New champion :Myrophorus ,the ancient druid

STVSTV·2/27/2018, 9:10:26 PM·1 votes·308 views

*He is a support *He has unique abilities ( which i don't know if they could be made possible) *I've made a sketch of him but my drawing tablet broke ( T_T ) so yea....feel free to use your imagination and creat a sketch of your own if you like my ideas!

Passive: Herbal discovery When a jungle plant is destroyed (Blast Cone, Honeyfruit and Scryer's Bloom) it drops a plant essence. Myrophorus can then pick up these essences to upgrade one of his basic abilities. Every three plant essences can be consumed for an upgrade. Each basic ability can be upgraded up to three times

Q:Healing spores (I though that ,since there is no ability in League of Legends that is a skillshot but also heals,It would be cool to put it .) Shoot a spore that heals for 90(+30%)ap. If this gets blocked by an enemy, it breaks and heals all allies in a really short radius around the enemy for 40(+20%)ap. Upgrade 1: Hitting an enemy slows them. Upgrade 2 : Minions that get passed by this ability gain attack speed for 2 secconds. Upgrade 3 : Gain a shield equal to 60% of the healing done.

W:One with nature On ally cast: Root for 2 secconds.Cannot be affected by cc abilities and gains 25% Armor.(The target can choose when to leave the root by right clicking on it) On enemy cast: Stun for 1,25 secconds and reduce magic resist Upgrade 1 : When the root/stun ends,6 thorns are shot out of the target piercing enemies and dealing 30(+30%)ap. Upgrade 2 : On ally cast: Return 30% of the damage dealt to the target to the one that caused it. Upgrade 3 : On enely cast: Apply brittle

E:Overgrowth Create a small root. Enemies that walk on them pull back the root. The root then deals 60(+30%)ap and pulls back the enemie that stepped on it. Upgrade 1 : Up to three roots can be placed at the same time. Upgrade 2 : Roots that are near jungleplants drop plant essences when triggered. Upgrade 3 : The length of the roots is increased.

R:Nutrience Shield all allies around you for 200(+40%)ap. After 2 secconds, the shields pop. If an ally's shield isnt destroyed he gains 2 Total Biscuits of Everlasting Will. If there is no room in his inventory he consumes them immediately.

He is propably either super unbalanced or truely useless. I was just trying to come up with unique abilities.

If you are still reading this im tipping my fedora for you. [slayer-pantheon-thumbs]

3 Comments

Deranged unknown2/27/2018, 10:41:04 PM1 votes

already got a druid we dont need two

You Disgust Me2/28/2018, 6:36:12 AM1 votes

I applaud you for trying to think outside of the box with this Champion design here, but I recommend that you instead think that there is no box. The presented idea here has a little too many restrictions for comfort for the player, limiting his/her ability to play the champion effectively. Thus, you are thereby putting the Player in a box. Allow me to explain.

The Q, W, and Passive design heavily display this quality. The Q is too reliant on way too many varying factors to be truly effective. In order to heal their allies or himself, he needs to aim the skill, land the skill on an enemy, and has to rely on his allies being within the range of the AoE to receive the Heal (which can be easily zoned off by the enemy). Not only that, but this skill is his primary damage tool, which gives it a conflicted purpose for the Player. Do they want to use their main harass potential on healing their ally or dealing damage? <-- This is not a very satisfying situation to be in because either way, after your Q goes on cooldown, your enemy has an advantage over you. Additionally, it doesn't pass through targets or deal AoE damage when it hits the target, making its damage potential pretty meager to say the least. I recommend you take a look at release Ezreal's old W. It used to function similarly to what your Q does here, but better. Try instead to incorporate something like this.

I'm pretty sure allies wouldn't want you to CC them in any situation, especially a Root/Snare. It really doesn't matter if you block all other CC with this ability if your opponent can get to your carry and effectively blow them up. That brief time frame when your carry gets rooted and chooses to become unrooted is enough time for any burst damage Champion to capitalize on. Also, I feel that this ability may create more unhealthy gameplay for allies than anything else. The Player could use it to intentionally troll their allies while escaping, similar to Tahm Kench's Devour. When compared to its cast effect on enemies, the ally effect becomes dwarfed in comparison in terms of utility.

Finally, your Passive is the biggest offender here. You heavily gate your Champion's gameplay potential to collect Plant Essences for bonuses. To be honest, from a designer's standpoint, additional skill changing bonuses like these should be already incorporated in the kit in some way. Upgrades via Plant Essences or any skill upgrade in general should only change a small aspect of the skill and not add a completely different component. Look at Syndra's Passive and Kha'zix's Ultimate upgrades for reference. Additionally, in order to collect these essences, you are required to Roam, but this champion lacks strong roaming capabilities. I recommend you reference the Champion Bard here. He can easily collect Chimes due to the roaming potential of his E, as well as leave lane presence for their carry with his W. The Chimes are quite reliable in terms of their generation, and don't require (most of the time) traveling great distances to receive their bonuses which include more damage, experience, mana, and movement speed. Jungle Plants on the other hand spawn in designated locations, pretty far from the bottom lane. Traveling this distance without any form of lingering lane presence puts your carry in relatively deep danger as well as making you lose out on a significant amount of level experience. Thus, you'd be obligated to stay in lane and not collect the passive stacks to prevent your ally from losing lane.