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champion concept, Helix

AlmightyLegendz··1 votes·808 views

Simple 1 o clock thoughts helix is a ranged support who specializes in helping teams through sustained times

passive: Help and Hex Helix's autos travel in a straight line, and can pierce through targets. Helix can auto attack allied champions to give them a small boost in att speed, movement speed, while boosting their health regeneration for 10 seconds. Shooting allies costs mana. Helix can only shoot an ally once every 15 seconds, but can shoot a boosted ally multiple times. If an auto boosted champion is shot multiple times, they will only get a small attack speed bonus.If an auto - boosted ally autos a champion, they get marked with hex. Helix can auto hexed champions to lower their movement speed, attack speed, and give them g reviews wounds. While in a brush, Helix's auto range massively increases, but autos in a brush will root helix until the auto connects, or misses. These autos are skillshots, and cost mana to use.

Q: Health donors this ability has 2 parts. When cast, Helix throws down a circle of impurities that slows and damages enemy champions. After 1 enemy champion leaves this circle, the impurities then explode 2 seconds later, dealing mass aoe damage. The 2nd activation throws down another circle of purities. These purities heal and speed up allies. The healing scales with the damage dealt by the impurities, and heals by up to 2 times the damage dealt with the 1st cast of impurities. After an ally leaves the circle, the purities explode 2 seconds later, healing a mass amount. Champions damaged by impurities cannot cross areas filled with purities for a short time.

w- To Safety! this ability has 2 casts. The 1st cast throws a lasso to an ally, and as long as the ally is clicking onto the lasso, they cannot move or auto. The second cast can be thrown at a wall. If this grappler hooks onto the wall successfully, the 2 will fly to the wall after a 1 second delay. Champions affected by " to safety!" Are invulnerable during this time. However, if the 1st lasso fails to connect and hits an enemy, Helix is massively slowed. If the 2nd grappler hits an enemy, BOTH helix and the lasso ed are massively slowed.

e-spirits with me when activated, Helix and nearby allies are surrounded by spirits called by helix. These spirits can intercept skillshots, but will die when hit. Allies can kill these spirits to regain health, while getting a massive movement speed buff for a short time. If there are still some spirits left after 10 seconds, the spirits will return to the afterlife, causing a small radius of fear around each individual spirit not killed.

r:transfer the pain Helix calls upon the gods, and sacrifices a chunk of his health to turn the tides. All damage helix takes during this channel are doubled. While channeling, damage that allies take will be reduced by 25% around where helix is channeling. Helix channels for 3-6 seconds. After 3 seconds, Helix can stop channeling. If helix completes his channel, enemies who have damaged allied champions take 25% of the damage they dealt onto allied champions impacted by Helix's channel onto themselves. Helix is immensely slowed after the channel. The damage that enemies take after Helix's channel is instaneous, while slowing them immensly, equil to the slow helix recieves.

So that's it. Broken,or useless? Straight up a weird kit? Comment it, constructive criticism is appreciated :D

10 Comments

Pimpslapper1 votes

His passive probably wouldn't work as it is now, due to the fact that they cost mana to use while in a brush (that, and from what I get from this kit is that he is some sort of person that handles pathogens & medicines, like a plague doctor. Yes, I know what some of you are thinking. Singed 's skin Black Scourge). I like that his regular autos are essentially skillshots (like twitch's autos in his ultimate), but I think a problem would arise when auto attacking an ally (they could walk out of the way without realising it). I laughed so hard when you put "Helix can only shoot an ally once every 15 seconds, but can shoot a boosted ally multiple times", because y'know, boosters. But seriously now, keeping to the theme I think you're going for, I think this would be a better fit for his passive (I will include references to functions other champions use - functions and not the effects, mind):

Passive - Help and Hex Help: Helix can target an allied champion (similarly to how Zilean grants exp to allies, without the channel) to give them a small boost in attack speed by (5/10/15% at levels 1/11/16) and flat movement speed by (10/20/30 at levels 1/11/16) for 6 seconds. Additionally, this heals them equal to (25/50/75 at levels 1/11/16) + (10% AP). Attacks and abilities from the buffed ally that harm enemies apply a stack of Hex. This effect costs 40 mana and goes on a (20/15/10 at levels 1/11/16) second cooldown after use.

