Lulu-The Fae Sorceress(what a good champ concept should look like)

PeachyBubbleStar··5 votes·2,389 views

(I OBVIOUSLY dont own any of this, this is just a post for people to look at and know what a champion concept SHOULD look like, and i decided to use Lulu as my example, hopefully this isnt against the rules... so yeah i decided to make this so that people would know what a very well made champion concept should be like :D hopefully it doesnt get deleted and you guys understand ;A; i'm just trying to halp ;w; once again before people start raging this is what a champion concept that has a LOT OF TIME AND THOUGHT PUT INTO IT should look like, well formated, well thought out, details if you want them. etc... Plz no arguing or rude comments below)

Lulu is a ranged support champion who is good at being whimsical and magical casting shields and polymorphing her enemies while buffing her allies in glorifying ways. she also uses her sidekick Pix to help aid her in battle.

Primary Role-Support, Secondary-Mage Secondary bar-Mana Health-553-1947 Health Regen-6.0-16.2 Mana-292-1227 Mana Regen-6.0-19.6 Ranged-550 Attack Damage-46-91 Attack Speed-0.625(+0% - 38.3%) Armor-19.2-82.1 Magic res.-30.0 Move Speed-325

Name-Lulu Gender-Female Race-Yordle Birthplace-Bandle City Residence-Unknown(Formerly the Glade) Occupation-Trickster Faction-Independent

LORE

Perhaps more than any other champion in the League, Lulu marches to the beat of her own drum. During her youth in Bandle City, she spent most of her time wandering alone in the forest or lost in a daydream. It wasn’t that she was antisocial; the day-to-day bustle of Bandle City just couldn't compete with the vibrant world of her imagination. She saw wonder in places most people overlooked. This was how she found Pix, a fae spirit, pretending to be stuck in a birdhouse. Lulu's imagination distinguished her to Pix, and he seized the opportunity to lure her into his life. He brought her to the Glade, the enchanted home of the fae, which lay nestled in a clearing in the woods. There the rigid properties of the outside world - things like size and color - changed as frequently and whimsically as the direction of the wind. Lulu felt at home in the Glade and she lingered there with Pix, fascinated by this secret place.

She quickly lost track of time. Her life in the Glade was comfortable, natural. She and Pix played fae games together, the sorts of games that she had been told were "only pretend," and she got exceedingly good at them. It caught her by surprise when she suddenly remembered that she had left a life behind in Bandle City. The Glade had a way of making everything outside seem distant and surreal. Lulu decided to revisit her former home, to share some of the lovely things she'd learned, but when she and Pix returned the world had changed. Time, she discovered, was another property that behaved differently in the Glade, and centuries had passed while she was away. Lulu sought to reconnect to the residents of the outside world, but her attempt had unfortunate results. She led all the children off to play hide and seek, temporarily changing them into flowers and animals to spice up the game, but their parents didn't appreciate her efforts. When the yordles insisted that she leave their land, she turned to a vibrant, magic place where those with unusual gifts were not just accepted but adored: the League of Legends.

"The best path between two points is upside-down, between, then inside-out and round again." ― Lulu

ABILITIES

(Passive)-Pix, Faerie Companion

Whenever Lulu or the allied target of Help, Pix!.png Help, Pix! attacks an enemy (excluding structures and wards), Pix fires a barrage of 3 homing bolts toward the same target that deal 3 / 7 / 11 / 15 / 19 / 23 / 27 / 31 / 35 (+ 5% AP) magic damage each to the first enemy they each hit, for a maximum possible 9 / 21 / 33 / 45 / 57 / 69 / 81 / 93 / 105 (+ 15% AP) magic damage.

(Q)-Glitterlance RANGE: 925, COST: 60 / 65 / 70 / 75 / 80 MANA, COOLDOWN: 7

ACTIVE: Lulu and Pix, Faerie Companion.png Pix each fire a magic bolt towards a target direction, dealing magic damage and Slow icon slowing enemies hit by 80%, decaying over the duration. MAGIC DAMAGE: 80 / 125 / 170 / 215 / 260 (+ 50% AP) SLOW DURATION: 1 / 1.25 / 1.5 / 1.75 / 2

