[CHAMPION CONCEPT] ???, The chosen Hound
I currently have no name for him, since when I designed this it didn't come with a name, so suggestions for the name are welcome! EDIT: His name is now Hegris. Not exactly sure how I came up with that, but it seems to fit... ish? #LORE The shadow isles is an evil and mysterious place where no human is said to return. Many have left to go there, few ever return, and those few are most likely insane. However, what about animals? There was one small puppy who ventured with his owner to the shadow isles. Immediately upon landing, the trees attacked his owner. Although he tried to protect, something lept at the puppy and took him away. That was the last he ever saw of his owner. He was brought to a small clearing, in the center lay a crystal. He was dropped next to it, and the crystal began to glow. His body began to evolve. The creature watched in horror as the tiny puppy became something much more powerful. However, his power was equal to his wisdom. The creature immediately rushed him, only to be sidestepped last second and his neck crushed in the "puppies" jaws. He could not control all three forms at once, but one he could manage. He returned to the boat to search for his owner. To his surprise, he wasn't gone. He was wrapped in a cocoon, where a spider was feeding of the body. His temper could not be controlled as he attacked the spider. The spider fought as best as it could, but his fury was too much to handle. The spider ran toward a ferry led by a being who held a shovel, and they departed towards the sea. The dog had heard of the tales of the League of Legends from his owner. He knew the giant spider would be there, and he looked at his former owner's boat. He had to join the league to avenge his owner, at any cost. #Gameplay/Kit I do not use base stats, scalings, or numbers simply because it distracts the reader from the kit itself. It does show what each ability scales on and the damage it deals. Side note: I thought using a table might be better, but it really wasn't... Either that, or I suck with tables. **Third and final note: If it doesn't say slightly or massively scaling(view W for example) then it scales with a moderate amount. Puppy form is his starting form, Bloodhound is choice 1, it's an assassin path, Guard dog is choice 2, a fighter/tank whose job is to protect, Spirit wolf is choice 3, a mage who can be a really big problem if ignored for too long.
#Puppy form
Passive: Way of the canine
-
This Champion's resource is courage.When he runs out of courage or dies, he reverts back to puppy form, but cannot rechoose his form*.
-
Upon entering a game, he decides what path he wants to take, and that path will determine what he excels at upon transforming, as well as determining his little form's scaling.
-
Upon dealing damage, he increases courage by 5(this includes abilities!)
-
Other forms will gain courage by basic attacks only. Cooldowns when swapping forms is shared. Upon hitting max courage, he will transform into the form he chose.
-
The resource bar's color is red for bloodhound, green for guard hound, and blue for spirit wolf. (Courage max: 100)
Q: Bite His next autoattack deals bonus damage(scaling on scaling on AD/bonus HP and slight AD/AP and slightly AD) and heals himself for 10/12.5/15/17.5/20% of the damage dealt. No cost, short cooldown.
W: Growl/Bark First cast: he begins to growl.
Second cast: After 1-3 seconds(depending if he chose the target) he deals small magic damage(scaling slightly on AD/slightly on bonus health/scaling on AP) to targets in a cone. Targets hit are slowed by 10/15/20/25/30%. He cannot cast Q for up to 1 second, and Q will automatically cause him to bark upon use. No cost, moderate cooldown.
E: Paw swipe Deals small-moderate physical damage(scaling on AD/scaling slightly on AD and bonus health/Scaling on AP and slightly AD) to targets in a short cone in front of him. No cost, short-moderate cooldown.
R: Risk Taker
-
Passive: All form's costs are reduced by 25/37.5/50%.
-
Active: For 5 seconds(or so), he gains an additional 5/10/15 courage per attack/ability.
-
He will also lose 1 courage from being hit by minions and 5 courage from being hit by champions.
-
No cost, same cooldown as the duration.
