[Champion Concept] Tack, the Spirit of Benevolence

Jellycake Demon·11/4/2015, 8:20:57 AM·4 votes·393 views

Primary: Support. Secondary: . Additional Roles: Player Choice.

Statistics: Attack Power: 2. Defense Power: 6. Ability Power: 4. Difficulty: 7.

Place of Origins: Unknown. Upon Selection: Let the festivities begin!

Tack is a spirit that enjoys being around people who enjoy festivals & each other’s company, when Tack appears at these gathers of friends & family she will ensure that the people will enjoy the best & greatest of parties or celebrations while at the same time blessing the people that they will forever be kind to their fellow man.

Since Thanksgiving is about giving thanks to what they have & to celebrate the joy of being with one another. So I figured why not base a Champion around this concept, since I personally never seen such a character in any other video game I figured this would make a good idea.

Health: 399(+30). Health Regen.: 1.9(+0.38) Mana: 278(+29). Mana Regen.: 1.8(+0.37) Range: 520(Range). Attack Damage: 22(+2.2) Armor: 15(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.

Friends: None. Enemies: None.

Appearance: Tuck looks like a young human woman, she stands 5’4ft, has neck-length reddish brown hair that has several curls on the back. She wears an old-English ball dress that is bronze with orange designs with a little bit of gold stitching on the sleeves & the back, she also wears a wooden mask that looks like a female dear.

Gameplay: Tuck is a Support that is suppose to be omni-present on the map using her ult to teleport all over the map to help her teammates that are in danger or about to enter a bad situation, she's mainly a support that is meant to stay behind her team & give them a nice boost to their Combat states with her Passive while she use her other Abilities to aid her teammate in various ways.

Additional Hints & Basic Idea of Tuck's Kit. So in short Tuck is a Support that wants to teleport all over the map with her short CD Ult to help which ever ally needs help the most (Note: that doesn't mean that i want her to ditch her ADC) acting as a small Combat buff for her team with her Passive then use her other Abilities to aid in peeling the enemy while trying to keep her team nice & healthy.

the Q-Ability is basically a large A.O.E Heal over time to aid in fights or to heal up after a big fight.

the W-Ability is a twist on Urgot ultimate by switching places with an ally for either getting them out of danger or put them in a prime spot if they are to slow to get to the front of a fight. the Shield is to aid either Tuck or her ally if they get surround by enemies after the switch

the E-Ability is Tucks main source of hard hitting CC & her only main damaging Ability to aid in peeling, use it to poke or to help lock down a key enemy while also crippling additional enemies.

Summoner Spells: summoner 4 & summoner 3.

Item Builds: Starting Items: item 2003/item 3303/item 3340. Essential Items: item 1331/item 3092/item 3110. Offensive Items: item 3165/item 3050/item 3135/item 3001. Defensive Items: item 3157/item 3027/item 3065/item 3026.

Passive: Festival’s Life. When Tack is near an ally Champion that is within 180-radius of her will receive a 12% Attack & Movement Speed Boost, have a 10% Damage Reduction & have their Auto-Attacks deal 12% of Tack’s current Ability Power as bonus Magic Damage.

Q-Ability: Festival’s Lights. Range: Self-Cast. Cool Down: 23/21/19/17/15. Cost: 60/70/80/90/100. Heal: 15/20/25/30/35(+30% bonus AP). Activate: after Tack has activated this Ability she will spin in place releasing small little balls of fabric from her dress that have a little candle light in it, after a 0.25 second delay after the initial activation Tack will place a lantern on herself & any allied Champions within 200-radius of her. These lanterns will continue to Heal its target every 0.5 seconds for 3 seconds, also allies affected by this Ability will be Immune to the 1st Crowed Control made against them while the Ability is still active.

W-Ability: Pirouette’s Grace. Range: 450. Cool Down: 20/19/18/17/16. Cost: 100. Shield: 80/110/140/170/200(+30% bonus AP). Passive: every 6.75 second Tack’s next Basic Attack will have her kick out a surge of energy that will deal 3% of her targets Max HP as Magic Damage. **Activate: **after Tack has chosen a single ally Champion within this Abilities Casting Range then upon its activation she will perform a graceful dance move, after the initial activation Tack will switch places with her allied target. Now if either Tack or the affected ally switch places when an enemy Champion is within 170-radius of either of Tack or her ally then Tack or her ally will gain a Shield.

E-Ability: Graceful Movement. Range: 450. Cool Down: 14/13/12/11/10. Cost: 70/80/90/100/110. Magic Damage: 30/50/70/90/110(+40% bonus AP). Activate: after Tuck has chosen a broad path with this Ability then upon its activation Tuck will kick in the targeted direction sending out a surge of energy, the first enemy Champion hit by this Ability will be dealt Magic Damage & be Stunned for 1.5 seconds. Even after the energy surge has collided with an enemy Champion it will still travel down the chosen path damaging all enemies but now it will only apply a 30% Movement Speed Slow to any additional enemy Champions for 1.5 seconds.

R-Ability: Graceful Presence. Range: Global. Cool Down: 4. Cost: 90. Magic Damage: 40/70/100(+60% bonus AP). Slow: 15/20/25%. Activate: after Tack has chosen a single allied Champion that is currently on the Map she will then Teleport to her targeted ally after a 0.5 second delay after the initial activation, when Tack has appeared next to her teleported ally she will create a small gust of warm wind that will deal Magic Damage to all enemies within 185-radius of her ally while also being applied with a Movement Speed Slow for 3 seconds. Tack can’t use this Ability on the same ally more than once every 9 seconds.

3 Comments

Jellycake Demon11/5/2015, 12:14:24 AM1 votes

please leave your Feedback, I would like to know what you guys think of Tuck & show me what you think needs some work or tweaks.

Vorazun11/5/2015, 1:10:43 AM1 votes

Hi! I'd just like to point out some things that could be improved with your concept.

The passive is just offering stats. It's not a very interesting way of doing things, as it means that it's quite a binary ability. It's also somewhat odd because the radious is effectively melee range. Even though you champion is ranged as well, it might be difficult to keep the effect on an ally, as it would require much coordination. I would instead recommend that it be a targeted benefit with some kind of tether you can form by right-clicking that gives bonuses for a short duration. Not only does this grant windows for counterplay, but it also allows the ability to be more situationally powerful

The W passive proc honestly seems to be there for the sake of being there. It's not a particularly powerful passive, it's cooldown is moderately long, and it doesn't scale while you won't be building much penetration. It feels like that this could be power that could be best moved elsewhere.

R feels like it takes inspiration from Brightwing of HotS. In this case though, it is a very powerful ability. No matter the casting restrictions, a 4 second cooldown on a global ability is several magnitudes too short. I would recommend, at the very least 45-60 seconds between casts, and even then, to only be available when Tack is out of combat, or it is basically a get-out-of-jail free card. It would be very oppressive because even if they 4 or 5 man gank you, you just press R on an ally and shoop you're gone. It also feels somewhat strange to have such a heavy melee focus on a ranged champion. Perhaps consider making Tack melee instead?

Rundus111/6/2015, 11:31:04 PM1 votes

W passive is iffy. I'd give her some CDR mechanic to manage the high cooldowns on her abilities. Additionally, that ult may prove a tad monstrously strong. Consider adding an actual CD and buffing the initial ability.