[Champion Concept] Bob (Placeholder Name). First full Pet User concept. Updated version.
#Changed Areas
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A slight change in the Concept Explanation.
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Number Changes on abilities. I realized that for a defensive play style, the main champion has some really have damage numbers, which of course doesn't fit.
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Removal of the Scrap Mechanic and Modification Mechanic. After finishing the concept I felt like the Scrap System was simply unnecessary but left it in in the final post.
1 more thing I wish to get across is that none of the numbers used are actually what I would expect of the abilities, they're purely what seemed balanced at the time of typing this and they were based off of damage, range, cost, cooldown, and duration numbers that I got off of similar abilities from various champions. If it seems the numbers are unbalanced then they're of course changeable.
#Concept Explanation
First, I'd like to start out by giving a general explanation to the champion to better give context to abilities rather than simply listing off his mechanics without context for how those mechanics interact with each other.
The concept is for a siege based AD Mage character that focuses on the unique use of a large scale stationary "turret" that's capable of ranged attacks from a global scale. The premise behind the turret is to give the champion what would be one of the ultimate map pressure mechanics through the use of some of the longest range abilities the game has seen.
The champion will fit the role of an immobile defensive "Controller", while his turret will fit the role of his offense.
#The use of the turret mechanic.
The turret would be a stationary unit that the character placed down as a permanent unit somewhere in a nearby safe spot where the turret could safely support the main character and do other things without the worry of an enemy champion killing it early on.
The turret and main champion both have 2 completely different sets of abilities that become available when the player is in control of either one of them.
The champion's R is the activation key for taking control of the turret at which point the player would lose control over the champion but gain full access to the turret as well as its abilities.
When the player is not directly controlling it, the turret can only fire Basic Attacks within a medium sized area around the main champion through a pet command key. If the player switches to turret control the basic attack range is switched to a long range area (increased per level and through points into R) around the turret (See variations for a different version) that designates where the player can free fire the turrets basic attacks as well as abilities.
Switching to the turret leaves the champion uncontrollable and in a defensive state as it's supposed to mimic the idea of the character remotely controlling the turret. When one of the units goes idle from the player switching control the idle unit will gain a permanent but small shield while they are idle that disappears after they are taken control of again.
Basic attacks as well as the turret abilities are not targeted but instead delayed skill shots. The delay on the basic attacks and abilities are based on how far the target area is from the turret.
1 last thing I'd like to add is that Cool Down's were set so high because as a full Attack Damage champion CDR would be very easily available to him.
Passive : Hextech Controller
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Cost: No Cost
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Range : 1000/250 (First range is the attack range around the champion, the second is the radius of the shell damage)
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Coolddown: 9/6/3 Seconds. (Does not reduce with Cooldown Reduction)
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Bob can command his Hextech Turret to launch an explosive shell at a target location in the area around him dealing (100/200/235 (+125/145/170% AD) Physical Damage to all units in the impact zone of the shell. 50% damage to minions and monsters.
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Cooldowns and Damage Level up with Ultimate Level.
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Turret Basic Attacks have a delay based on range that could be anywhere from 0.5 to several seconds at max range, however the visual and Audio queues would not appear till the shell was about to impact. This would be same for all of the turrets abilities.
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Q : Concussive shot
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Cost: 75 Mana
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Range: 400/150 (Shot range then cone radius)
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Cooldown: 19/17/16/15/14
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Bob Fires a concussive round from his weapon in a target, creating an explosive force in a cone that pushes back enemy units dealing (80/120/ 160/170/190 (+65% AD) Physical damage and Stuns them for 0.75 seconds.
W : Hextech Shield Projector
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Cost: 90/100/110/120/130 Mana
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Duration: 6 Seconds
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Cooldown: 32/30/28/25/20 Seconds
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Range: 400
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Bob locks himself down and activates his Hextech Shield Projector which spawns a barrier that pushes all nearby enemies to the outside of the barrier and blocks all incoming enemy abilities and acts as impassable terrain blocking all enemy units from passing through.
