{Champion Creation} Sei, The Telepath

LilStacey87··2 votes·897 views
https://scontent.forf1-1.fna.fbcdn.net/hphotos-xaf1/v/t1.0-9/64518_521033361154_1663992622_n.jpg?oh=8421fdbba23c78e44c2e9da19e890c5c&oe=56F5443D

FIRST AND FOR MOST I WANT TO THANK THE SUMMONER THE DJINN FOR HELPING ME REWORK AND BALANCE MY ABILITIES.

Hey, so I was thinking about leagues champions and I'm kind of a fanatic when it comes to KITs, Niche's and Art, so I decided to see what I could come up with. This is just the moves, Quick and easy. Let me know what you think.

Role: Mage/Fighter

Base Stats: Health 571 – 2016 Attack damage 61 – 116 Health regen. 5.4 – 19.3 Attack speed [*] 0.651 (+0% – 51.0%) Mana 392 – 1276 Armor 24.2 – 87.1 Mana regen. 5.0 – 22.0 Magic res. 32.1 – 53.4 Melee 250 Mov. speed 360

Auto-Attack Animation -Aaryan will throw a whiff punches that hits targets even if they are at 250 range. -Empowered attacks would look like devastating blows that also hit from range (Think Kayle, but with a visual wind-like projectile.)

PASSIVE: -*Aaryan uses a Rage Bar as his resource, in combat Aaryan gains Rage over time, dealing or taking damage further increases Aaryan's rage until full. At full Rage, Aaryan's missle speed and cast animations on Ablities become much faster.

(Ability 1) Q: Telekinetic Grab Aaryan fires a blast of kinetic energy out to 800 range dealing (80 / 120 / 160 / 200 / 240 +75% AP) magic damage, lifting up the 1st enemy stuck and putting a target in Stasis 1 second. While lifted, Aaryan may recast it within the next second to use Telekinetic Throw, OR (E) Telekinetic Slam to be cast in mid-air.

Q: Telekinetic Throw He may reactivate this ability to launch the enemy up to 600 / 700 / 800 / 900 / 1000 units in the direction of the cursor, Enemy champions are thrown only half the distance, targets struck by the enemy unit are knocked aside. But the targets will stop moving upon collision with structures.

  • The reduction of distance thrown for enemy champions helps mitigate this ability. The scaling toss range makes this MUCH stronger the later in the game you are. You're also rewarded slightly for hitting champions with other champions, but the overall CC duration remains relatively low, since it IS a basic ability). >The thrown unit is considered to be under Forced Action until destination is reached.

COOL DOWN: 14/13/12/11/10 seconds Range: 800 TYPE: Skill-Shot/Skill-Shot

(Ability 2) W: Psychic Assault Aaryan pummels his opponents with a barrage of telekinetic blows. He gains maximum attack speed and 450 bonus range for his next four attacks (or for 3.5 seconds, whichever comes first), each of which deals ( 10 / 20 / 30 / 40 / 50 +30% AP) bonus magic damage and hit in an AoE around the primary target. The last attack deals double the bonus damage (20 / 40 / 30 / 80 / 100 + 60% AP) and slows any targets struck by 99% for .5 seconds.

Cooldown: 15 / 14 / 13 / 12 / 11 seconds Range: 700 (Max) TYPE: Empowered Basic Attacks

(Ability 3) Slam After a brief delay, Aaryan attempts to lift up units in a targeted area and slam them into the ground, dealing 80/110/140/170/200 (+.8 AP) Magic Damage in an AOE and slowing enemies by 50% for 1 second. Minions and monsters around the slam area and including the unit slammed take double damage

COOL DOWN: 6 seconds RANGE: 800 TYPE: AOE with a small delay.

(Ultimate) Calm Metamorphosis Aaryan drains his current rage as he coverts into state of composure, his walk animation is changed into a hovering glide and he gains his Supreme Focus passive even without full rage until empty. While the Rage is draining. Aaryan also gains 30/35/40% Ability Power, Magic Penetration, Movement Speed and a percentage of his missing health based upon how full the Rage Bar was when he activated his Ultimate. Landing abilities in this state also decreases all cooldowns by 3 seconds per strike. COOL DOWN: 80/60/40 seconds COST: All Rage TYPE: Skill-Shot

EXAMPLE BUILD: item 3020 ,item 3285 ,item 3151

SPEECH Champion Select

Mind of Matter!

Movement

I'm going No rush Take your time Patience Calmly At Steady Pace Focus

Casting (Q) Telekinetic GRAB in regular form

Come mere' No escape Hold still Don't move! ...

