Gålsian The Defender

Skins Project·2/28/2017, 7:09:14 AM·1 votes·1,264 views

Alright... Lets go... Champ concept In 3... 2... 1... NOW #Passive Pt 1

#Resource BAR ##Sway/Moral

  • Concept 1 Sway. Sway is a currency that is at bace 50. Upon successful landing hits/blocking/killing you gain sway. Sway can stack up to 200. (Decay/growth concepts will be added if this is the "Popular" choice)

  • Concept 2 Moral. If the game is oriented towards your team, moral is high. If you are at a disadvantage, moral is low. Moral starts at 0 & has a range of 2500 units (Vision in the last 10 seconds required) Each champion is = 5 moral Minions are 1 2 and 3 (Base, cannon, and super respectively) Tibbers/Daisy are considered super. Enemies are the opposite IE enemy champion is - 5 moral Moral Affects the damage/effects of abilities.

  • Sway can increase the scale of abilities.

#Passive Pt 2

  • Defensive Orientation Upon dropping below 50/40/30/20% hp (at levels 1/3/5/8) (Or bace 30% all around) Gålsian no longer attacks, instead he "blocks", in order to block he must right click which triggers a block for .2 seconds, this block can block any incoming attack/spell damage. (Cc will not be ignored) However, this block chance is equivalent to 20% + .01 of his additional ad and .005 of his additional ap. (IE 1000 additional ad =120%block chance, 1000 ap=70% block chance.

Then there are 2 possibilities here.

  • Limitation 1 Limited at max 70/75/80/85% at levels 1/5/10/15
  • Limitation 2 Each consecutive successful block decreases the chance by 5%

##Q-Betrayal -10 Sway

  • Turns an enemy minion into an allied minion, however the turned minion appears the same to the opposing team, this minion can be killed in one shot by the enemy, and is classified as an ally to your own minions/turrets. This ability can be used globally on any minion group. This minion auto-attacks heal instead of dealing damage. (This includes towers) The heal it applies is equivalent to 2 times it's bace attack damage, and resistances are not applied.

  • OR the heal does it's normal attack damage + 3 times MORAL This has a cool-down of 5 seconds.

  • The minion group targeted will have an "eye" over it, this indicates to the enemy team that a betrayal has occurred in one of the minions. Each minion group can only have 1 betrayal.

  • Normal minions take 1 stack, cannon minions take two, and super minions take 3. This has a cooldown of 5 seconds and has 3/4/5 stacks at points invested 1/3/5

  • The time it takes for a stack to generate is 20/18/14/8/5 seconds. -Note: if it wasn't clear enemy minions/towers/ai will not automatically attack the spy although towers will "Identify the spy" (Along with oracals/vision wards) by giving it the enemy colors. (so your teams?)


##W-Saboteur/Scout -20 Sway

  • Sends a minion INTO enemy minions/tower/champions This ability casts similar to a victor E (Planned paths)
  • Scouting. Create a path, the summoned minion walks back and forth across the path. It can cross up to 1 items of terrain each 1000 units. It has 4 hits. It gives vision in a range of 250 units with an additional cone of vision range in front of it (Planned pathing :))
  • Saboteur this can be targeted onto a tower, champion or minion group that it will follow.
    • Tower. First off towers don't attack these minions, if this minion targets a tower it takes 5/4/3/2/1 seconds to sabotage the tower. It takes 50/75/90/100/150 armor/mr from the tower for 5/8/13/15/20 seconds along with halving the towers attack speed for the duration.

    • Minions, the Saboteur joins a group of minions it follows the group of minions disguised as one of them, the saboteur decreases the moral value of each unit within 500 units by 1 (IE enemy champion in the range becomes -4 instead of 5, minions go from -1 to 0) OR it decreases the values of nearby minions by 5/10/15/20/25%

    • Champions. Runs at the champion and slows them down & decreases their stats while the Saboteur is on them by 20 armor at all levels (Or 10+moral at all levels) and reduces movement speed by 10/25/40/60/80% while attached. It can be killed by champions.

NOTES The ability works by "targeting" an enemy and then creating pathing away FROM it, the minimum pathing distance is 3000 units away. (IE you can't start next to it) Over the 3000 unit run it can jump over 1 terrain every 1000 units (Similar to the scout) It is "invisible" with the exception of the champion. It shimmers like a hidden champion who is hit.(Can be targeted) Becomes visible upon joining minion group /going for tower. has 3 hits at al levels. You are "Rooted" in place while planning (Would be cool for a map animation xD)


##E-Arrow Shower - 75% of sway.