(W)-Whimsy RANGE: 650, COST: 65 MANA, COOLDOWN: 18 / 16.5 / 15 / 13.5 / 12

ACTIVE – ALLY CAST: Target allied champion gains 30% (+ 10% per 100 AP) movement speed for a few seconds

ACTIVE – ENEMY CAST: Polymorphs an enemy champion for a short duration, disabling their ability to attack or cast abilities and Slow icon reducing their base movement speed by 60. DURATION: 3 / 3.5 / 4 / 4.5 / 5... POLYMORPH DURATION: 1.25 / 1.5 / 1.75 / 2 / 2.25

(E)-Help, Pix! RANGE: 650, COST: 60 / 70 / 80 / 90 / 100 MANA, COOLDOWN: 10

ACTIVE – ALLY CAST: Commands Pix, Faerie Companion.png Pix to jump to an ally. If the ally is a champion, they will receive a shield that lasts for up to 6 seconds. Additionally, Pix will then follow the ally and aid their attacks instead of Lulu's for 6 seconds.

ACTIVE – ENEMY CAST: Pix deals magic damage to target enemy unit. Pix then follows and grants vision of them for 4 seconds. SHIELD STRENGTH: 80 / 120 / 160 / 200 / 240 (+ 60% AP)... SHIELD STRENGTH: 80 / 120 / 160 / 200 / 240 (+ 60% AP)

(R)-Wild Growth RANGE: 900, COST: 100 MANA, COOLDOWN: 110 / 95 / 80

ACTIVE: Lulu enlarges a target allied champion giving them bonus health and Airborne icon knocking up enemies within 150-range of the target for 1.5 seconds. The ally also gains an aura that continually Slow icon slows nearby enemies for as long as they remain in range. This aura lasts for 7 seconds. BONUS HEALTH: 300 / 450 / 600 (+ 50% AP), AURA SLOW: 30 / 45 / 60%

QUOTES

Upon Selecting "Pleased to meet you!"

Attacking "They aren't gonna like this." "Dust em, Pix!" "A solid giggle should do the trick." "Let's use ALL the colors!" "Too tall…much too tall."

Movement "I recommend skipping." "Just a pinch!" "Yep, that tasted purple." "You'll see more with your eyes closed." "Whoa...dizzy." "Nosey dewdrop..." "Never look a tulip in the eye..." "That squirrel looks familiar."

Taunt Lulu throws her staff into the air catches it and pretends she's fighting something "C'mon you, let's dance! Ha!" "Let's go around again! Ha!"

Joke Lulu sticks her staff in the ground, puts her hat around it and twirls around it, jumps in the air and lands safely "I could go for a twirl... Whoa, whoa whoa ah, wooh!" "Let's put on our thinking caps! Hmm... hmmhmm, hmmhmm... Ah, I got it!"

Laugh Laughs maniacly, but silly, with snorts and giggles

Upon casting Whimsy.png Whimsy on an enemy "Adoribus!" "Fuzzy!" "Delightify!" "Transmogulate!" "Cuddly incoming!"

Upon casting Whimsy.png Whimsy on an ally "Zippy!" "Vroom vroom!" "Tut tut!" "Hot foot!"

Upon casting Wild Growth.png Wild Growth "Hugeify!" "Tremendo!" "Up we go!" "Enormibus!"

LULU'S APPEARANCE

20 Comments

RiotRiot Lutzburg3 votes

As a professional Game Designer with 8 years of experience, I 100% agree with Antymattar's points here. Elinz, I also think you're being highly defensive, rude and bordering on arrogant. You say that this post was designed to help people improve their Champion concepts, but your execution gives us (or me, at least) the impression that it's your way or the highway. You're trying to cram your methods down everyone's throats and attacking someone who has a different (and very valid) opinion than your own.

antymattar2 votes

Thank you. I myself have worked on and off on a few game projects with my friends. Never really anything big or significant, but it was fun for what it was. May I ask, out of curiosity, what you've worked on?

RiotRiot Lutzburg3 votes

{quoted}

Thank you. I myself have worked on and off on a few game projects with my friends. Never really anything big or significant, but it was fun for what it was. May I ask, out of curiosity, what you've worked on?

I got my start at a studio called Simutronics Corp, where I was the lead designer/writer for an MMO called Fantasy University. I was also the lead on two mobile games; a tower defense game called Tiny Heroes and an endless runner named One Epic Knight.