Hex: Helix's auto attacks damage units the projectile passes through for 40% of his base AD as magic damage over 2 seconds. Helix's auto attacks apply a stack of Hex to the main target. When an enemy has 5 stacks of Hex, they are slowed by (40/50/60% at levels 1/11/16) and have reduced damage output by (10/15/20% at levels 1/11/16) that decays over 5 seconds. After the debuff wears off, they cannot have stacks of Hex applied to them for 6 seconds.

Notes: Hex's part which reduces their damage output also decays, meaning it isn't too powerful. I split the passive into 2 definitive parts, which hopefully reflect the intended play style. I removed the auto attack skillshots idea, as if you were to build attack damage or on-hit damage items, he would basically become a bit on the broken side as you would deal all that damage to pretty much anything. That, and having an auto attack as a skillshot is a bit unreliable to have. Making his auto attacks deal magic damage to only the ones it passes through _based on his BASE AD _ fits in with (what I believe to be) the theme of the champion - a doctor who deals in medicines and pathogens. It's like his auto attacks leave a plague on those it passes through. I believe I've kept this moderately balanced so far.

Q - Passive: This ability stores vials periodically, up to a maximum of 2 (like Vi 's E - Excessive force)

Active: Throws a vial containing pathogens that shatters when it lands. This is an AoE ability with a small-medium size radius (slightly smaller than/equal in size to Chogath 's Q, Rupture). Enemies who walk through the area take damage over time as magic damage and gain Plagued while in the AoE and up to 2 seconds after leaving. Hitting a Plagued target will cause this ability to deal lots of damage.

Notes: I found this ability would be impractical if it was "I need to use this offensively before I can use it to save/buff this person". That, and if the champion left the zone for it to explode, who's in the explosion radius? The name of the ability didn't seem to fit in too much with it either. I reworked it into what I think would work above. As for a name, I wasn't about to sink as low as "Vile Vials" or something pun-ishing like that (oh dear, kill me already).

W - To... Safety? Before I even attempt to think of something to go here... lasso? "Tie me up real good baby" and it would literally be the weirdest doctor taking MissFortune 's sweet ass out of a fight, and "I've pulled" INSERT LENNY FACE HERE. Although the idea of this couple getting out in a pinch together (or possibly even engaging) simply doesn't fit in with the kit. Unless this champ has some sort of fetish for tying up people. whistles Moving on swiftly... Actually, now that I think about it... Helix > Double Helix > Deoxy- ribon -ucleic Acid. He could get away with 2 ribbons.

W - Ribonucleic Binding Helix produces a super-enlarged gene and plays hook line and sinker with enemies Just kidding, that steals Nautilus's spotlight.

E - Spirits... < As in he is a drunk, right? Seriously now, I've got to say that yes the world setting has magic, spirits and all sorts of other things like this, but I can't see this champion as the sort to call upon spirits, when he's got potions. I can imagine he used to be/is buddies with Singed.

R - Pain Transfer Helix calls upon the gods... wait. Is he a priest/doctor that dabbles with pathogens? I think I already said this, but the theme is quite unclear. This ability will pretty much kill Helix if he hasn't built full tank. Not even kidding. Double damage? Ouch. Plus, its a channel ability with an AoE aura similar to Janna but it lasts longer and hurts Helix a ton.

I see that he is meant to be a support champion that operates defensively with enough offence that he is meaningful in a teamfight and useful in the laning phase. I haven't bothered to rework his other abilities as of yet because I have no clue what this champion's theme is and trying to find an ability that makes sense with this guy is just... a nightmare. His Q and Passive were simple enough to swap up: I could keep the Q's idea that he is throwing down an AoE zone that hurts/heals, but as I explained before I took out the healing aspect because its so overloaded anyway and would be hard to use for its defensive part (heals and speed buff). His passive was "SPEND MANA EVERYWHERE" or "OOPS I ROOTED MYSELF AND WASTED MANA IN A BUSH FOR NOTHING" but had some good things going for it (speed buffs, attack speed buffs and healing). To be honest though, now that I think about it, the Help part could well be put into his W or E instead, though it has found a good spot in his passive.

