Proof of Concept: Dragon Champion

Kaeblen·3/10/2018, 10:37:11 PM·1 votes·479 views

Feedback Wanted: I've been sitting on this idea for a while, and I'd like to hear exactly what people think is good and bad about it. A simple "it's shit" or "I love it" are both highly unappreciated--I want to know why--thank you all in advance.

Rather than a complete or finalized kit, I'm going to present the core of the idea first, some optional ad-ons, and iterative history as well, not to mention minor thoughts on lore.

#Core Idea: The Innate Passive

  • Everywhere this champion goes, it leaves behind a trail of impassible terrain. (Think of Tron vehicles)
  • The champion has a large movement speed buff, which falls off the farther the champion moves in a straight line. Ok. That's the core. Now why? ---> I wanted this guy to be running in and out of enemy champions, continually blocking their in-combat mobility. This means that moving swiftly back and forth is a must, but that moving cross map really isn't a focus--thus the movement speed buff (It works exactly opposite of Arulion'Sol 's MS buff.) ##Visually This idea was spawned when I first learned of "Ao'Shin" as a champion concept. Thus, visually, the "trail" left behind by this character is the the dragon's tail. I first thought of just having an unusually shaped hit box, but this proved to cause too many problems. ##Possible additions to this passive:
  • The Trail intercepts skill shots. (fairly central to the champion idea, but not strictly mandatory)
  • enemies may attack the trail to break holes in it. once a hole has been made, champions may path through, but the new path made by the champion continuing to move will not retain a hole.
  • When a segment of this trail is destroyed, this champion (lets name him Ao'Shin) takes damage. (lets say ~1% of his max hp. ((please note that AOE attacks may destroy several segments at a time, and also that skill shots that "miss the champion will normally hit the trail.))
  • I've considered this champion not having a basic attack.
  • If the champion does not have a basic attack, I'd like him to be able to move through and shove aside enemies, dealing basic attack damage to them when he does.

It's probably worth talking about character inspiration at this point. Naming, and Identity The idea of Ao'Shin, an Ionian serpent type elemental dragon, was introduced by riot may years ago. After being dumpstered due to tech restrictions on animating his tail, the champion idea eventually came back as part of Arulion'Sol. But I never felt like Arulion'Sol really delivered on the origional idea. He's a star dragon; a creator of worlds and galaxies; being a snake-critter isn't really central to who he is; it's really just a nod towards old ideas. I wanted the body-type (a gargantuan serpent) to be a really big part of the champion's gameplay. This means 2 things: 1. an entirely new champion 2. an entirely new type of gameplay reminiscent of both braum and singed.

Refining Lore There are a few parts of Lore, and some Gameplay elements that will tie in to lore, that really need to be considered for this type of character. First is the elemental nature of dragons. Shyvanna's Lore talks about each dragon being tied to a particular elemetal rune which is marked on their heart. So what Element is this new dragon? Shyvanna is Fire, Arulion is Celestial? What is Ao'Shin? The origional idea of Ao'Shin implied mastery over all 4 base elements, but does that really work in this lore? Second, In Game, why is it that the champion is only taking normal damage when you attack it's head? How is it possible to "cut holes" in the dragon's tail in just one or two attacks? Something seems amiss here. Third, The Solution: Ao'Shin, The Spectral Dragon. Ao'Shin is a ghost. Not the type you might find on the shadow isles, but a spirit which refused to move on. One that reached a kind of purity and connection to the earth that allows it to ignore petty matters like mortality. Ao'Shin did not die with mastery of all 4 elements, but has gained mastery of the other elements since that time. His central element would be Air or Water, but he could potentially command up to all 4. The reason that his tail can be severed (and then reform so quickly) is because it is a composite of compressed Spirit and Mist.


#Other abilities for his Kit The following are optional ideas that I have played with for old Ao'Shin's kit. There's no set number for these, and no clear ultimate.** The Role I'm envisioning Ao'Shin for is as a tanky support.** If you have any ideas to add to the list of potentials, I would love to see them as well.

1. Serpent's Coil / Coiling River/ Scailed Mountain

Ao'Shin moves a portion of his tail, damaging and shoving enemies aside. ######On cast, the ability will select a portion of Ao'Shi's body, and on first click after cast, the ability will fire, actually moving his tail, etc. Clicking the activation button once will select the front half of his tail. Twice, will be the back half. And three times would select his head (making the ability a short dash). This kind of selection method is similar to Twisted Fate's "Pick a Card", but can be performed much more swiftly.

2. Breath of Fire/ Eyes of Lightning

Ao'Shin breaths fire, dealing damage in a small targeted aoe, a short delay after cast. ######This is essentially the same as Karthas's Q, but it is meant to scale off AD, and is particularly important if the option is taken for Ao'Shin to not have a basic attack. I've considered adding armor shred, or some other effect to it as well.

3. Fountain of Life/???

Ao'Shin targets an area on the ground. for the next 3 seconds, Allied shampions standing in the area heal damage per second. (same size AOE as ziggz satchel charge)

4. Unamed.

I had the idea for Him to be able to dash over walls, and any ally that clicks on him or his tail while he is dashing will be carried with. (the visual is something like Baron coiling across the rocks when he first spawns) ######I love the idea, but it's not one i think is practical or really fitting.

3 Comments

Terakali3/11/2018, 3:54:08 AM1 votes

So... Most of this is going to be an absolute nightmare, so I thought I'd give a few ideas on how to... Number this out- make it more reasonable. I'm not listing mana costs because you never specified if he even had any. This ultimate is something I came up with in the vein of the other dragons since your ideas for W and E kind of... Sucked, individually. Dragonfire in several mythologies effects people differently based on who they are anyway.

Passive: Parting The Way - Impassable terrain (25 units wide) trails behind the center of Ao'Shin's movements with a maximum length of 800 units. Long distance teleportation completely removes this terrain, while flash simply causes it to act as if he'd move that distance. This cannot be moved over except by mobility skill or by Ao'Shin. Ao'Shin has 50% increased movement speed which decays over 1/1.5/2 seconds while moving in a straight line. After level 13, allied units can move through this wall.

Q: Tall Tail - Ao'Shin whips his tail around his body (select a 180 degree section on either side of him that stretches 300 units out) dealing 60/90/120/150/180 +80%BonusAD physical damage to all enemies hit and knocking them 50 units away (think Volibear E or Vi Q). Has a 12/11/10/9/8 second cooldown.

W: Breath of the Dragon - Ao'Shin pulls back his head for a moment before breathing fire out to a target location within 600 units. Enemies hit take 40/55/70/85/100 +40%AP+30%AD magic damage, and allies hit heal for half that. At the targeted location, the ground is marked in a 250 units wide circle for 3 seconds. Allies on top heal for 10/17.5/25/32.5/40 +20%AP each second. Enemies take 30/37.5/45/52.5/60 +20%AD magic damage each second. Has a 16 second cooldown.

E: Bridge of Fates - Ao'Shin can ignore terrain. Moving across terrain created by effects other than his passive reduces his movement speed by 60/50/40/30/20%. While doing so, allies can right click on him to board him. While in this state, Ao'Shin controls their movement, but they are still able to use abilities and attack. This does not function on the edge of the map.

R: A True Dragon - Ao'Shin roars, granting allied champions (including himself) within 400 units an 10/15/20% increase in AD and AP, 20/40/60 movement speed, 30/40/50% damage resistance to towers, and 10/15/20 HP and MP regen for 8 seconds.