[Champion concepts] Jobe's Concept Megathread
Hey everyone my name is Jobe and like many of you I make champion concepts in my free time, I currently have over 30 completed concepts and am always working on more. I am currently endeavoring to have 10 for each role. I intend to post a concept once or twice a week as my schedule allows. As for my format I prefer to focus on the kit in a general way, you'll notice very few hard values, as I believe those need to be tuned in practice. Some information I will include will be the type of damage and the durations on cc as they are simpler to work out. In addition I tend to prefer top down design, that is to say I come up with a character then design a set of abilities off that concept. Fair warning I am not a very good creative writer and as such don’t feel I could produce lore of satisfactory quality and as such will rarely include it. My champ concepts were created at various times in the last 3 years and I write this and all the design ethos in the final days of 2014 and in the early days of 2015. In these posts champions will be referred to in one of three ways either by name, number or by ~ if the reference is in the kit. I use this < symbol to indicate flavor inclusions and this - for clarifications or explanations. With that said here is my second concept.
2 Galvantus, The Molten Metal Titan Melee, support/top
Passive: reforge; upon receiving damage ~ begins healing for over 5 seconds. Receiving damage during this duration refreshes it.
Q: molten rain; ~ fires a blast into the air a short distance away it then begins to rain liquid metal on the area dealing damage over time and reducing the armor of all units inside the radius with a stacking debuff.
-armor reduction ramps up based on duration in the aoe
W: slag shield; grants bonus armor and magic resist. In addition all enemies that attack the shielded unit are slowed and receive a stacking ad reduction maxing out at 35% reduction
-can be ally targeted
E: Piledrive; ~ strikes an enemy with such force that they are driven into the ground and stunned
-AA activated
R: Slag barrage; fires a long range arcing ball of slag, when the projectile reaches the end of its trajectory it explodes in a cone away from its launch point. All enemies in the cone take magic damage and receive a debuff that applies a slow and after 4 seconds applies a 0.75s root/disarm, enemies hit by the landing but not the cone only take half the magic damage.
-cone spread is slow like lava -delay between 1st M.damage tick and the cone formation