I hope that you take this into account when further brainstorming your idea. I'd also like to see a response from you with regards to who this champion is, and what he is meant to do.

(As in, I hope you respond so that I don't think I've wasted 2 hours)

Pimpslapper1 votes

I was literally about to leave the page, then came up with something for either his W or his E

Sanitise Helix purges all debuffs off of an ally or himself and heals them. (Almost like a mikael's crucible, but clears stuff like Teemo 's blind, as an example) The heal would scale with 60% AP with a base amount of 60/100/140/180/220, but the ability would have a long ass cooldown on it. I imagine it would be something along the lines of 24/23/22/21/20 seconds (with 45% CDR you get it down to 11 seconds max rank, which isn't too bad when you think that a Janna shield is up every 5 seconds and lasts for 5 seconds and gives attack damage.)

AlmightyLegendz1 votes

The idea of a merc/ heal skill is cool! But having 2 healing spells on a champion massively reduces that they can do in solo situations, or in fights in general. But cool idea, thx!

Pimpslapper1 votes

Oh darn, yeah. forgot that the passive already did healing. I suppose the passive could probably do without the heal as this is most effective of the two. However, I have just seen your other comment ^^

I'll see what ideas I can think of for the theme you put down!

AlmightyLegendz1 votes

It's nice to read other people's thoughts! I was going for like maybe a cursed tomb raider style champion, who can't go front line, but instead assists his team from backline. Obviously his extra damage taken from ultimate is big, which is why u can't just spam it front line whenever u want. The idea to this concept is simply choosing a perfect time and place to do things, and if it were to be the risk. Ur ideas might help me out for future ideas thou, the :D

Pimpslapper1 votes

In that case, my prediction was waaay off x).

Thanks for elaborating btw, it really does sound like a unique champion at this point. Trying to think of a theme that makes a tomb raider heal could be a little tricky mind, though stuff like magic barriers would work (warding evil spirits as he delves into crypts) e.g. what you proposed for his E - "Spirits with me" - makes perfect sense in his kit. I think limiting it to skillshots would be somewhat weak though, as some champions don't even have skillshots (Udyr , Alistar ,Nunu etc.). I think it would be much better to have it so that the particles that surround the champion are spirits much like when Ahri has her fox fires around her, in addition to a spell shield like Sivir has, except Helix would be able to cast on any of his allies, and not just being a self cast ability.

I assume that due to Helix being cursed, his Q's purpose was to spread a curse to his enemies. I think that the ability I proposed might be a better way to go, for the reasons I explained before when I thought of how to change it. Scrap the charge system and have it as him casting his curse to an area. So still an offensive ability. Though, if he is meant to be a backline support, he would probably want reliable cc to stop assassins from getting the carry. In other words, both the Q ideas we proposed might not be such a good idea given this champion's goal.

As for his W, I know I joked about it because I had the thought that he'd be taking MissFortune away for some special treatment, but knowing this actually makes sense, though it kind of steals Nautilus 's spotlight of using the terrain to traverse through the rift. That said, I have a very clear and awesome way this guy would carry an ally out of the fight. Before I describe it, I will say now that I have two ideas as to how Helix uses his ranged attack - He uses a small firearm, or he casts magic from his palms. I'll assume he uses guns, as your initial passive stated that his shots would pierce targets. His W could take the form of a grappling gun. The first cast would aim up the shot (he can cancel by issuing another command, such as moving) and the second cast would fire. If an ally were to right click him in this time, Helix grabs them and then he instantly fires. It would travel until it hit a wall, or reach maximum range (I would hope that the range would be long, but not insanely long - probably long enough to not make it a powerful chasing tool but at least as long as Nautilus 's hook. It would ignore minions, but not monsters or champions. If the ability were to hit an enemy champion (or monster), it would probably function similar to how Thresh 's hook pulls them towards Helix the tiniest amount, and in addition apply a slow. Oops, that is too similar to Kled's Q when he is mounted on Skaarl.(Its thanks to this champion Rito are bringing in that I didn't upload my champion concept that I'd worked on about 2 years ago who had a grappling hook in his kit... people would think I wasn't original and stealing ideas ;-;). AHEM If it were to hit a champion it would deal damage, apply a small slow and stop (essentially meaning if an enemy is in front of you when you launch your grapple, you can get denied the mobility). If it hit a large monster, it would deal damage to the monster and you could pull in as if it were a wall. (Basically, synergy with Syndra would be unreal, but hey! That would need coordination in the first place).

