New Kit Concept- Dragoon Fighter
I play a lot of RPGs, and there appears to be a way of fighting Riot hasn't really touched on yet, Dragoons.
For those unfamiliar with the fantasy reinvention of the term, a 'Dragoon' will typically be a unit that leaps high into the air to inflict damage on their enemy while avoiding being hurt in turn. Typically they will have heavy armor and will wield spears, lances, and other such weapons. I believe Fizz is currently the closest to this idea- and he missed it by a fair margin. For a while I had hoped Yasuo would fill this niche, but he's more of a Samurai than a real Dragoon- so I thought I'd post a kit concept idea that Riot (or anyone else) could use if they wish. Obviously as a champion based around jumping, there's going to be a fair bit of mobility involved.
But not too much, I swear; at least I'll try to keep it down.
The Rosso picture is just to give a general idea of what a dragoon is, my idea has no real lore or thought behind it- it's just a kit; that's why the abilities will be referring to Rosso.
Innate- Mistress of the Skies When auto-attacking any airborne or suspended champion; Rosso will deal 3% of their current health over 3 seconds as magic damage.
Q- Ground Rosso slices the targeted enemy twice, both times applying on-hit effects.
Q- Sky Rosso fires a beam of energy in a skillshot, slowing the first enemy it hits and dealing magical damage.
W- Ground Rosso's next basic attack will knock-up her opponent for one second.
W- Sky Rosso smashes the targeted enemy into the ground, stunning them for 0.5 / 0.75 / 1 / 1.25 / 1.50 seconds
E- Ground Rosso charges up before dashing forwards, dealing damage to any unit she passes along the way. A longer charge will grant her more distance and damage. She cannot move while charging and it will not allow her to dash through walls. Min dash distance- 400 Max dash distance- 700
E- Sky Rosso dives at the targeted enemy unit, dealing 100% of her bonus AD to the targeted enemy and half of that damage to all units within 300 range around it in an AoE.
R- My Domain Rosso will shift between 'Ground' and 'Sky' stances when she uses her R; switching from the Ground and Sky versions of her abilities. These shift will bestow bonuses on her. However, she can only remain in her Sky stance for a short duration before it fades. Upgrading this ability will increase the duration. Passive: Landing attacks on airborne enemies reduce the cooldown of the active. Active: Shifting to Sky grants her expanded vision of the surrounding area, and gives her a small movement speed boost; she will also be able to move over walls in this stance. Duration- 5 / 7 / 9 seconds Cooldown- 60 / 40 / 20 seconds
Playing as Rosso Rosso is meant to be an all-in champion. She has many ways to get to her enemy but precious few to get out. Rosso has no sustain or damage mitigation so she must pick her battles wisely if she wants to stay in lane. Rosso has relatively little going for her until she hits level 6, at which point her full potential both as a character and champion is reached. Rosso has a limited window to get all of her Sky abilities off, Rosso views fighting her enemies as beneath her, and so relies on her allies to help if she wants to get a lot of use out of her innate passive. Rosso can start a fight in two ways- she can begin from the Ground for a safer battle since she'll still have her Sky abilities to fall back on if the enemy proves too formidable or too slippery for her to fight- engaging from the Sky is a riskier enterprise as she sacrifices a great deal of her mobility options and will have no way to get out if it turns sour.