I'm currently working at Glu Mobile, responsible for games like Racing Rivals, Deer Hunter, Contract Killer, celebrity games, etc.

PeachyBubbleStar2 votes

you are looking at it incorrectly. He stated that the way i made the concept was WRONG and NOT RIGHT and saying that his opinionated concept was the BEST and the way it SHOULD BE thats a mere opinion! I never said it HAS TO BE THIS WAY i said this is what a well formated well done concept that has much time put into it SHOULD look like, some people do post them the way he listed, and thats fine but i'm trying to say a well formated long thought out idea someone put time into should look like the one i listed if i came off as rude i'm sorry to say that, but the way i type may just be a problem with you. i'm not trying to sound rude even if i do sound rude. i don't know if it's part of having Aspergers but iv'e been told multiple times coming off as rude when you arent being rude is common with people under my disorder. Sorry if i ever did sound rude but those werent my inentions. i'm only trying to state what i said above. A "WELL THOUGHT OUT, DETAILED, WELL FORMATED, LONG TIME THOUGHT OUT" concept Should, or Could look like what i listed above, don't take it the wrong way, it's fine if you want to post the ones like Anty did, but they are both mere opinions, do not take sides of opinions and try to prove one right. accept both and go on, the way he said what he said about my opinion was rude and bothersome, he said stuff that made it sound like what i listed was BAD and WRONG and it SHOULD NEVER BE THIS WAY. i hope you can come to an agreement and not diss on me.

antymattar1 votes

If you actually took the time to read what I said, that would be great. If you could even point where exactly I was rude or something. I just said something and posted reasonable thoughts on it, then you got pissed. Seriously dude... re-read that stuff if you have to...

PeachyBubbleStar1 votes

actually you should've actually read what was in the parentheses before commenting, i stated it was what i said like 50 times already "A CHAMPION CONCEPT THAT IS WELL THOUGHT OUT DETAILED AND LOTS OF TIME PUT INTO IT"

PeachyBubbleStar1 votes

There, i made a champion concept suitable to your thoughts, like it ? it's an idea i had for a while, and this is how i made it simple the way you showed. is this how you like champion concepts? not a joke, i actually made this and it's a real concept btw... so yeah http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Zyn1bz4R-champion-conceptmina-the-artist-of-bandle

antymattar2 votes

See this is actually really good. I mean, you can still go wild with lore if you want, but the abilities are easily oversee-able and understandable, the numbers are not there to mess around with the reader. That said, it allows to better understand what the champion is, WHO she is, what she does. Thank you. I will comment on that in a moment.

PeachyBubbleStar1 votes

thanks you!

Elphrihaim2 votes

I'd say that a concept does not need ALL the numbers. But it does need some of them--

Numbers inform decisions and the core ideas of that ability.

For example, if GP's Q had much more range than it did, it would be stupidly broken.

But I do, really, agree with the idea of damage numbers not being particularly important-- unless the champion has some interaction with their damage (Wirym, for example... or to use a real champion, Morgana and Nasus).

Durations are quite critical. For example, the fact that Riven's Art of War/Runic Blade stacks last... what, 5 seconds? I don't even know how long they last. :/

But there is a HUGE difference between them lasting 5 seconds or 3.5 seconds in terms of her gameplay. If they fall off one at a time or all at once.

The same applies to stun durations; how they scale up...

I'd say that the base damage of a skill isn't really a number that is absolutely required. The scaling is more important, because it informs how the champion should play with that skill. For example, Jinx's Zap!, which scales with 140% of her total AD. That tells you, immediately, that she scales really well with more AD; something already introduced by her Q granting a lot of bonus Attack Speed. To a certain extent, at least, Jinx values AD more than AS in terms of her kit, and this is knowable rather quickly.

So... *shrug*. It really can go either way.

I like going for more numbers and mathematics, because it gives me a sense of satisfaction to see the numbers after doing the math.

But... it's definitely not needed. If I have a skill that ramps up in damage based on stacks which are gained in combat; I don't really need to define the base damage, but I should give a range for the first and last ranks (like, say "50-70 scaling up to 200-220 based on rank")-- to give a ballpark on what the skill is for.

Like Zileas' example "500 damage 10 second cooldown". That has choice built into it. "250 damage 5 second cooldown" has less choice. "100 damage 2 second cooldown" has even less... but you can add some with a high mana cost or a mana-cost-stacking mechanic (Kog/Kass R; for instance), because of how low that cooldown is.

