Minion controlling champion (updated)
Summary:
Each spell, Q, W and E would summon a different type of minion.
- (Quickcast) Pressing Q/W/E once would summon the minion -Each minion needs mana to summon and slowly drains the champion's mana as long as they are summoned, like how Swain ult is toggled and uses mana per second -A minion would be 'unsummoned' when it is either killed or called back
- (Quickcast) To 'unsummon' a minion, hold Q/W/E for e.g. 2 seconds and the minion would disappear if it is within range of the champion (Range not determined yet) -A minion can not heal itself unless it is 'unsummoned' where it will automatically regenerate over time. However it can be healed by external sources e.g. summoner spells/items/other champion's abilities -There would be an average cooldown for the spell once the champion summons or 'unsummons' the minion. e.g. after the player uses Q, he/she has to wait a few seconds before he/she can hold Q to 'unsummon' -If a minion is killed, the cooldown for that specific ability used to summon that minion will go on a long cooldown -To control a minion, press the ability once and it will go where you want it to go, and press the ability on an enemy champion to attack them; basically as how you would control Annie's Tibbers -Each minion has their own health bar while each bar being segmented e.g. how zyra plants have 3 bars each representing 2 health. -Each minion can not go further than a certain range, they can be used to scout areas further away from the champion's field of vision but can not move outside a certain range away from the champion. If so, I think they should either a. be unable to execute that command (just doesn't move) or b. Automatically 'unsummon' -Killing the minion would grant gold and a small portion of the minion's passive -Minions spawn like Yorick's W -If the minion is idle for 3 seconds, the minion automatically follows the champion -All minion states scale with champion stats
The ability bar also shows how much health your minion has the same format as Gangplank's Powder Keg stacks. There will be a small number at the bottom right which indicates how many bars the minion currently has, which should gradually increase over time.
Champion passive: Standing still for a few seconds would cause 3 targetable minions to surround the champion (like Aurelion Sol passive), but each one has one health point and can block a single spell or auto before dying. If champion is hit while recalling but one of these minions block the hit, the recall will not cancel
Possible designs for minions:
Q: -Offense focused -Higher attack than W minion -Higher speed than champion speed (Around the speed of Malzahar voidling at base stat) -Lower health than W minion -Passive: Each time the minion attacks, it life steals a little bit but the life stolen is stored and will be given to the champion when 'unsummoned', but does not heal champion if it dies before being 'unsommoned' -Grants champion a slow to their next attack (maybe deal bonus damage) -Does more damage to enemy the lower their health -If killed within 5 secs of spawning, it splits into two; each with 3/4 the original's stats and splits into two again if killed within 3 secs each with 1/2 the stats of the 2nd splitting -If killed, grants the killer a bit of health -Probably looks something like a Razorfin
W: -Defense focused -Higher armor and magic resistance than Q minion, but lower attack with weak aoe -Slower than champion movement speed (speed changes as champion's speed changes but will always be less than the champion's speed) -When summoned, taunts all enemies in a small area for a short time e.g. 0.5 secs -Passive: Has a permenant aura as long as it is alive and summoned that increases the defense of all allied champions and once 'unsummoned' grants a temporal shield lasting a few seconds for the champion -Every third attack slightly knocks the enemies back, like Riven 3rd q -Knocks back enemies away from the direction of the champion when casted -If killed, grants the killer a smaller, temporary shield -Probably looks something like the tanky thing from the Bildgewater Summoners' Rift game mode
E: -Utility focused -Has weak, slow attack speed ranged attack which slows enemies with each hit by )maybe) ~10% -Moves slightly slower than Q minion -Periodically unleashes a short ranged wave around the minion which acts as a radar and can detect invisible opponents but only shows their location e.g. like Rek'Sai borrowed state -Passive: Does not give a passive when 'unsummoned' but extends champion vision range slightly when not moving. Range increases as ability is leveled up -Grants short burst of movement speed to champion when summoned -If killed, reveals the area for the enemy team for a few seconds (like a really short scuttlecrab) -Casted like Viktor's e. There will be an initial casting location and a skillshot arrow connected to it. When spawned, it immediately fires a skillshot that pulls in the first unit it collides with like Blitzcrank Q. After that action, minion control is the same as the others -Probably looks something like the Ocktlepod
R: Makes the champion swap places with one of the minions and the champion gains a small bonus movement speed and a 0.5 second spellshield. (Or change the buff depending on which minion it changes places with) Moderate cooldown, each time a minion attacks, lowers the cooldown of this by a second
Playstyle: Like most champions focusing on minions and pets, this one is most likely going to be immobile, that's why the ult is there to counter that. Kind of like a cross between a LeBlanc and some other immobile minion caster.
I don't think this champion would be too broken since it forces players not to spam their minions or keep them out too long as it will drain their mana extremely quickly (Champion should probably be disabled or nerfed hard during URF). Not sure whether this champion should be ranged or melee. Both ranged and melee is reasonable as this champion is usually at the back lines, sending the minions to fight, but if the champion ults to swap places with a minion in order to get closer to a enemy champion, then melee would be better at this point.
It would be great if you guys could comment on some suggestions for the passive and configurations of controls or anything you want really.
I apologize in advance if the same idea has been suggested before, I skimmed through the first page of posts regarding this type of new champion and don't think I have plagiarized anything.
