes himself killable for a few seconds before dishing out a max health- freaking max health- heal to all allies that stayed alive after those five seconds if they haven't been slain themselves. I can't tell if this is useless or OP as all heck.

Bullcrap form becomes absurdly OP and not only negates, but reflects the next five attacks he takes automatically. Wow. At least Fiora's Parry requires timing on the summoner's part.

I apologize if I sound harsh through all this- it's late on my end and I tend to get cranky and prolific on forums after sundown- but I just couldn't leave this alone. His backstory is that of the typical Marty Stu and his kit seems to embody the very essence of that trope: just so amazing at whatever it needs to do at a given moment with some arbitrary and questionable 'weaknesses' slapped on to make it 'balanced'. It just seems so all-over-the-place and so sharp tradeoff-y that I can't tell whether it's ungodly overpowered or gimmicky and useless, and I honestly can't tell which I dread more at the moment. Sure this might sound like fun to play as, but I feel like you hadn't put much thought into what it's like to play against this guy. I get that you seem to be balancing him in that he's really weak early-game but snowballs like no other late-game, but the problem is that said late-game eventually will happen, and with the percentage boosts I'm seeing I suspect too few champs have spikes like this guy does that would let them contend with him end-game.

I think I understand what you were trying to do with this concept, and I can appreciate the general idea (aside from the lore), but right now it just feels like a bit of a mess stat-wise. I can't say I know myself exactly what this idea needs to improve (right now, at least) and I am not the final arbitrator of what constitutes a 'good' champion idea, but for the time being I can just use my experience as a LoL player and my knowledge of game design principles to at least provide criticism that may help point this idea in a better direction. I have nothing against you as a person, I simply realize that you have yet to meet your full potential as a designer if this idea is anything to go by. Just keep an open mind to criticism but don't let it drag you down too much and in time even this idea could become something great.