While Building rage

Your pushing my buttons Don't test me You don't want to see my mad side Your asking for it

Gaining Full Rage

  • Aaryan's hands will glow and his ability animations will change slightly, he'll put extra "umph" into his attacks and abilities to show he's really starting to be pissed off.

Using Ultimate

Witness my truth This is my reality I will not lose No mercy

  • Aaryan's hands glow as if the passive were active and there is a healing circle below him as the rage drains. His head is slightly tilled to the side and downwards as if he's had enough play time and his ability animation's seem more calm and finesse, though the missile speed is increased and his delay time on (E) is shorted.

32 Comments

LilStacey871 votes

Looking for feedback on champion idea :D

LilStacey871 votes

Updated my moves, looking for opinions.

LilStacey871 votes

Reworked my (W) today. Looking for better suggestions for my KIT. Please keep it Telekinetic based if possible.

LilStacey871 votes

If anyone is bored and looking at concepts, please assist with a Lore and some quotes. Thanks

LilStacey871 votes

Still no post, I'm keeping faith though, I need help with Lore, Quotes (W) and (R)... Im going for an Mage/Assassin or Assassin/Mage. Please assist :D

LilStacey871 votes

Good Morning, wondering if I can get some love on my concept this A.M.

ModThe Djinn1 votes

Alright. First things first -- if you want comments, please don't put abilities in quote boxes in your initial post. You have to copy/paste them manually, which really makes it difficult to critique.

Anyway...

Sei's Energy Regen is doubled every 5 seconds until full or an ability is cast. Every 3rd ability or basic attack on the same target also restores 50 energy and lowers all non-ultimate cooldowns by 50%.

Energy regenerates quickly enough the first bit isn't really necessary unless you've got huge energy costs. It's already 10/second, meaning it only takes 20 seconds to refill the entire pool. All you're really doing is creating a character who spams heavily every 5 seconds or so, which isn't that different from existing characters.

The second part is fine, except that without energy costs and cooldowns it's hard to judge. The cooldown part is probably WAY too powerful though, since you have THREE non-ultimate forms of hard CC already on a manaless champion. That's bad news.


Sei launches a skill shot of telekinetic energy within 700 range. The 1st unit struck will take deal 50/75/100/125/150 (+75% Ability Power) Magic Damage be rooted for 1 second. During the time of the root, Telekinetic Grab will become Telekinetic Throw.

Probably okay. Depends on the exact cooldown and cost, but the ability isn't insanely powerful.

Sei can throw the rooted target withing 450 range of where the target itself is, dealing 15 (+ 10% of the targets Max Health) Magic Damage and slowing them by 40% decaying over 2 seconds if they collide with an enemy minion or small monster. Thrown enemies who collide with terrain or other enemy champions are stunned for 1 second (Including the champion who this unit collided with) and take 50 (+ 100% AP) as physical damage. The thrown unit is considered to be under Forced Action until destination is reached.

This is the problem. If you hit once, you get a second hit (only one hit away from your 50% cooldown reduction) that is long-range forced displacement AND percentile maximum health damage AND AP scaling base damage AND potentially hard CC across multiple targets. Without consuming any sort of limited resource, since energy regenerates so quickly. That's a definitely no. Way too much stuff on this single ability.

Toggle: Sei Locks onto an unit within 1000 range, running into auto-attack target in range will cause Sei to attack them even without attack targeting (right-clicking the target). Also, The third basic attack on the locked target will be empowered, dealing (AD)+(AP) magic damage and increasing Attack Speed by 10% stacking 5 times. -Cost low energy per second and still works with Sei's passive.

...The toggle seems rather pointless. I'm not sure what this does that clicking doesn't already to. The passive is probably fine, although I have no idea how much damage it's supposed to be doing, which is a problem. Finally, HOW does this work with your passive? Does it count as one spell per second? If so, that's insane and has to be cut IMMEDIATELY, since the rest of this guy's moves are both hard CC.

Ultimately, though, this ability just isn't interesting to me.

Sei lifts up a target and turns them upside-down, slamming them, dealing (AP) Physical Damage and stunning them for 1 second. Minions and monsters around and including the unit take double damage. (The lift and slam is considered Forced Action)

Straightforward and somewhat thematic, I guess. Kinda boring for a telepath though (also, I think you don't mean Telepath -- Telepathy is specifically communication. This kit is closer to Telekinesis, so he might be Sei, the Telekineticist). It's also going to be overpowered if his passive remains the way it is -- there's currently 3 seconds of hard CC on non-ultimate abilities, and each one that hits reduces his cooldowns by 50%. Enemies will NEVER get to move. Ever.