  • Does physical damage = to 50/75/100/115/130 per second in a oval of 100 by 50 which is increased by 2% for each unit of sway or by 3% for each unit of moral. Lasts until no one is in it's range or for 10/12/14/16/16 seconds
  • Can be augmented by Items (Customized)
  • Nearby champions (Allies or enemies)

(Need to choose between the two)

  • Upon augmentation (Fire/Toxic/Ice/Wind/Water) new effects are added. The bace damage is reduced by 25% but new effects are added

  • Fire Adds additional 15% of ap in magic damage. (Per second)

  • Toxic Adds one stack of toxic every second, at three stacks they take 50% of bace damage in true damage over 3 seconds.

  • Ice Slows by 5% for each second, stacks up to 10 at which point they receive a "Frozen" cc and are trapped in place for 1.5 seconds

  • Wind Speeds up allies by 5+.01ap % per second (max 4 stacks) for 5 seconds.

  • Water Heals allies for 50+20% of ap per second.

Note you must be inside of the zone for any of these to work.


##R1 Fortifications. 50 Sway

  • Creates 3 towers (or 1 & stacks like hemierdinger turrets per level?) these towers have 500/1000/1500 hp?
  • Ranged champions OR 5 ranged minions can get on the tower (or 3 cannons?), any can booted off (by right clicking)
  • Being on the tower gives you an additional 300 attack range (500 in the case of minions) However for ranged champions they lose the innermost 150 units of range.
  • Ranged champions attacking people on the towers. (AA's and targeted spells) have a "reduced" range of 50. Melee champions must kill the tower first. (However as mentioned before whoever is on the tower cannot target below them due to the range handicap.)
  • Minions on the tower gain an extra 50 damage OR 35+2xMoral dmg.

The second option is my personal preferred one, but both have merit ^.^

##R2 Fortifications V2. 50 Sway

  • Creates a "Castle" (Size bigger then a gp ult)
  • This "castle" has 4 doors that can be opened by the allied team. (Or broken for 250,500,750 HP)(Spells do not work)
  • Whilst within the "castle" your armor & MR are increased by 50.+Moral (Or flat 75 This is unpassable terrain.)
  • Turrets (dead ones) within the "Castle" are recreated as archer towers that have 500 hp, and have an attack of 100 DMG at attack speed of .75 (True dmg) within the castle. (Range)

All summoned/turned units have 3 units of moral value. Exception being Fortifications V2. With a moral value of 10 OR 15 (if there is a tower in it) This champion has 10 moral value. Turrets have 20. (IE if you and the enemy had a mirror situation (minions & champion #) you would have a 5 moral lead due to moral value being 10 instead of 5. Hope yall enjoyed this concept, the ideal idea was a strategist, or a defender or sorts. Please leave a comment as to how to improve it all (Second champ concept EVER) Lore & (Maybe a image?) & additional things/stats will be added on in the next 2-3 days, please upvote so I can get more suggestions on improvements.


