Three Support Champions/Concepts: Levi, Riley, and Zurm
So, I love playing support. Not just because it's an essential role for keeping the team's vision up and the (likely) carry alive and healthy, but because the role allows you to be so...trolly through the amount of vision denial and creep denial that you're responsible for dishing out. As such, I'm interested in increasing the diversity of champions that we see in the role that I typically main. Below, you'll find three ideas that I've had for support champions utilizing newer introduced mechanics (brittle,drowsy) or older unused ones (such as camo). From the outset, please understand that I don't care about giving any of them hard lore backgrounds or edgy stories about their role at the intersection of light and dark. I also don't care about super specific numbers and ratios. Since those things can always be iterated on (and I welcome anyone to do so), I'm more interested in sharing a few supports whose general flavor and base mechanics would make them fun for _me _ to play.
Concept 1:
Character concept: Levy (or Levi, or really anything),the Scrap Savant For visual reference, start with some Axl Low (http://guilty-gear.wikia.com/wiki/Axl_Low ), throw in a fair amount of Edward Elric (http://fma.wikia.com/wiki/Edward_Elric ), and embellish the package with the accoutrements of Junkrat (https://overwatch.gamepedia.com/Junkrat). Lorewise, I envision him as a human naturally deeply in tune with metallic ores (the way Taliyah is for earth writ large) and a natural tinkerer who is friends/rivals with Rumble and has loose associations with some combination of Zaun, Piltover, and Bandle City.
The kit direction with this concept was a champion with some transformation attributes that gives him conditional tankiness and power, but was otherwise a poke support (with the E continuing to increase his ability to harass with basic attacks) that brought brittle, terrain and an AS/range steroid to the fore. Overall, this champion is probably the most mechanically loaded of the three, and would likely take significant rebalancing/paring down.
Passive: Scrap collector -> Collects stacks of scrap from non-killing blows from basic attacks. Junk stacks modify Levy's abilities and increase your basic attack range.
Q: Flak Cannon -> Toss out a slow-moving bundle of metal that spreads and passes through units, dealing a small amount of true damage (modified by rank) and making them brittle (duration modified by junk stacks).
W: Barricade -> Dash in a given direction and create a wall (terrain) of X width (modified by scrap stacks) for X seconds (modified by rank). You can attack your own walls to push them in a given direction. Up to three walls can exist at a time, but spacing them between each other and existing walls has stringent requirements.
E: _ Tune-up_ -> Briefly increases target's range and attack speed (based on %cooldown) while also decreasing some of your range.
R: _Summon Scrap Titan _ -> Channel for 4 seconds to summon a scrap titan that you hop on and command. Your summon is nominally invulnerable, but also highly unstable. This thing is essentially a melee boxing bot (Think of Real Steel https://en.wikipedia.org/wiki/Real_Steel ) that Levi will narrate the actions of in mock sports-announcer style.
Scrap Titan Abilities: Passive: Instability -> Your mech gets more instable over time from first instance of combat. At 75% instability, your R becomes available. At 100%, your mech explodes, forcing you to retreat out of it. Instability builds up more slowly with rank, and the number of times you are attacked increases the rate.
Q: A quick Left Jab! -reliable, fast, harassment that slows approaching units. W: A Wild Haymaker from the right! -move struck opponents to the left of your orientation E: A Kick! Is That Legal?! -send opponents in front of you back a fair distance. R: Desperate Flurry of Blows! -> Levi jumps off as the mech starts to overheat and goes in a rampaging flurry of blows. Essentially makes your mech into a wall that buffets anything that comes to close to it before blowing up when it becomes too unstable.
