Mushin, the grasp of Ionia

Asphyor·8/16/2017, 7:07:46 PM·2 votes·348 views

Intro: This is a toned down version of my first thread (EUW boards) i talked about the concept. I added a couple of stuff. League has a large variety of archetypes, martial artists being included too, we have lee punching and kicking, vi's boxing, udyr's animalic strikes, even a bunch of weaponry based martial artists, and then i tought, why not a grappler!? The primary inspiration for the character's kit is both Jiu-jitsu, judo, BJJ with a small bit of mma flavour

Lore aspects: Ionian young man, seeked training at the Shojin monastery, developed his own style due to his incapacity to follow the crowd, and built a strong moral code regading what's honorable in fighting ( weapons are not honorable)

Interactions: mocks weapon users ... and Jax .... now that i thinck of it, it might praise malzahar for not using his dagger :D Buying a weapon item: "Do i really have to!?"

Kit: Class: Bruiser Main resource: Energy

Passive: Grappler

first basic attack on a champion/epic monster mark the target , and the second basic attack performed on the same target will be a throw that deals bonus % dmg scaling with level. attacking a different mark-able target will erase the mark on the previous one. thrown opponents are slowed and unable to cast movement skills for a brief time after being thrown.

Q: Roll roll towards cursor direction a brief distance , breaking free from any form of light CC and status effects

W:Counter-throw dodge the next attack, knock down the attaker and applying the passive's effect instantly ( see E )

E: Ground Control Avaible to cast only after landing a throw ( using passive) onto an opponent. Apprehend the thrown enemy suppressing him for a brief time, alternate versions of the skills are avaiblle for casting during this time, casting one skill will end ground control.

R: Headhunter's Grasp Dashes to the target and perform a swift and brutal neck-break, executing the target, but only champions that meet the requirement can be targeted: current health lower than a certain percentage and under a form of heavy CC ( supress, stun, silence, blind, charmed, taunted )

ALTERNATE skills these skills appear when having an opponent under ground control in similar manner to rengar's empowered abilities or how jayce/nida switches kits

Q: pummel: perform a flurry of punches onto the target dealing damage and applying on-hit effects multiple times W: armbar, deals a small amount of max heath % dmg and applys a damage reducing debuff onto the target E: Chokehold, channeled spell, intreruptable by any form of damage, lasts 2 s, if sucessfull will stun the target for a small duration

4 Comments

Pridefulness8/16/2017, 7:35:48 PM1 votes

Everything is sooo cool but the passive part of "and the second basic attack performed on the same target will be a throw that deals bonus % dmg scaling with level" is actually super broken if it is like a volibear flip or like a jayce hammer e. if not pls tell me what your idea was bcs he really interesting , gr8 design.

MooooooooreDakka8/16/2017, 8:03:12 PM1 votes

Did this draw inspiration from Blade and Soul? Either way I love the kit and the way the grapple works. One problem I see is that spammable short duration grounding effects would be irritating to play against but not have too much tangible effect against most champions since they would just be able to dash in between procs of it unless he can proc it constantly which would make it kind of over powered.

Void Kaiju8/17/2017, 5:58:11 AM1 votes

I love the idea of a bareknuckle brawler sort of champion, and I think you have a good start for one here, but there are a few issues that I'd like to point out.

His Overall Kit Having a spell designed to counter enemies is cool, but this guy currently seems to consist of about 70% counters/very situational damage. His ult is an execute with numerous requirements to meet, his E is locking away the power of most of his kit and requires him to proc his passive to cast, which coupled with the availability and damage throw already does would be very unpleasant to face. If he's already landed throw/used his counter throw then he has been put at an advantage in the fight, and now that he's supressed AND briefly grounded you he gets EVEN MORE of an advantage as his kit become ripe with options to pummel your helpless opponent into the dirt. Alternatively, you manage to do that and the enemy cleanses or avoids ground control, leaving you with your only escape having been replaced as they pummel YOU into the dirt. PLUS his Q is also designed to counter the enemy's cc, which doesn't leave you with many windows of vulnerability to exploit as his opponent, he'll just cleanse your initiating cc/your peel to keep him off you, proc his throw, and beat you to death. And if you try to respond to his damage with your own he has an attack dodge that reapplies throw.

TLDR: You lack initiative to start encounters on your own in your spells, and make it very difficult for your opponents to ever start an encounter that they can win due to your abundance of counter-mechanics.

**Some Other Notes: ** Your Q is a simple spell that doesn't feel very memorable or the "core" of what you think of when you think about your champion. Typically the basic spell most strongly tied into their identity is placed on Q, and dashes are placed on E (helps players adapt to constant new champions by not having to memorize new button combinations).

Some suggestions to make the kit more fun/interactive for all parties:

Passive: two basic attacks to proc throw feels like too few when you consider how much power it gives you. I know 3/4 hit passives are a meme but they take that long for a reason. Make the special abilities you get against a Thrown target feel more impactful by not just making them available every other auto.

W: Don't punish the enemy for trying to fight back against you when you already have numerous tools to beat them/negate them. Throw is very powerful and should probably just stay locked behind the passive. What you could try to do with this spell if you want it to make proccing throw easier is put an auto attack reset of some kind, maybe just make it Armbar all the time.

E: The suppress and ability lock seems sortof... boring. I like that it lets you switch to use a more powerful attack against your target, but suppressing them, thus denying them any ability to try to fight back, isn't the best way to go about it. Your enemy is already grounded, why not have you E add something more dynamic to the fight than single target damage. You could reposition yourself or your enemy, buffs/debuffs/ etc. And then after you cast it your next spell is something different that you choose depending on the situation. (also not too hot on the Alternate E, it's just more time of the enemy playing having to watch themselves get beat up while they're helpless to save themselves.)

R: This spell doesn't feel like it fits too well on the kit. Far too many requirements to meet, ANOTHER targetted damage spell, and all it can be used for is killing the target. It just cements his playstyle as very linear. If you face one opponent, your single target tools and throw mean you're going to stomp them, CC them and then just finish them off with your ulti. Against multiple targets there's very little you can do. The ultimate should feel impactful and usable, and I feel an execute doesn't fit well into his fighter-y kit. Something that would be fun and feel good to use, instead of a murder button on a champion who has the tools to quickly lower your health. This is locked away the majority of the time and is just... bland. I don't have many specific suggestions but I would just suggest scrapping this version of the ult and trying out some other things.

In general, try to make him more dynamic. His current fighting style is very stationary, and his opponent is helplessly locked down while he deals most of his damage. He doesn't need to be riven or yasuo levels of dynamic, but right now he falls closer to pantheon in terms of how you can interact with him (aka don't)

Have an awesome day :)

Asphyor8/17/2017, 4:04:48 PM1 votes

I updated the concept about few mins ago, here it is, https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/p7INhWvA-mushin-the-grasp-of-ionia-12-version-updated

@ Grau, TY for your advice, i toned the kit accordign to the advice i recieved from all of you. @ MoooooooreDakka, Yes it drew some inspiration from the gameplay of the KFM class in B&S, as regarding the name its a coincidence, since "mushin" is a well known phylosophical concept "No-mind" if u may |And the initial passive isnt as strong as a voly flip we're talking more of a just hold in place for 0.5 secs and rought 10% ish damage , but i changed the passive so it doesnt matter