You can write anything, and to some degree it will be correct... I'd say a concept, no matter what, needs:

a) Formatting. Don't give people a huge wall of text. It's easy to lose trains of thought in such. b) The core ideal with which the character is created. It might be an ability in isolation. It might be the idea behind all the abilities. It might be a playstyle. But you need to make sure that people know exactly what the main point of the concept is-- otherwise you get something muddled and confusing in purpose, no? c) That you like your product and can feel proud of it.

Tomatosx1 votes

Umm...ok?

PeachyBubbleStar2 votes

it's mostly for people who need to know what a decent champion concept SHOULD look like, because some of them iv'e been seeing just arent what they should be.

antymattar3 votes

I would disagree heavily. This is not a champion concept, this is a description of a finished champion. This is by no means good. I do not encourage people to post their abilities with hard thought numbers and cooldowns. It is all subject to change if it ever gets picked up, and it's just a huge waste of thought and time. Sure, knowing how much damage someone deals is good, but for that you can just say "some damage" or "lots of damage". Instead I think a good champion concept is one that gives some original ideas. If I made a champion who has basically a veigar q for every ability, and made all the fancy numbers, it would still be a shit champion concept. Infact, id wager that it would be made all the worse by adding specific stats and all. It would highlight how little knowledge of design and understanding of the game I'd have.

No, a good champion design can look many ways, but most certainly not like this. The idea is lost behind the numbers and the data. It hurts the eye of the reader and it takes up mental space. A good concept for lulu can even look more like this:

So Lulu is this sort of quirky fae champion little Yordle who has her head in the clouds and doesnt take anything seriously and mostly just talks nonsense because she's used to living in a fairy world.

Her passive is that she has a fairy follower pix who attacks a bit whenever she uses a basic attack. He's always behind her and follows her around like a pet or something, the positioning is important.

Her Q, glitter lance, is like a standard skillshot that slows BUT it comes out from both lulu AND her faery companion pix, so it's hard to land and you can make some cool positioning tricks with it.

Her W is a movement speed buff on allies that can scale with AP, but when you cast it on enemies, it turns them into CUPCAKES so they cant really do much for a short while.

Her E is like a shield when cast on allies that causes your fairy companion pix to start following THEM for a little while, giving them your passive. You can also cast it on enemies to make pix follow them for a while and deal damage to them and grant vision. Note : You can still cast Q from his position when on enemies/allies.

Her ultimate literally causes the target ally champion to become HUGE and gives them bonus health and knocks up nearby enemies.

Notice how I deleted like half the content of the original ability list without even losing the idea and heart of the champion. I've seen far too many people who think that their idea will get noticed if they only make it look more like an in-game already existing champion, but really it only serves to obscure that which makes the champion who they are.

PeachyBubbleStar2 votes

thats so simple and dislike-able it hurts me eyes, you cant say "this is a bad champion concept completely" thats just your opinion... and if you want to read a champion concept that literally has NO THOUGHT PUT INTO IT then go search for them thats fine by me, but this is what a PROPER and WELL MADE champion concept should look like, it should look like they took the time to make the dang thing and no it doesnt have to have super small details like "specific rang, damage, and all that" if you want one thats not very decent, and sweetie, i can garentee you that riot would much rather have a champion concept thats nice and detailed with a good picture, than reading some little scribble scrabble of a messed up looking essay, you took it too deep, and especially the way you said "THIS IS A BAD CHAMPION CONCEPT IT SHOULD LOOK LIKE THIS!!!" thats pretty stupid, thats your opinion! and dont try and tell me that this one is my opinion because this is all owned by riot if they saw this champion concept before lulu was even designed they be like "WOW AMAZING" you dont have to state all those wierd non-detailing things you said because if you actually wanna be noticed you have to actually try! this one provided details of the characters, gameplay style, in game details, lore, abilities(in detail), quotes, and even a picture! making a champion concept is like making an essay you're not gonna be graded on. You can make it nice, or you can make it bad, if i were to give them grades, and dont try and disagree with me because you're already wrong, but yeah if i were to give them grades you're looking like a D an f would be something like "Make a champion with blank weapons, and she can have long black hair" (the end) no... the one i provided of Lulu would obviously be an A it has all the stuff you need. and if you want to argue about a disagreement, make it viable because i dont have time to read nonsense. sorry if you think i'm being rude, but i'm actually just trying to make a statement. the only think i provided that would be unnecessary would be the details about mana regen, mana, health, etc... all that stuff doesnt have to be provided but i said a "Well made" champion concept, and by that i mean one someone actually took time to make and think about little by little.