Sei Blast an AOE of Kinetic Energy in a cone, charming all Champions struck for up to 3 seconds. During this Charm effect you can hold (ULT) button to charge up a blast in the same cone area dealing magic damage and Knocking back foes. Power and Knock-back increases the longer the blast is held.

...how on earth does a blast of Kinetic Energy (which is raw force, typically) charm people? The mechanic of this one is also a little weird -- do I press it and hold it? Do I press it, press it AGAIN, and hold it? Make that clear, please.

Anyway, 3 seconds of AoE hard CC on a nuke with more CC attached on a kit that already has repeatedly hard CC is WAY over the top. This is more powerful than some AoE initiator ultimates, and that's an issue.

LilStacey871 votes

Thanks, I already knew the (W) and (R) where out of place, but I really like the concepts with my passive, Q, and E... The Q is a skillshot and the E would be a single target spell. The reason the passive reduces cooldowns is because I visioned Sei as this Telekenitic beast that tosses champions into things and slams them at will. I just cant seem to come up with a cool W or R and no ones seems to know any cool ideas ether.

ModThe Djinn1 votes

The problem is that the Q / E /Passive is too much reliable CC on (likely) short cooldowns, and your E can be used to ensure you land the entire Q. It's too efficient, and overly punishing for the enemy

LilStacey871 votes

I have to disagree, the Q can hit units other that champions and the missle speed could be slower than usual, giving the opponent enough time to dodge with dash effects, just about every champion has them now-a-days anyway. But I would change the passive though, the double energy regen maybe over the top, but I wanted to get readers the vision that you'd get rewarded for landing skills shots. I wanted ((W) to be a AOE with a delay but I didnt know what to do for it yet so I just filled...

ModThe Djinn1 votes

Again, the double energy regeneration is the least of the problems. The ability to lead E into an assured Q on the stunned target followed by displacement in the direction of your choice and another stun, each part of which reduces the cooldowns of every other part of the combo is the issue. This character can lock someone down for 6 seconds...an amount of CC only found on low-damage tank support monsters like Nautilus and Leona.

LilStacey871 votes

I see your point. My laptop was running a little slow earlier so I had to system restore. Check back in about an hour or so if you can sir/mam and let me know what you think. I really do appreciate your insight.

LilStacey871 votes

Looking for any comments before I go to bed.

LilStacey871 votes

Good Morning folks. Bored? Take a look at this champion concept and tell me what you thiink!

LilStacey871 votes

Home from church. Let me know if you like what you read. leave a comment.

LilStacey871 votes

Goodnight Fellow summoners, just want to see if I get any feedback in the morning, hopefully someone reviews by edited move-set.

ModThe Djinn1 votes

So...some improvements, and some issues.


#PASSIVE

Every 3rd damage source coming from Sei to a target (in a row) causes his skill-shot abilities to become instant and single-target spells. These spells are free of cost and will refund 60 energy after the cast

He only has a single skill-shot on his kit, as written, so this ability is...almost unnecessary. Also, he'll NEVER have energy issues EVER with this as written. You can cast your W on cooldown forever without seeing a dent in your energy, for example.


#Q Your Q is still incredibly overpowered. It's a 6-second cooldown form of hard movement control combined with displacement AND potentially AoE hard CC that ends with a 100% AP ratio scaling true damage AoE nuke

Imagine a mana-less Blitzcrank pull that also nuked for huge True Damage, didn't cost a huge chunk of your mana bar, and could be used once every 6 seconds.

This ability HAS to have power cut from it. A lot of power. It's currently functionality is probably ultimate-worthy when considering all the factors together -- and it's an unbalanced ultimate at that, due to the insanely low cooldown and lack of a mana cost for such a potentially game-changing effect.


#W So I don't like the current W. An extra 100% AD and 100% AP every .5 seconds is a huge damage boost, and your passive ensures that it never actually costs you energy. That's bad. It also reduces your CDs by a huge amount, which isn't necessary, as your Q is already painfully low and your E is a very low 8 seconds.

I did enjoy the one you seemed to have changed to yesterday though -- if I recall correctly you became stationary, gaining a fairly large range bonus and dealing bonus magic damage on your next three attacks. I rather enjoyed that due to the image of telekinetic fists, along with the better gameplay of high moments and low moments depending on the ability cooldown. Your damage was a little highly tuned, but the concept worked much better than the current ability, which is just a DPS boost that encourages spamming W over and over again.


