Champion concept - Puppetmaster

Vadalken·12/9/2015, 12:28:54 PM·2 votes·415 views

Riot has stated (long ago) that they wanted a minion/servant based champion and has tried to make somthing like it several times (ex Yourik, Zyra, Zed to some degree). So here is a concept about a minion/servant based champion that might work.

Puppetmaster (a title not a name)

Concept: A champion with 2 sets of abilities much like Nidalee, Jayce and Rek Sai. One ability (either theultimate or a normal ability) makes a puppet that can be controlled (much like Annie has Tibbers). When the puppet is in play the champions abilities is replaced by a new set of abilities that are cast by the puppet instead of the champion, much like how abilities can originate at Pix and Living shadow. Hence, in a way, the champion can't fight propperly while the puppet is summoned.

The puppet should be mele and stronger that the champion that summoned it. Also it's worth considdering not having the champion be able to do basic attacks while having the puppet summoned. Maybe having the attack commands meant for the champion apply to the puppet instead, but that may be difficult to program.

The idea is that the champion without the puppet is weak, while the puppet is nearly as strong as a normal champion, but with one less ability. The champion can stay a safe distance from the enemy and have the puppet fight for champion, but not having the puppet close to the champion makes the champion voulnerable.

Visually the champion should be a thin and tall human with a generic collorfull and patched puppetmaster outfit.

Possible abilities:

When the puppet is not summoned: (Note: It's probbably easier to balance if most of the champions abilities are utility based and most of the puppets abilities are damage based, so you don't encounter the balance problem of most shapeshifters where they have 2 sets of abilities that damage.)

Ability 1 - Summon puppet: This ability will summon a puppet and change the champions basic abilities. Possibly the ability might also give the puppet a movementspeedboost of 20% for the first 2 - 3 seconds after it is summoned. The puppet lasts indefenitely or untill the puppet or the champion dies. The champion should also be able to unsummon the puppet by using the ability that replaces "Ability 1 - Summon puppet". Ability 1 - Summon puppet should have a long cooldown period of 2050 seconds.

The puppet should have stats based on the champion, but exactly how depends on whether you want the champion to be ad, ap or "juggernaut" in build, though I belive ad builds make more sence. The Puppet should be able to take a reasonable ammount of damage (possibly more than the champion) and have very high base attack dammage, while it's abilities should have low base dammage but decent scaling.

Visually the puppet should be very plain. Like a wooden doll with no face or clothes.

Ability 2 - Puppet strings: A cone attack that deals wery little or no damage that has a medium sized aoe (Annie incinerate in range, but with a wider cone) that slows enemies hitt. The champion should be able to move while using this ability, possibly making it a 2 - 3 second channel ability with increased slow or a short snare for champions that got hit by the full duration of the channel. 10 - 20 sec cooldown.

Visually this ability has thin white strings originating from the champion "wiggling" in the cone area partially overlapping one another.

Ability 3 - Throw legg: A medium dammage skill shot with average missile speed that damages the first target hitt. This ability is for giving the champion some damage and viability since both the other basic abilities are utility based with low or no dammage. 5 - 10 sec cooldown.

Visually this ability has the champion do an arm movement, then a legg simmilar to that of the summoned puppet travels in the direction the ability was cast.

Ability 4 - Puppet dance: This is a ultimate ability that sends out minions that automatically attacks nearby enemy champions for ~10 seconds. They persist until they are killed, the duration has passed, they get a certain distance from the champion that summoned them or the champion that summoned them dies (maybe they should persist even if the champion dies). The minions do not change targets and one minion is summoned to attack each nearby enemy champion (the detection range should be quite large). This means 1 minion attacks 1 enemy champion, no multiple minions attacking 1 champion. 120 - 180 sec cooldown.

These minions should have low health, but take reduced dammage from aoe, be imune to slow and take 50% dammage from crittical strikes. The minions should deal a low amount of dammage per basic attack (magic or physical dammage), but have a high attack speed with increasing dammage per attack. The minions are mele and have hight movement speed. The minions can not be controlled.

If the puppet is present when using this ability, the ability originates where the puppet is, not where the champion is, but range limitations for the puppets movements is still centered on the champion (makes it easier to program since the minions are not supposed to dissapear if the puppet dies, and most nonchampion entities in lol don't leave a marker when they die).

Visually this ability is exactly like "Ability 1 - Summon puppet", but multiplied by however many enemy champions are nearby. Also the summoned minions should be visually simmilar to the puppet, but have a clear distinction (they can be smaler, be in many different collors etc).

When the puppet is summoned:

Ability 5 - unsummon puppet: Like mentioned earlier, the champion should be able to unsummon the puppet. When the puppet is unsummoned, the champion gets a movementspeed boost of ~40% . This means that the champion can unsummon the puppet to ecape enemy champions, but then does not have the puppet in play. This ability should not be usable for 3 - 5 seconds after summoning the puppet (no dubbletapp).

Ability 6 - Puppet spinn: Enemies close to the puppet are damaged and stunned for 0.5 seconds. It reduces it's own cooldown my 0.5 second for each enemy champion hit. 6/5.5/5/4.5/4 second cooldown.

Visually this ability should have the puppets upper boddy rotate 2pi radians (or 360 degrees for people who do not understand the glory of pi) or pi radians to ephasize how plain the puppet is with identical front and back.

Ability 7 - Puppet charge: The puppet gains a movementspeed boost of ~80%, passes through units and deals damage to every enemy hit for ~1.5 seconds. Cannot use other abilities while it is active. 10 - 20 sec cooldown.

The poppet moves very erratically and spastically for the duration, flailing it's arms and shaking it's head.

Passive - Puppet love: When the puppet dies/is unsummoned the champion gains a shield based on it's level for 3 seconds. The puppet gains 1% increased damage for every 4% health the champion (puppetmaster) is missing.

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