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

PeachyBubbleStar·5/21/2015, 3:13:25 AM·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 Lutzburg5/21/2015, 6:16:06 PM3 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.

Elphrihaim5/21/2015, 11:00:47 PM2 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.

Tomatosx5/21/2015, 4:31:44 AM1 votes

Umm...ok?

Reaper Review5/21/2015, 9:28:12 PM1 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.

Strawberrycocoa5/21/2015, 9:36:40 PM1 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 parrymore5/21/2015, 9:56:59 PM1 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

??