Champion Idea, Magnifico the puppet master

Bravyan·7/12/2017, 7:46:18 PM·2 votes·729 views

Hey guys, this is just an idea of a AP bruiser that I have had for quite a while, let me know what you think, things can certainly change.

Magnifico the puppet master

Health 580 - 2150 Health regen 8.15 - 18.9 Mana 410 - 1545 Mana Regen 6.5 - 22.4 Melee 225 Attack damage 65 - 135 Auto attack .75 + 2.2 Armor 29 - 90 Magic Resist 34 - 41 Movement speed 345

Passive – Puppet master Magnifico marks enemy champions hit by his abilities and auto attacks as puppets, and will gain true vision of the champion for 10 seconds. Enemies marked as puppets take 10% more damage from attacks and abilities from Magnifico. Magnifico takes 10% less damage from puppets.

Q – Puppet pal CD 8/7.5/6/5/4s Mana 40/50/55/60/65 Magnifico throws his puppet (Larry) at an enemy dealing 65/80/100/125/145 (+60% AP) damage to all units is passes through (80% damage to minions) slowing enemy champions by 25% for 1 second and marking the enemy champion as a puppet.

W – Call of the puppeteer CD 14/12.5/11/10/9s Mana 60/65/75/85/95 Magnifico calls all champions within 500 units marked as a puppet towards Magnifico (think Ahri Charm) for 1/1.2/1.5/1.8/2 seconds.

E – Director of the show CD 12/10.5/9/8/7.5 Mana 40/50/55/65/75 Magnifico gains 20/25/30/35/40 movement speed for 5 seconds and can pass through units without colliding with them. Magnifico's auto attack will also do extra damage equal to 6/7/8/9/10% (+ 20% AP) of enemy champion’s health to champions marked as puppets as magic damage.

R – Will of the Master CD 160/120/100 Mana 90/100/120 Passive: Magnifico can see if an ultimate cooldown is ready on opposing champion, if they are marked as a puppet. Active: Magnifico use his dark magic to influence target champion, Magnifico puts target champion’s ultimate on cooldown for 20/30/40% of champion’s normal cooldown period. During this time, the enemy target champion cannot us their ultimate move. If the enemy champion is marked as a puppet, Magnifico will heal for 200/225/350 HP (+ 20% AP). The enemy champion is also marked as a puppet for 10 seconds.

10 Comments

JarodDempsey7/13/2017, 6:19:52 AM2 votes

Whats the range on Q and R? This guy gives me a jhin kind of feel maybe the could be related.

Gushis7/13/2017, 11:36:52 AM2 votes

I think this concept suffer from many problems, and I hope I can help highlight them. The problems go far beyond the kit, which is why I will NOT be reviewing the actual kit.

  1. No lore and/or weak theme. A good amount of concepts on this board suffer from this problem and this one is no exception. Is lore necessary? Technically, no. Does it help a massive amount in making a design more fun, and does it provide an enormous source of inspiration to work with? That it does, on both counts. You don't "need" lore, but trust me, it'll make things a ton easier with it around.

  2. No lore means, well, no good name. When you name a mage Magnifico you might as well name it Houdini, or an Egyptian themed character Cleopatra. The truth is, when naming a champion, you want something that indirectly hints to a player what that champion does, or something of their back story (for example, Zaun means “fence” in German). If you're making an Egyptian-themed character, an Egyptian-themed name can work quite well, so long as you stay away from the really blatantly obvious ones like the names of the most obvious gods (Ra, Hathor, Bast), and don't rely on a grade 2 education for famous figures. If you call your Egyptian character "Cleopatra", I will personally hunt you down, drive to your house, and slap your face.

  3. Mainly, there are two ways to start designing a champion: From a theme and lore, or more rarely, from a gameplay mechanic idea (like a support which leaps before its allies to block shots), taking an existing gameplay mechanic and taking it to the next level. This concept, well, does neither. If you want to make a puppeteer themed champion (taking the theme/lore approach) it’s crucial that you establish a CHARACTER more so than establishing a puppeteer. What I mean by this is that it isn’t enough for somebody to be a puppeteer, or a fencer, or a ninja, they need to be a character: somebody with a background, personality, flaws, and desires. Once you established that, as I mentioned in point 2, the rest comes naturally.

  4. Yes, I ramble on for hours about pesky THEME and LORE and all of the NONSENSE. But really what we all care about is the KIT (not). Jokes aside, the kit makes up half the champion (where the other half is lore and theme), so clearly, it’s a crucial part of making a champion. Really, making interactive and balanced kits come purely from experience so you will have to experiment, but here are a few points about making a good kit:

4a. No mock-twisted-fate-pick-a-card abilities. This deserves its own category.

4b. Build some flaws into your design, and make sure those flaws have a valid set of options to be overcome. I cannot stress this enough. Lacking for sustain is a great way. Lacking for survival is another, as there are tons of ways to sustain oneself, or to survive combat. Lacking mobility also works quite well. Either way, you're opening the player up to choices, and that is nearly always something that brings fun to the game!

4c. Make sure you’re making your champion to be a specific role and class, and equip it to handle it well. That also means understanding exactly what it is supposed to do and why.

4d. Remember, resource systems exist for a reason. Primarily, they exist as a way to restrict players from casting their abilities non-stop. Sometimes this is done through mana, sometimes through energy, sometimes through simple ability cool downs.

4e. Never give players two choices if one of them is wrong. Ex. Zarya's shield from Overwatch and Abbadon's ult/shield from Dota, you can either hit them or not hit them, but hitting them is the wrong choice.

4f. Finally, the ULTIMATE ABILITY. YES, FIREWORKS, EXPLOSIONS!! Actually, no. An ultimate ability is more than just a big explosion cough Graves. It must have a strong connection to the theme and feel like you finally have all the tools you need once you get it.

Closing: I would LOVE to see you make a good puppeteer champion concept come to life! It’s a popular theme, and I have not seen one person yet get it right. I know you have good ideas in your mind, and I know you can make really good concepts with those ideas. I don’t want to toot my own horn, but I like to think that I make pretty decent concepts that could be used for reference. If you want to take a look at the concepts I made, including old, crappy, scrapped concepts, here is a link to all of them:https://docs.google.com/document/d/1lG6h4iPOTYZzZ-2GP3vAELRpi937bgyVWGinsly-Rlg/edit?usp=sharing. Remember, in every bad concept there is at least one good element.

Hope I helped, cheers!

showcase257/16/2017, 2:04:52 PM2 votes

Gushis hit on a lot of good points.

I will just point out the tiny counter point of your ult versus Udyrs... ult? Or anyone with a toggleable ult.

I would expect a tethered ability somewhere being a puppet master.

A idea is to turn the ult into a long range skill shot with teather, or will auto lesh for those with the mark of Puppet within range. After the say, 1.5 second hold of the tether, you contol all movement commands for enemy champion for 1 / 1.25 / 1.5 seconds, taking a additonal 10% / 15% / 20% additional damage from all sources while the puppet master is rooted and (effectively) silenced.

With that is some form of pupperting, balance (with the lesh and silenced/root draw backs), and even team play consideration with the damage amplification.

Just an idea. I hope to see further improvements!