[Champion Concept] Rajn, Guardian of the Green

Jellycake Demon·3/21/2015, 6:01:37 PM·7 votes·1,615 views
My Future Champion Concept

please leave a Comment, Review any Feed Back or your Thoughts on my Concept please, i look forward to what you have to say.

Primary: Support. Secondary: Tank. Additional Roles: Player Choice. Statistics: Attack Power: 3. Defense Power: 5. Ability Power: 7. Difficulty: 7. Place of Origins: Demacia. Upon Selection: I am now the voice of the green.

Health: 428(+30). Health Regen.:1.8(+0.38) Mana: 0(+0). Mana Regen.: .0(+0.) Range: 500(Range). Attack Damage: 32(+2.2) Armor: 15(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.

Friends: Maokai. Enemies: None.

Appearance: Rajn is a 5’3ft tall Caucasian woman with light tan skin, short brown hair & deep green colored eyes. She wears a torn up cloak that covers the majority of her human body ( whatever is left of it). Rajn will be encased in wood making her arms & legs are bulkier while her torso is has bark covering her chest as a chest plate, she also has 2 small branches sprouting out of her back with leaves that form a small cloak. In game she sort of crawls on all four with her arms being longer then her legs.

Summoner Spells: summoner 4 & summoner 3 - Support.

Item Builds: Starting Items: item 2003/item 1054/item 3340. ***Essential Items: *** item 3078/item 3270/item 3075. Offensive Items: item 3172/item 3050/item 3025/item 3022. Defensive Items: item 3110/item 3065/item 3068/item 3026.

Passive: Emerald Seeds. Instead of Mana Rajn has 5 Emerald Seeds that hover behind her back, each seed will aura that will give both Rajn & any allied Champions within the radius a 2% HP Regeneration Boost while also allowing her Basic Attacks deal 2% of her current Attack Damage as Magic Damage for each seed. All of Rajn’s Abilities cost a certain amount of seeds in order to be used once she uses an Ability she will lose the bonus effects from the spent seeds, when a seed is used to cast an Ability she will start regaining her missing seeds every 2.25 seconds.

Q-Ability: Arbor Smash. Range: 400. Cool Down: 15/14/13/12/11. Cost: 1 Seed. Magic Damage: 60/80/100/120/140(+40% bonus AP). Activate: after Rajn has chosen a broad path with this Ability then upon its activation Rajn will convert the spent seed into a large log then lobs it in the chosen direction, while the log is traveling down the path it will deal Magic Damage to the first enemy target hit & the sheer force of the blow will Stun the target for 1 second while also Shredding the targets Armor by 10% for the duration of the Stun.

W-Ability: Enchanted Grove. Range: 650. Cool Down: 25/24.5/23/22.5/21. Cost: 1 Seeds. Magic Damage: 100/140/180/220/260(+20% bonus AP). Activate: after Rajn has chosen a 300-radius within this Abilities Casting Range then upon its activation Rajn will have 1 of her seeds gather in her left hand then she throws them at the targeted area which they will implant themselves, after the initial activation the seed will create a grove of pure natural energy that will remain active for 4 seconds. while the grove is active both Rajn & any allied Champions within the grove will be given a 15% increase both Attack & Movement Speed boost as will as take 6% less damage from non-tower sources while they Champions remain in the grove, at the end of the groves duration the seeds will be so enriched with energy that will explode dealing Magic Damage to all enemies within the graves radius while also Knocking Up all affected enemies.

***E-Ability: Strangling Vines. *** Range: 450. Cool Down: 17/16.5/16/15.5/15. Cost: 1 Seeds. Magic Damage: 45/55/65/75/85(+30% bonus AP). Total Damage: 135/165/195/225/255. Activate: after Rajn has chosen a single enemy target within this Abilities Casting Range then upon its activation Rajn have 1 seeds gather in her right hand then she slams them into the ground, after a 0.25 second delay after the initial cast the seeds will sprout roots that will entangle the targets legs for 1.5 seconds Slowing the targets Movement Speed by 35%. While the targets legs are entangled the roots will deal Magic Damage to the target every 0.5 seconds.

R-Ability: Chain of Life. Range: 850. Cool Down: 185/165/145. Cost: 3 Seeds. Heal: 10/12/14%(+40% bonus AP). Damage Reduction: 12/14/16%. Activate: after Rajn has chosen a single allied Champion within this Abilities Casting Range then upon its activation Rajn will gather 3 seeds between both her hands then she fires them in a stream of ethereal energy, when the stream makes contact with the allied Champion it will Heal a percentage of the targets missing HP & then will apply a percentage of Damage Reduction to the Champion. once the stream has Healed the Champion it will bounce up to 3 additional allied Champions within 350-radius of the initial target applying this Abilities effects.