#Bloodhound
Passive: Carnivorous instinct Upon a target dying, their body is left behind. He can walk to the body to heal himself for 2% of their maximum health and gaining a stack of prey for each one eaten(2 for larger units/champions). Every 5 stacks of prey increases his AD by 1.
Q: Crunch Leaps toward a target, dealing moderate physical damage(scaling on AD), which increases based on missing health(turning into massive physical damage). This also ignores 20/25/30/35/40% of the target's armor. If the target is killed, the heal is increased by 5/10/15/20/25%(doubled for large monsters/champions) and he gains 30/35/40/45/50% movement speed for 1 second, which decays as it runs out. Costs 25 courage, short cooldown. 600(?) Range, moderate cooldown.
W: Blood Scent Sniffs the air, revealing champions withn 500/750/1000 - 1500/2250/3000 units away(depending on missing health) and granting 10/20/30/40/50% to 30/60/90/120/150%(depending on distance) movement speed for 2 seconds when moving toward a target. If he hits a target within 3/4/5/6/7 seconds, he will rapidly heal himself for a moderate amount(scaling on AD). Costs 30 courage,long cooldown.
E: Rending Swipe Alternate name: Rending Claw Deals heavy physical damage(scaling on AD) to targets in a small cone in front of him. This ignores 20% of the target's armor, but then doubles what remaining armor they have, if it isn't negative. Costs 25 courage, Moderate Cooldown.
R: Vicious Hunt Oops, forgot to put this,Passive:his passive's health gain increased to 3/4/5% of max hp. Active: Howls, marking all targets within range(1000 units) with unease. The next attack on them will fear them for 1 second and attacks for 3 seconds deal 10/15/20% bonus damage.If the target does not see him, he will leap at them(550 range), similar to rengar, or gain bonus range on Q(100/150/200 range). Costs 40 courage, very long cooldown.
#Guard Hound
Passive: Protective Instinct Upon moving towards an ally who recently took damage, he gains bonus movement speed(1000 units away for bonus). If an enemy in near said ally(350 units), he will leap onto them and stun them for a short duration and deal bonus physical damage(scaling on max HP and bonus AD) from a moderate distance(500 units?)
Q: Protect
-
Ally Cast: Leaps toward ally, intercepting projectiles with his body for one second after he leaps and dealing moderates physical damage(scaling on bonus HP/slightly on bonus AD). They recover a small amount of hp(scaling on bonus HP) over time.
-
If an enemy is near the ally, he swats them away, dealing moderate physical damage(scaling slightly on bonus HP/scaling on AD) and knocks them back a short amount(300[?] units)
-
Area cast: Leaps toward target area, dealing moderate physical damage (scaling on bonus HP/slightly on bonus AD). If any enemy is near his landing location, he'll swat them away, dealing moderate physical damage(scaling slightly on bonus HP/scaling on AD)
-
Costs 20 + 4/3/2/1/0(per projectile intercepted) courage, moderate cooldown.
W: Warning Bark Barks immediately in a cone, dealing low magic damage(scaling on HP) and fearing targets for 0.5 seconds, then slowing them by 40/50/60/70/80% for 1.5 seconds after. Costs 20 courage,moderate - long cooldown. Side note: the fear could be a stun, arguably.
E:Forceful Paw Swats a target in front of him, dealing moderate physical damage(scaling slightly on bonus HP, scaling on AD) and stunning them for 1 second. Costs 35 courage, moderate cooldown.
R: Guard with your life
-
Selects an ally to follow for 2 - 10 seconds(depending on if you cancel or not).
-
You will intercept and destroy any projectiles and your Q will be targeted on chosen ally. Autos also knock targets back and deal bonus physical damage(scaling on AD).
-
You take 0.5/0.75/1% reduced damage for every 1% missing health on the ally, max 25/37.5/50% reduced damage. You are immune to control while protecting said ally.
-
Costs 50 courage, massive cooldown. Can walk 200-300 units around said ally.