Below is RAW thought process The concept is a defence oriented champion. (Or even a negotiator?) from medieval times. The ideas for abilties ATM are M bar type SWAY Base sway is 50. This is gained upon successfully parrying/blocking? Killing enemies, damaging towers/champions will all generate sway. Upon passing 75 sway will ALWAYS gradually decay at a rate of 1 every 2 seconds. If you are below 50 sway, you gain sway 1 every 2 seconds.. Alliterative to SWAY is MORAL Moral is a diffrent concept that starts at "0" which is the center of your bar Moral can go both directions, negative or positive. The higher the advantage your team is at within a 2500 unit radius, the higher moral is. Also items can be bought in store. (Special little section) that increases moral either permanently or for a short duration. (Champions are worth 5 moral, minions are worth 1 2 and 3 moral. (More can be added later) Both sway and moral are not so much expended as much as they strengthen/weaken abilities. Sway is a currency situation, in which moves cost sway, but having higher sway increases the power. Moral is not a cost, using abilities will tip scales your way increasing moral, however negative moral is possible. A) A minion "turner" (makes an enemy minion (in your lanes range) become an "allied" minion, appears as allied to both teams, this minions aa's heal the target for twice it's AD. (Moral alternative AD+moral?) (This works on towers) (Works in stacks, takes 3 stacks for super minions, two for cannons ETC) This minion will not be targeted by your tower & your enemies can kill it in 1 shot despite it appearing as an ally. Upon turning the minion you receive 50% of it's value in gold. This minion costs either 10 sway or increases moral by 5 (While it is alive) when the minion dies moral is decreased by 10 for 20 seconds. This costs 20 sway or takes/gives 0 moral. Each enemy killed by this spell gives 1 moral (in addition to any - moral being gone due to it's death) Moral increases the duration it can last without enemy enemies in it (.5 for each moral) & increases the damage by 3*moral B) shoots a barrage of arrows, these arrows will continue for scaling amount of time in seconds, or until nothing remains in the area, these arrows in base only deal moderate amounts of damage, if there is a poision champion nearby (either team) (Singed teemo twitch ETC) the arrows become corrosive and will apply 5+level of the type champion dmg true dmg corrosive over 5 seconds for every 3 seconds they remain within the barrage. Type 2- Fire- deals bonus damage equivalent to 10+level in magic. ETC Additional types could be ICE, MAGIC, and ARCHER With potential combinations from more then one type? (Still in thought process here) Or the other possibility is based off of the most recent dragon/plant to determine the type of arrows. C) Defensive orientation, Passive? when below X% hp (or toggle?) the characters right click becomes a parry/block (so you still have to time it? (Heavy skill based concept) that is 10% of your ad in %. IE 500 ad = 50% chance to block/parry the incoming attack/spell if you right click on time.) However in this mode, one is unable to attack. (Spells are still legal) maximum is 75% block chance (OR decreasing 5% chance each consecutive block UNLIMITED chance.) Sway is given for successfully blocking/parrying attacks. Moral is reduced to 0 in this mode. (base moral of 10 (higher then the normal champion of 5) D) Reduces the damage/armor/MR of a target for a duration, this is done by creating a "pathway" (Similar to a victor e?) if targeting a tower/building the sabotager has (Scaling hp) & will not be targeted by buildings and takes (Scaling time) to cripple the target (is done over time. IE if it was a 5 second duration that reduced armor by 100, in 1 second it would do 20). This can be killed by a player. Upon targeting minions, it works by targeting a minion group, it has a slight camofauge but can be seen to some degree. (Like a glowing ball?) (or a shimmer?) then appears as a enemy minion (Appear allied to both sides similar to group A) this will allow all nearby minions to receive -(Scaling armor/ap/damage) scales with sway/moral. E) Creates a zone (Size of the lane) that slows movement speed, deals damage like a GP ult at the 4th and 5th levels (Ie certain areas of the zone not everything) (Is a moat?) Potential ULTS F) Fortifications. Creates 3 towers (Wooden stone and iron for the 3 levels? (cosmetic effect) (or 1 & stacks like hemierdinger turrets per level?) these towers have 500/1000/1500 hp? Ranged champions OR 5 ranged minions can get on the tower (or 3 cannons?), any can booted off (by right clicking) Being on the tower gives you an additional 300 attack range (500 in the case of minions) However for ranged champions they lose the innermost 150 units of range. Ranged champions attacking people on the towers. (AA's and targeted spells) have a "reduced" range of 50. Melee champions must kill the tower first. (However as mentioned before whoever is on the tower cannot target below them due to the range handicap.) Minions on the tower gain an extra 50 damage OR 35+2xMoral dmg. Each tower is worth 10 moral. G) Fortifications V2. Creates a "Castle" (Size bigger then a gp ult) This "castle" has 4 doors that can be opened by the allied team. (Or broken for 250,500,750 HP)(Spells do not work) Whilst within the "castle" your armor & MR are increased by 50.+Moral This is unpassable terrain. Turrets (dead ones) whithin the "Castle" are recreated as archer towers that have 500 hp, and have an attack of 100 DMG at attack speed of .75 (True dmg) within the castle. (Range)


To see more of my work https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/JKAAfUtO-the-archives-content-creator-showcase-thread?comment=0007

10 Comments

CE0 Of Racism2/28/2017, 6:22:36 PM2 votes

Seems Like a pretty cool idea

The Dreamwalker3/2/2017, 1:07:57 PM2 votes

Okay, here is my review of this idea.

DO - Defensive Orientation - seems helpful but also hurts this champion. It takes away his or her ability to basic attack, which makes them loose that poke factor. I would make the block automatic on the next attack they receive.

Q - I like this idea, but here are some minor tweaks. What if used on higher minions (i.e. Super, Cannon) they die and the charges leave to other minions? Super could infect four "regular". Cannons could infect two, etc.

W - Okay, so, since this is another minion ability it does affect your champion overall play value. If they are only useful when fighting minions, they have no real defense if someone, even Nami, comes to fight them. The Q could be adjusted to more of a sabotage ability. Like it works on minions, monsters (not epics). It could also be used to counter abilities, etc.

E - Arrows? The feel of champion gives him or her the feel of some mage. To just randomly throw in an arrow power seems a bit... weird. I would try to think of something else that goes along the idea of being a possession or saboteur character.

R - So... a castle gives more attack range for minions and champions? Yet, it immobilizes you... so, I am not sure how effective that would be. Honestly, people may just wait out this ability until it ends. Also, you never actually said how it lasts.

Note: If any of my tweaks are harsh or hurtful, I am very sorry! I was just trying to be as honest and open as possible. Overall, the idea is unique but has some hiccups like all ideas.

Skins Project2/28/2017, 7:11:33 AM1 votes

Someone notice me ._.

Edit Fixed formatting .-. & nobodys gonna notice me :( Forever alone

FlameHalbrdOkido6/11/2017, 5:11:56 AM1 votes

pls go w/ concept 1 for the resource the other has too much going on.