LoL champion concept - Ector
So I thought on a whim "what if a champion had some sort of mechanic where the different animations of basic attack effected how they played?" since basic attack animations are normally just created for the visual effect and only effect a character in how delayed they are. I thought that the best way to do this would be through having different limbs associated to basic attacks (the other idea having two guns with different effects) hence why I created this champion concept.
Just to note: I am not all that great at League and I have little technical knowledge, however; I bothered making stats because I did not want to half-ass the idea (mostly because I had nothing better to do :/ )
(BTW if you see underscores [or in this case, random italics with unfinished sentences] instead of Ector it's because I used underscores before thinking of a name).
Base Stats Health: 535 – 1980 (growth per level = +85) Health Regen: 8.5 – 19.55 (growth per level = +0.65) Fury: begins game with 0 out of max 100. Has 250 at level 18 (dependent on level; 100 at lvl 1 + 14.7 [or around that number] every level afterwards). Melee: 100 with punches, 200 with kicks Attack Damage: 58 – 104.75 (growth per level = +2.75) Attack Speed: 0.68 – 1.17 (growth per level = +3.25%) Armour: 22 – 90 (growth per level = +4) Magic Resist: 30 (no growth) Movement Speed: 340 Abilities Passive 1: Ector’s basic attacks follow a strict pattern of two kicks followed by two punches continuously. Punches and kicks have different effects, punches have a shorter range (100) but deal 110% damage and kicks have a longer range (200) but deal 90% damage.
Passive 2: Ector uses fury. Fury is built up from basic attacks, building up 5 fury per basic attack. Fury is used as the cost of abilities and does not degenerate otherwise. Ector has 100 fury at level 1, increasing by 14/15 (14.7) every level.
Change Stance (Q) Cost: 5 Fury Cooldown: 0 Ector has three stances. In order they are: Default – The basic stance that uses both kicks and punches. Changing to this stance changes the order from which it was last (so the order switches between kick, kick, punch, punch and punch, punch, kick, kick). Fists – All basic attacks are punches. The first basic attack after changing stance gives 20/25/30/35/40 movement speed to Ector for 1 second. The movement speed buff has a separate cooldown of 10 seconds. Kicks – All basic attacks are kicks. The first basic attack after changing stance is empowered, dealing a bonus 50% bonus AD in physical damage. The empowered attack has a separate cooldown of 6 seconds.
Weave (Fists W) Cost: 80 Fury Cooldown: 30/28/26/24/22 Ector times a dodge to the opponent’s attack. If weave is timed successfully, Ector will dash to the opponent and strike them, dealing 120/150/180/200/225 (+ 50% total AD) in physical damage. If weave is timed to an ally casting an ability on Ector, Ector will instead dash to them (range of dash being 650). Weave can be cancelled during the dash to return to where you were before dashing and refreshes half the cooldown. _Notes:
- The parry itself lasts 0.5 seconds, so requires precise timing and a good prediction
- Weave cannot be interrupted by CC. The dash to a target cannot be interrupted but the dash back when cancelling can be interrupted.
- Weave prioritizes based on your cursor (so if Soraka heals you as Thresh attempts to pull you, you will dash to either depending on whether your cursor is aimed more towards the Thresh or Soraka. If there was only one person hitting you with an ability then you will dash to them regardless of cursor location)._
Machine-gun Kicks (Kicks W) Cost: 20/25/30/35/40 Fury Cooldown: 8/8/6/6/5 Range: 400/50° Ector unleashes a flurry of kicks in a cone in front of him for 3 seconds, dealing 10/11/12/13/14 (+10% total AD) physical damage every quarter second. Ector Cannot move during the duration and Machine-gun kicks can be cancelled at any point.
Wall Bounce (E) Cost: 50/55/60/65/70 Fury Cooldown: 15/15/12/10/10 Ector charges towards a wall in the cursor’s direction within 700 range at +100% movement speed. Once Ector has reached the wall, he can bounce off it towards a nearby opponent/ally by targeting them (within 500/550/600/650/700 range). When bouncing to an opponent, wall bounce has different effects depending on the stance Ector is currently in. Default: Ector will deal 50/60/70/80/90 (+35% bonus AD) in physical damage to a single target and stun them for 1/1/1.5/1.5/2 seconds. Fists: Ector will deal 80/120/150/180/220 (+100% bonus AD) in physical damage to a single target. Kicks: Ector will deal 60/80/100/125/150 (+75% bonus AD) in physical damage in an AOE circle (400 range). Wall bounce has no effect when bouncing to allies. If Ector does not charge into a wall within the range or is cancelled, then the cooldown will be increased by 50%. _Notes:
- By wall, I also mean any structures like inhibitors, turrets and champion created structures like Anivia’s wall.
- Both the charge and the attack can be interrupted by CC
- The charge does not interact with anyone Ector goes past (he is ghosted)
- The charge’s direction cannot be changed mid-charge; the direction is decided by which way the cursor is facing upon cast
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I imagine that the charge part of the move would control similarly to Sion's Ultimate except without any ability to steer. - Visually, imagine a WWE wrestler when they run up to the corner of the ring and jump off of it, the default attack being a full body slam, the fist attack being an elbow drop and the kick attack being a slightly more realistic looking Street Fighter's Tatsumaki Senpukyaku.
Grand Uppercut (Fist R) Cost: 100 Fury Cooldown: 100/85/70 Ector empowers his next basic attack, dealing 150/250/300 (+100% bonus AD) physical damage and knocking up the target for 1.5 seconds. The empowerment buff lasts 3/5/8 seconds and can only be used up by attacking enemy champions. Basic attacking non-champion enemies will deal half the damage with no knockback but will not remove the empowerment.
Blast Kick (Kicks R) Cost: 100 Fury Cooldown: 100/85/70 Range: 800 Ector dashes towards a target enemy, dealing 300/400/500 (+40/50/60% Total AD) in physical damage. If the opponent is knocked up, Ector will instead deal 300/400/500 (+100% Total AD) in physical damage and regain half the fury cost. _Notes:
- Grand Uppercut and Sky Rocket do not share a cooldown and can both be used separately_
Edit: Looking back I feel that I should have just used rage instead of making "fury", that the Q bonus effects are too powerful along with the cooldown, the W abilities don't entirely fit in with the kit, the E is too gimmicky and that the ultimate/s do too much damage.
Sharing your thoughts would be appreciated