12 Comments

ModelT3/21/2015, 10:29:42 PM3 votes

First off, I like the concept of a botanist champion. It's new and unique, which is always refreshing. However, with the kit, I see several problems which would make this champion both unwieldy and powerful, and able to fill most any role conceptually.

My biggest problem is with Rajn's passive. When initiating, you basically get to pick two abilities that you want to use, and after they are used, you're effectively out of mana for a minimum of 2.25 seconds, longer if you chose to use the Q initially. This means in the late game, Rajn has a hard time keeping up with fast pace team fights, but early game gives Rajn awesome sustain in lane.

To fix this, I might suggest, first off, making Rajn a pure support character rather than a primary tank. Rajn's abilities all scream support, having two heals AND very useful CC options. The two mechanical changes I'd suggest would be to lower the seed cost of Rajn's basic abilities to 1 seed a piece, and have her ultimate cost 3 seeds. This fixes her late game problems but still allows her to support better than most, and also because her basic cool downs are pretty high. Next, change what stats are effected by the Seeds. Max HP as a fluctuating variable is a terrible idea (no offense). In light of the change to support, perhaps it increases her Armor, Magic Resist, HP Regen, or perhaps some kind of small aura that grants one of those effects (I'm going to suggest HP Regen for reason's I'll explain later)

Arbor Smash is conceptually solid, but inherently powerful for several reasons. First, it is a 1.5 second stun on a 9 second cooldown. That's incredible. Raise the CD to something more like 15 to 20 seconds, and either make it a .5-.75 second stun or turn it into something like a snare or powerful slow. Secondly, this ability is almost too easy to use, as it travels through creep dealing damage and slowing AND still hits champions for the CC effect. Consider similar abilities, such as Lux's Light Binding. Light Binding damages and snares the first two targets hit, no matter what they are. This is better than Light Binding in just about every way when considered for CC, save for the fact that Lux can possibly snare two champions. I'd suggest making it similar to Blitz's grab and just do the Stun and Damage effect to the first target hit (in which case, keep the Stun to a higher duration, perhaps increasing from 1 to 1.5 through ranks). This adds a skill cap to the CC. Also, add a range.

Enchanting grove... This needs to be totally overhauled. It's too busy, and almost too powerful. If you have the HP Regen aura on the seeds and the heal on her Ult, she doesn't need another heal. My suggestion, just remove the whole heal effect AND damaging effect, and have the grove apply a some sort of universal defensive buffs in the area. This would be a solid support ability in that respect.

Strangling Vines I like. With Arbor smash as a great initiator AND bush checker, having a click-to-hit ability that deals a bit of damage and gives some debuffs makes Rajn a very useful support.

Chain of Life I think only needs one small change. I'd suggest it grants a reduced (50% of the total effect) heal/buff to nearby allies rather than the full effect. My reasoning is that it adds something to the skill cap of the character, you could almost increase the base heal at that point, AND because not all characters in team fight scenarios need the same amount of healing.

In the support role, Rajn would need one more big change. Melee is not a good range for her. Ranged attacks are a must. It'd be suitable to change her base stats around too, as well as having her abilities scale off of AP instead of AD.

I know this seems like a lot of changes, but looking at the kit and concept, a magical gardener makes perfect sense in the pure support category rather than as a tank. Let the trees tank.

If you found this helpful at all, please check out my champion, Zuki.

RamboDash153/22/2015, 12:50:01 AM1 votes

I'd play this

Humble Pi3/22/2015, 2:34:18 AM1 votes

8/10 A very original chmapion LOL would benefit greatly from her inclusion well done. I really enjoy your seed resource system as well as DR in her kit. Personally I believe she can stay a tank as well as support. Adjust her cd's and passive to avoid the problems Model T states. Or add in a reset mechanic for landing x amount of spells to regenerate your seeds but cap it of course. It is very easy for you to mod her into being a viable top cc tank and still be a great support.

Nidalee , Annie, Galio, Gangplank Alistar ,Kayle , Morgana and Lulu fulfill support and top as well as mid lane requirements. This contributes to there greatness as champs. The flexibility you've built into Rajn would help maintain her viability regardless of what the meta is doing.

Jellycake Demon4/2/2015, 1:45:38 AM1 votes

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Jellycake Demon4/11/2015, 8:11:57 PM1 votes

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Jellycake Demon10/8/2015, 7:25:20 PM1 votes

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