#E The most balanced ability on the kit. No real issues with it. Personally, however, I'd be tempted to build some combos into his abilities to make his playstyle a little more interesting, and also balance out his power a bit. I also really think that, with the amount of CC and displacement you seem to want on this kit, he can't be an energy-user -- mana seems almost necessary for the displacement-based gameplay pattern.


#MY SUGGESTIONS FOR Q and W

I have to run to work, so you'll only get my thoughts on these two for now. I think you can preserve the ideas you have while better balancing the abilities and game flow overall.

Q: Telekinetic Grab Sei fires a blast of kinetic energy out to 800 range, knocking up the first enemy target it hits for 1 second. If Telekinetic Grab hits a target Sei may recast it within the next second to use Telekinetic Slam.

He may reactivate this ability to launch the enemy up to 600 / 700 / 800 / 900 / 1000 units in the direction of the cursor, dealing (80 / 120 / 160 / 200 / 140 +75% AP) magic to it and any enemy it strikes. Enemy champions are thrown only half the distance, but targets struck by an enemy champion are stunned for .5 seconds. Targets will stop moving upon collision with terrain.

Cooldown: 12 seconds.

The reduction of distance thrown for enemy champions helps mitigate this ability, as does the lack of up-front burst. The scaling toss range makes this MUCH stronger the later in the game you are. You're also rewarded slightly for hitting champions with other champions, but the overall CC duration remains relatively low, since it IS a basic ability).

W: Psychic Assault Sei pummels his opponents with a barrage of telekinetic blows. He gains maximum attack speed and 150 / 200 / 250 / 300 / 350 bonus range for his next four attacks (or for 3.5 seconds, whichever comes first), each of which deals ( 10 / 20 / 30 / 40 / 50 +30% AP) bonus magic damage and hit in an AoE around the primary target. The last attack deals double the bonus damage (20 / 40 / 30 / 80 / 100 + 60% AP) and slows any targets struck by 99% for .5 seconds.

Cooldown: 15 / 14 / 13 / 12 / 11 seconds


Those suggestions combo nicely together, as you can use W to set up a slow on a target so you can land your Q, or you can use your Q to throw allies close together so that your W AoE attacks can tear into them.

LilStacey871 votes

Thank you so much sir/mam! This is what I in-visioned the champ to be like. With your numbers the champion seems balanced and funnier than I imagine. Sorry you have to go to work but thanks again. Also, what would be a better passive for him?

ModThe Djinn1 votes

I think it depends on what you want this world to be. He's melee range, which typically means either an assassin or a fighter, but yet you seem to have a very dependent on spell casting. I think you need to put a little more thought into exactly what his role is going to be: is he a displacement mage? An area of effect magic damage bruiser? Is he an assassin? Once you figure out what you want him to do, we can figure out how to tweak his abilities so that they fit his concept while also functioning in the role.

LilStacey871 votes

Well I really want him to be something like a Mage/Fighter. He's definitely a displacement mage, but I still want him to deal moderate damage. Like Ryze, but in burst. It's a little difficult to explain.

ModThe Djinn1 votes

Can you elaborate a little more? Ryze would be far too powerful if he had burst damage and hard crowd control and displacement in addition to what his kit already has, so I'm trying to find out about how you would like to see him tuned considering other characters as a baseline.

Around what range do you see most of this guy's gameplay happening in? This is someone who builds tanky, or does he build almost pure ability power? What stage in the game should his power be concentrated in?

LilStacey871 votes

If I had a choice, the champion would shine mostly mid or late game. He'd build straight AP and most of the burst damage would come from the reward part of his abilities, like Wall-Hits, and the Last hit on Psychic Assault... love that name for the moves by the way

LilStacey871 votes

Any idea's or comments, please drop them below

LilStacey871 votes

Updated my thread with an Example Build. check it out. Im thinking of making a Lore and this guy being from Noxus or Zaun. Let me know what you think

LilStacey871 votes

Woke up early this morning, just want to state that I might make a lore of this guy being from Noxus, a mid-top laner

LilStacey871 votes

Still no lore yet, I've been a little busy, but tell me what you think if your review this champ.

LilStacey871 votes

Happy Thanksgiving to all those reading this concept!

Not Sungben1 votes

When you realize that all champion concepts will never be accepted:

MMM WHATCHA' SEI Heh, I'm funny.

LilStacey871 votes

When you realize YOLO.... But yea, your funny. But it's worth a shot, I love league

LilStacey871 votes

Can someone help me work on a better ULT? please comment below

LilStacey871 votes

Came up with a new Ult, if your reading this, let me know what you think.

LilStacey871 votes

Reworked my ultimate, just bumping the thread to see if any other league fans can help me with a lore

More from Concepts & Creations

More by LilStacey87