antymattar3 votes

No thought? I would hardly argue that coming up with innovative mechanics requires no thought. Riot doesn't give a fuck about your stats and I'm pretty sure there's not a champion designer/creator at riot who wants to make a pre-designed champion word-for-word. Sure, formatting is important, I never said that an image wasn't necessary, the point i'm making is that the NUMBERS are unnecesary.

But muh thooough you fucking scum!!! muh thooought!!! how can I hide my unoriginal abilities and ideas behind walls of official-looking text without numbers and stats!? How can I make it look like I put a lot of effort into mashin up something absolutely redundant?

You might ask. Well, you cant. And that's good. Compare this:

Q - Winters onslaught. Cooldown : 10/9/8/7/6 seconds. Mana cost : 60/65/70/75/80 Damage type : Physical Vulgrim the defiler shoots out a bolt of cold banana cream in a line 70 units wide and 900 units long, damaging the first enemy hit, causing them to take 50/70/90/110/130 base damage plus 50% attack damage as bonus damage.

And this :

Vulgrim shoots a projectile some distance that damages the first enemy hit for a moderate amount of damage.

Now, here you might say "But the first one gives sooooooooooooooo...an infinity passes by...oooo much more information!" Well, yes and no. It gives information that the original author, who has NO access to any tools to test it with, has created and figured in his mind that it's the right thing to put there. Those stats mean NOTHING. Look at how riot designs their champions. Look at a few interviews, some blog posts. Ziggz was originally a yordle with an anchor for Christs sake! All data is subject to change.

The second ability will give less faulty guessing information AND it will most certainly highlight something much more important. The innovative information about the ability. Reading the second ability(which is EXACTLY the same ability, but worded without the clutter-data) you understand that this skill is in fact very generic. It's a standard skill shot. The most basic form of skill shot. It doesn't even do anything. It's just damage in a can, the most boring thing you could add to league. It is more important to come up with new and original content than fully fleshed out generic unoriginal content.

That's why numbers are bad. The thing you posted is not lulus concept. It's her description. Its a finished product. Its like telling a carpenter that he should make a table as a single unit from a single block of wood. It just wont do. I've seen a lot of people, both here and on the EUNE forums make this mistake a lot of the time. They come up with a champion idea that is actually terrible, but they fool themselves into not properly reviewing it because the numbers get in their way. The numbers are often not the issue, its the abilities themselves.

Your idea of what a concept should be like isn't even taken from a champion concept. Sure, you CAN make a concept with "accurate and precise" numbers, but you run the risk of not seeing your own faults.

Reaper Review1 votes

There are some people I know, myself being one of them, who just include numbers and stuff because they like making things that feel complete to them.

For me, it's because I made characters for another fan project years ago, and had to actually come up with in-game stats for them in the process. My design process just ended up integrating the working of game stats into the concept, to make it as fleshed-out as possible, though I have noticed that more fleshed-out concepts do have a large chance of being completely ignored for that very reason.

This is also why I haven't posted a concept in a long time. I don't like posting more bare-bones ideas, but adding too much makes people not want to read it.

PeachyBubbleStar1 votes

at least you understand.

Strawberrycocoa1 votes

I've never seen the point in throwing damage numbers into a champion concept. Those kinds of things aren't what makes a champion enticing and fun to me. Character, theme, FEEL, those grab me.

Also, quite frankly, this much info is a wall-of-text that will turn off a casual reader fast. Editting it down to the meat would be a good idea.

I learned this the hard way at my RL job a few weeks ago: edit edit and edit more. Trim it down to the meat of the matter, or you'll lose your audience.

drew parrymore1 votes

So... the most optimal way of creating a concept is to forget: (I thought these things help the reader get a clearer idea on the ability's & character)

RANGE DAMAGE COST COOLDOWN SCALING BASE STATS ATTACK POWER DEFENSE ABILITY POWER

??

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