Rook, the Aberrant Summoner (pet/2-player class)
Rook is designed to be an almost modular, imposing force. An individual that must capitalize off of the synergy between the preparation of his abilities, and the execution of his summons to maximize both his and his summons' potential.
Passive - Aberrant Summoner
Rook has a selection of Aberrant Summons he can call upon to fight for and along side him. After choosing a summon, he spends 2.5 seconds channelling, before the chosen summon appears at his side. The summon is a permanent pet that Rook can direct manually. Targetting himself causes the summon to return to and follow Rook, and attack the next unit he targets.
If Rook dies, the summon flees. If he attempts to summon another one of his Aberrant Summons while one is already active, the existing summon dies and is replaced with the new summon at the end of the channel period.
Summons apply onhit effects from items and non-keystone runes, and can trigger their effects.
Cooldown: 20-6.5 seconds based on level (-0.75 seconds per level)(This effect is only put on cooldown after the channel period is complete.)
Q - Scorn
Rook fires a magic projectile in a target direction, stopping on the first enemy champion hit, and dealing reduced damage to all minions and monsters it passes through along the way. All enemies hit are also Marked for Scorn for a short duration.
Whenever Rook's summon auto attacks a minion, monster or champion that is Marked for Scorn, they gain a decaying burst of movement speed and deal additional magic damage, as well as extend the remaining duration of the mark.
W - Enkindle
Rook imbues his summon with a surge of energy, cleansing it of all crowd control, healing it for a portion of its missing hit points, and granting it bonus attack speed for a short duration.
Enkindle resets the summon's basic attack timer.
E - Feast and Famine
Rook tosses a globule of materialized magic energy to a target location. Enemies hit begin to fester, causing a percentage of the damage dealt by Rook - and a larger percentage of the damage dealt by his summons - to be dealt as true damage instead.
Additionally, if rook's summon attacks an enemy champion that is both festering, and Marked for Scorn, it extends the duration of the mark by a significant amount, and causes the mark to spread to all nearby enemy monsters, minions and champions, causing them to also be Marked for Scorn for the same duration.
R - Entropic Evocation
Rook overwhelms himself and his summon with volatile magic for 15 seconds. Each summon causes a different effect, as listed under each summon.
Aberrant Summons
- Prepotent Aberration
Ranged unit that deals moderate damage and has a relatively small health pool. A primary focus on range and kiting micromanagement, they have the medial damage, and lowest healthpool and resistances of the summons, while also being the only ranged summon. While summoned, Rook also gains a slight bonus to his movement speed, as well as his attack and ability ranges.
Entropic Evocation Rook and the Prepotent Aberration gain movement speed for the duration. Additionally, the Prepotent Aberration deals diminished damage to all non-friendly units near the target of the initial attack. Targets that suffer auto attack damage from the Prepotent Aberration have their armour and magic resist reduced by a stacking amount for a short duration.
- Severant Aberration
Melee unit that deals high damage and has a decent health pool. As the primary damage-dealing summon, they have the highest damage, and medial healthpool and resistances of the summons, but is limited to a short distance that must be compensated for. While summoned, Rook also deals slightly increased damage.
Entropic Evocation Rook and the Severant Aberration gain a significant bonus to their damage from all sources. Additionally, the Severant Aberration also gains attack speed, as well as the burst of movement speed granted by Scorn, regardless of whether the target is marked or not.
- Defiant Aberration
Melee unit that deals low damage and has a high health pool. As the damage-mitigating summon, they have the lowest damage, but highest healthpool and resistances of the summons. Unlike the others, the Defiant Aberration is better utilized for more drawn out combat and poke or bully lanes. While summoned, the Defiant Aberration heals itself and nearby ally champions for a small amount whenever it kills a unit. Rook also has a small bonus to his armour, magic resist, and maximum health.
Entropic Evocation Rook and the Severant Aberration are granted a large shield. This shield decays to 50%, and any damage receives at this time is considered part of that decay. Additionally, the Defiant Aberration increases in size, and has a large bonus to its tenacity. The heal granted by killing units is increased, and its auto attacks cleave in a cone in front of it, interrupting enemy units hit.
Thoughts, opinions and critique are all appreciate, thank you. This idea was posted previously, but was scrapped and reworked somewhat for streamlining and clarity.
Notes:
- The indicator for Rook to choose a summon would work similarly to
or
passive, in which a small indicator would be available to the player, like a small task bar to choose their summon. - Rook would effectively be considered half a champion, in terms of most of his stats, with the summons themselves being his second half. A similar example would perhaps be how
has a smaller health pool than other champions - similarly, Rook would have a smaller health pool, and his damage would be lower than usual, with a reliance on his summons to maximize that damage. - Ideally, the summons would be able to work with any items and runes that Rook also has; applying on hit effects like
or
to their auto attacks, if Rook doesn't trigger the effects himself, first. As such, he would probably have reduced benefits for building certain stats, like AP, AD or attack speed, to compensate for the fact that he isn't the only one benefitting from the items purchased. - Summon controls would probably function the same way as other pets in the game, such as Tibbers or Daisy, where the creatures would otherwise simply target whoever/whatever Rook is targetting, until given a new target to focus on.
- Alternatively, Rook could be played as a 2-player character, with one player taking Rook, while the other takes the role of his Summons. In this case, Rook does not control the summons, and instead they are controlled by the second player. Additionally, if the summon dies, then instead of the usual respawn timer, the summon must wait for the cooldown time before automatically respawning beside Rook.
- Since the summon respawn would work differently, I imagine the overall cooldown timer would probably be somewhat longer, and that Rook and the Summon must both be out of combat before changing summons, at which time, the summon itself immediately swaps to the new form, rather than fleeing or dying, then being respawned. The new summon could also be chosen by either Rook and/or the Summon. A player-driven summon wouldn't buy items like other champions, and any gold generated by the summon would transfer back to rook as normal. Additionally, as a 2-player character, rooks summons might have ability skill sets of their own, rather than just being remote controlled auto attackers, like this class otherwise glosses over. Alternatively, the summons might be bound to Q W and E for the summon player, and are only available while not in combat, with Entropic Evocation being a summon-activated ability instead. In place of an ultimate in this case, Rook would only have activatable abilities on Q W and E, with R simply being a readable indicator that shows what summon the second player is currently playing as, and thus the bonuses they also receive.
- Rook's role would likely thus be determined by whether the champion is built as a pet-class champion, or a 2-player champion. With 1 player, he would probably be a mid laner or jungler, given his potential for harrassment and pressure. With 2 players, he would be almost entirely locked into bot lane, for obvious reasons.