This W now has:

Interaction with your team. Interaction with your enemy. (Naturally, the damage would be quite low, as otherwise people wouldn't want to stand in the way of the skillshot).

So what have I got now...

Helix's "Spirits with me" prevents the next instance of Damage and/or CC on an ally Though, it is kind of underwhelming when put next to Morgana 's E, so probably CC immunity and damage reduction (as opposed to complete damage immunity) for the next X instances (probably 3? Alight, best way to counter Rengar is right here xD).

Helix's "To Safety" Is kind of like a combination between Thresh 's W and Nautilus 's Q with some changes.

Helix's other basic ability should be something that deals damage and applies hard CC (e.g. stun... or fear? Fear sounds fitting for this champion's theme)

Helix's passive could probably be changed to suit this Lara Croft/Indiana Jones champion (sorry, had to mention them at least once ;p).

I still think his ultimate is like the ultimate sacrifice, and really doesn't have many opportunities to shine without him being taken from behind, literally and figuratively. If you played him as a backline, he would probably be squishy to begin with ;/.

I think that it would be cool if Helix scored a critical strike, his animation would change from using a pistol to... instantly hitting the target with a magic blast. Literally typed out that sentence and remembered that Kayle 's W, when activated is a projectile-less attack (basically it bypasses Braum 's shield if targeting behind him, and Yasuo 's windwall). There again, that is possibly a bad idea as you would see this support running around with full critical strike x). That said, it could be implemented into his passive as an "every X hits" or "against targets that have X+ stacks of hex".

Thought of something Helix can have as a Q ability that applies CC:

Q - Book of Dread Helix reads out a page from the book of dread, dealing magic damage and fearing enemies that hear the words.

This ability would be a point blank AoE (probably about the size of a Blitzcrank ult? Perhaps a bit too big for how powerful this move is) I believe something like this would work, as he is in the tombs (and I would from here assume) looting artefacts that possess powers like no other. It could be a death chime. It could be a cursed skull instead, whereby he lifts a cloth from it's face and anyone approaching him would be feared, and anyone running would be slowed severely (this variant would likely work like a Cassiopeia ult, using an AoE cone instead of a circular zone. As for that decision, you could think of what sort of artefact like object you can imagine this guy with, and roll with that. Fear would be pretty cool to have though, seeing as only Fiddlesticks , Hecarim , Urgot , Nocturne and Shaco can apply it to champions. I understand that this is similar to a Fiddlesticks 's E + damage and AoE, so the fear duration should be significantly less (and therefore reward hitting multiple targets) (Note: The cone would likely be healthier than the point blank if keeping a range of ~550-600 units effective range)

Just realised that this would literally be the only meaningful damage that Helix would output ;/ I'm going to keep my thought processes there, I've just got to figure out what ability should work as his secondary damage source. Having fear on a low cooldown is unhealthy, but the fear comes with the damage ;/...

OOH! Instead of having fear on the Q (just replace the fear with a hit to movement speed and damage output - basically an instant application of the Hex portion of his passive) have it so that when someone attacks the champion who has the spell shield from E, it causes an AoE fear that affects all enemy champions nearby. It would be the same principle of putting a Zilean ult on the ADC, it deters enemies from attacking them, and if they do attack that target they suffer.

I'll reply to this post with how I would expect to see these abilities with their tool tips, given how long and messy this post already got.

Pimpslapper1 votes

Passive - Help & Hex -Currently Almost Unchanged-

Help: Helix can target an allied champion (similarly to how grants exp to allies, without the channel) to give them a small boost in attack speed by (5/10/15% at levels 1/11/16) and flat movement speed by (10/20/30 at levels 1/11/16) for 6 seconds. Additionally, this heals them equal to (25/50/75 at levels 1/11/16) + (10% AP). Attacks and abilities from the buffed ally that harm enemies apply a stack of Hex. This effect costs 40 mana and goes on a (20/15/10 at levels 1/11/16) second cooldown after use.