#Spirit Wolf
Passive: Spiritual Instinct
-
Increases attack range and adds bonus magic damage(scaling slightly on AP) on every autoattack. Think of nashors for this first part.
-
Every 4th auto attack will allow you to command another spirit wolf to attack an enemy champion or minion(scaling on AP), Cannot be used on turrets.
-
Bonus attack range: It equals around 400 or 450. Wolf attack: 1000 range(?).
Q: Spirit Chomp Deals moderate - large magic damage(scaling on AP) to the first target hit in a line and healing him for 10/15/20/25/30% of the damage dealt. If the target is killed, it heals for 50% more. Costs 25 courage, moderate cooldown, moderate/high range. He cannot move while casting this, takes about 1.5 seconds to cast entirely from max range.
W: Ancient Howl Lets loose a howl, summoning a spirit wolf to attack a target(no turrets) of his choice from a distance. It deals moderate magic damage(scaling on AP). Costs 25 courage,moderate cooldown, high range(1000[?])
E: Magic Claw Swipes 2/4/6/8/10 targets in a large cone (Prioritizing the closest targets), dealing moderate magic damage(scaling on AP) to targets hit. Costs 30 courage, Moderate - lowish cooldown.
R: Spirit Pack
-
Summons 10/15/20 spirit wolves around you, which move ar ound you in a moderate - large area(500/750/1000 units[?]).
-
If a wolf spots a target, they will attack the target,first leaping at them(500[?] range) and dealing moderate magic damage(scaling on AP) then dealing small magic damage(scaling on AP) per attack.
-
They each have low hp(scaling AP), and ignore 20/25/30% of damage, but have no armor/MR.
*Costs 50 courage, massive cooldown.
It took about 30 minutes copying and pasting most of the skills and writing out some of the others to appear nicer. Formatting was also a bit annoying. Question: Would a table have worked better for writing this, or did I make the right choice?
*The total courage cost for each form(roughly, since I had to round because of the % reduction) is: Increments = Levels 1-5,6-10,11-15,16-17,18
Bloodhound: 80|90|76|61|61 Guard Hound: 75*/94*/77*/62*/62 Spirit Wolf: 80|98|81|65|65 *Depending on how many projectiles intercepted.
#Skin ideas
Nature guard: Bloodhound = flower/rose appearance, Guard hound = woodlike appearance, spirit wolf = windlike appearance. Feel free to drop skin ideas in the comments, if you can think of any!
#Doombot version
All forms: Basic abilities can be cast up to 3 times before taking the cost and cooldown. More damage on everything! Puppy: Abilities have great range and he generates 4x the courage. Bloodhound: Any damage he deals will take at least 10% of your missing health. His passive's healing effect is multiplied 10x. His W always gets the max benefit, R marks targets from further away and grants max benefit W movement speed. Guard Hound: Takes 10% reduced damage after an ability/auto is used, stacks up to 5 times. Ult makes him almost immune to damage and can have a global cast range(SURPRISE MOTHAF*CKA) and the area he can move in is greatly increased. Spirit wolf: Abilities are heavily fragmented, attack more targets, attack targets multiple times(hello 50 claws), and his ult summons double the wolves over the duration(THERE IS NO END TO THE WOLVES) and wolves have greatly improved stats.
EDIT: Older variants of the kit! The Bloodhound ult was originally the W, however I remembered that he had this(the current one) strange W as I was writing it, so I added it in. I had an idea for another ult for spirit wolf where he becomes huge(150 units in size or something? 100?) and dashes in target direction. I thought that the spirit pack would be a lot more interesting though, for both himself and enemies.
Thats it! Thank you all for reading, if you made it this far, and please give feedback, any feedback is welcome! Took about an hour to write the entire thing. EDIT: IT appears this thread has hit it's sad end, sinking into the depths of the boards. Thank you all for asking questions and giving thoughts, it was a lot of fun.
s
, where one path is just always straight out better than the other two.