Concept 2:
**Character concept: Riley, the Agent of Change **For visual reference, start with Brianna Hildebrand as Negasonic Teenage Warhead (http://www.moviesjacket.com/image/cache/data/negasonic-teenage-warhead-coat/negasonic-teenage-warhead-coat-850x1300.jpg ) and slather on a hunk of Lil’ Slugger from Paranoia Agent (https://i.imgur.com/lVwMlCI.gif ). I’ve thought of Riley having various combinations of skates, bats, combat boots, and studded gloves, but regardless of the gear used she should look lean, mean, mobile, and melee. Lorewise, I imagine her primary potential affiliations as Zaun, Noxus, or Piltover. She’s meant to feel like someone hellbent on a goal. Perhaps she’s a self-appointed protector of a dangerous neighborhood without law enforcement to speak of? Maybe she’s a revolutionary working to topple an aristocracy or a powerful conglomerate? She may cause chaos, but isn’t an inherent chaotic like Jinx; she has things she wants to protect.
The kit direction with this concept was a champion with potent melee cc that requires her to stay on a target a little longer than many (like Braum’s passive) and support abilities that require her to move around a lot (a la Rakan). Playing her should feel aggressive and fast. Not meant to be a true tank, or even too bruisery really. Speed and sudden aggression are her tools.
Passive: Dizzying Blows -> Riley's basic attacks stack a debuff that causes enemies to become drowsy and fall asleep on the fourth hit
Q: Maximum Justice Pawnch (or Whatever) -> Punches any minion, champion, or jungle creature in a line of range X(% of AP?) until collision with the first champion or wall. Champions hit by another champion are briefly feared. : She can cast this on her own team/minions, this is a way for her to peel by forcibly moving her own ADC.
W: Path of Resistance -> Leaves a trail behind you that decreases the movement speed of enemies crossing it.
E: _ Bodyguard_ -> Riley taunts a target at a small range. Imagine it something like this: https://www.youtube.com/watch?v=fsKtRgfDImE
R: _Amp Up _ -> Riley amps herself up, adopting a shield and increasing her base movement speed. This ability has a low cooldown and the shield and movements speed stacks, with Riley losing some stacks when taking damage.
Concept 3:
**Character concept: Zurm, the Cowardly Swamp Monster. **For visual reference, start with one of the Oracles from WoW (https://vignette.wikia.nocookie.net/wowwiki/images/d/d1/Oracle_Soo-rahm.jpg/revision/latest?cb=20090612172239 ) and mix in some Godzilla (https://images-na.ssl-images-amazon.com/images/M/MV5BMjMyNjY0Mzk1OV5BMl5BanBnXkFtZTgwNDEwNjI3MTE@._V1_SX1777_CR0,0,1777,740_AL_.jpg ), Leon from Awesomenauts (https://awesomenauts.gamepedia.com/Leon_Chameleon ), and Greninja (https://bulbapedia.bulbagarden.net/wiki/Greninja_(Pok%C3%A9mon) ). Zurm’s big, like Gragas or Sion-style big. He’s a predator with some bulk, but a cowardly one and shouldn’t feel too willing to go ham. Lorewise, I imagine him a denizen of the Plague Jungles or some Vastayan offshoot. Maybe he's got beef with Rengar? Maybe he's scared shitless of him?
The kit direction with this concept was a support champion with stealth and good cc that is maximized by surprise. Playing him should feel tricky, trolly, and disruptive.
Passive: Shimmering Scales -> Gain camouflage when entering a bush, and increased movement speed while exiting a bush.
Q: Adhesive Tag -> Apply a tag to a wall, minion, monster, or champion. Applying a second tag bungees the two tags closer together, with nonstationary tags each being pulled together less than a stationary and a nonstationary tag (wall x champion). Does not break stealth; landing the second tag on a champion from stealth empowers the bungee effect.
W: Smush -> Zurm jumps forward and slams his hands together, drawing enemies in the arc to the center and dealing a small amount of damage. Appends a stun if done from stealth.
E: Belch -> Belches a cloud of poison of X size(modified by rank) that moves a short distance and causes dot damage. Every fourth belch instead moves faster and farther and attracts enemies toward Zurm. Breaks stealth.
R: _The Ultimate Tongue _ -> Zurm zends out his adhesive tongue in a line, briefly suppressing the first champion hit (and, I imagine him panicking as he realizes that he can’t unstick himself) before he flicks them toward him while simultaneously jumping and landing behind the afflicted champion, close to its original position (Reworked version of Urgot’s old ultimate).
And that's all for now. Feel free to comment or not!