Hex: Helix's auto attacks damage units the projectile passes through for 40% of his base AD as magic damage over 2 seconds. Helix's auto attacks apply a stack of Hex to the main target. When an enemy has 5 stacks of Hex, they are slowed by (40/50/60% at levels 1/11/16) and have reduced damage output by (10/15/20% at levels 1/11/16) that decays over 5 seconds. After the debuff wears off, they cannot have stacks of Hex applied to them for 3 seconds.

The heal might be a bit much, and the Hex could possibly be changed to something similar to how Varus works with his Blight stacks. Reduced the on-target cooldown to 3 from 6

Q - Book of Dread (Cooldown: 11/10/9/8/7, Mana: 50/55/60/65/70, Conic AoE 60* 600) Helix reads a passage of text from the Book of Dread, dealing moderate magic damage (90/120/150/180/210 +70% AP, + An additional 10/15/20/25/30 +8% AP damage to enemies that have stacks of Hex, per stack (maximum bonus damage is 50/75/100/125/150 40+% AP)). This ability refreshes the duration of Hex on enemies it hits, if they have any.

Removed slowness (people can pick up Rylai's if they want slowness) and made it so that his damage ramps up against targets, as this is Helix's only form of damage. The low cooldown allows for DPS and makes up for having no other damaging basic ability.

W - To Safety! (Cooldown: 24/22/20/18/16, Mana: 70, Range: 1250) FIRST CAST: Helix fires a grappling shot. If it collides with terrain or a large monster, allies can click Helix to Instantly initiate the second cast of this ability. Hitting a large monster or champion with this ability will inflict 40/60/80/100/120 (+20% AP) SECOND CAST: Helix pulls himself to the location he hit. If the ally caused the second cast, they are taken with Helix to the end location.

E - Spirits With Me (Cooldown: 18/17/16/15/14, Mana: 80, Cast Range: 950, Point Blank AoE Range: 600) Helix gives himself or an ally a spell shield which blocks the next instance of damage and crowd control from an enemy champion. If it successfully blocks an enemy attack/ability, all enemy units nearby are feared for 1.2/1.3/1.4/1.5/1.6 seconds

R - ? Personally haven't figured anything out for this ability. The one you proposed just seems a bit too unreliable and requires a particular scenario.

Remember: This is your creation and that anything I've put you can choose to use if you like the sound of it. At the moment I would say that his ultimate could do with a moderately reliable offensive ability that he can use from the backline. You could always do an ultimate that is similar to Corki or Teemo where the ultimate stores charges e.g. long range ability that summons lots of undead creatures that chase down nearby champions. You can keep deploying so long as you have charges! (That last idea probably wouldn't work, it might but I doubt it.)

Enjoy! Just my thoughts as to how this champion could function. (Sorry if I've overdone it ;P)

AlmightyLegendz1 votes

Just a quick clerical ion on this guy's passive, Helix doesn't curse himself! Let's say helix autos a vayne, and now she's buffed. If vayne autos someone, that VAYNE auto curses the person being autoed. Real nice ideas btw :D the w interaction u suggested was pretty neat, but the q idea may be broken lol

AlmightyLegendz1 votes

Clerical ion= clarification, sry auto correct

Pimpslapper1 votes

I think that by removing the hex stacking from his own autos in his kit, if he finds himself alone he might be a bit screwed. Think about how Braum works with his passive - he lands a Q or an auto, then he can continue stacking with anyone else.

Yes, I thought that might be the case as it is powerful, but he really has no other damage coming out from his kit as it is right now. When put next to Zilean , the Q damage and AoE I specified in the other post are nothing in comparison to the bombs (900 cast range with a 300 explosion radius, dealing 300 +90% of his AP x 2 if he uses W to refresh the cooldown and gets a stun out of it). That said, Zilean isn't that strong a champion overall. He's good, don't get me wrong. He just isn't the best.

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