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The barrier blocks all incoming damage much like Braum's Unbreakable, but the barrier blocks all abilities from reaching units on the inside of the barrier including point and click non projectile abilities.
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Enemy units can not enter the barrier no matter what happens however friendly units can pass in and out of the barrier as much as they want.
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The barrier has its own health bar that absorbs the damage in place of friendly units. The maximum HP and Base Armor and MR of the barrier scale with ability level. Maximum HP is 650/1000/1400/1800/2000 and Base Armor and MR of the barrier is 50/80/110/140/190.
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While emitting the barrier Bob can not move, attack, or cast basic abilities but he can still switch over to control his Hextech Turret.
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Should the barrier be broken, the Hextech Shield Projector will overheat from strain and the Cooldown will be extended by 10 seconds.
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This ability is meant to work as impassable terrain such an Azir R.
E : Hextech Flash Grenade
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Cost : 70/75/80/85/90
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Range : 950/350 (
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Cooldown : 26/24/22/20/18 Seconds
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Bob fires a flash bang shell from his weapon at a target location, dealing (60/110/160/180/190 (+35% AP) Magic damage and causing nearby enemy champions who are facing the direction of the blast to become near sighted and slowed by 40% for 2 Seconds.
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Champions who are facing away from the area of detonation are only slowed for half the amount (20%) and do not get affected by Near sight.
R : Hextech Turret
This ability is available to the champion from level 1 like Karma's R and allows the player to place down Bob's signature Hextech Turret. Once placed the player can use the turret' basic attacks in an area around the champion through the Alt command key ( or some other special binding) or switching to direct control of the turret by pressing R again.
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Cost : No Cost
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Cooldown : 1 Second delay after switching between Bob and the Hextech Turret to switch back. 90/80/60 Second Cooldown to place a new Hextech Turret when the current 1 becomes destroyed.
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Range : The base range starts out at 3000, increasing by 200 every Champion level with an additional 500 for every point into your ultimate.
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Upon switching to control the turret that player gains access to 3 new basic abilities and the ability to free aim the turrets basic attacks and abilities within the available range. Pressing R again will allow the player to switch back to take control of Bob.
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When switching from Bob to the Hextech Turret or vice-versa, the unit that's left idle will remain protected by a permanent barrier that will regenerate back to full every 10 seconds without taking damage. (Basically a malphite passive)
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Using Hextech Turret Abilities do no cost mana and use separate Cooldowns from Bob's Cooldowns. All Abilities share the same range and can be fired anywhere within the turrets maximum range.
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All Abilities that belong to the turret scale with ult level.
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Finally Bob can pick up the Hextech Turret by moving within melee range of it and using the pet command, putting it on a 15 Second Cooldown so he can reposition it.
#Hextech Turret Abilities.
Hextech Turret Q : Ground Charge
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Range : 450
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Cooldown : 27/23/16 Seconds
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The Hextech Turret fires a high explosive burrowing shell that detonates underground causing a massive eruption, knocking up all near by enemies and dealing (150/220/270 (+ 75% AD) Physical damage to enemies caught in the ability. Enemies closer to the center of the eruption are knocked up longer than enemies closer to the edge.
Hextech Turret W : Poison Bomb
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Range : 400
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Cooldown : 26/23/19 Seconds
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The Hextech Turret fires a canister filled with deadly poison at a target location, which upon landing fills a large area with poison gas that deals (100/130/150 (+35% AP) Magic damage and gives near sight to units that are within the gas. (Essentially a graves W that also deals damage to units while they remain in the gas)
Hextech Turret E : Fat Shell
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Range : 600
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Cooldown : 100/90/85
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The Hextech Turret fires a destructive large shell at a target location, dealing (250/350/460 (+85% AD) to all enemies caught in the blast and slows them for 50%.
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This ability is not available with the turret at Level 1 and will become available upon reaching level 6 like a normal ultimate ability.
#More Details
The abilities and basic attacks from the turret aren't meant to be instant and will work on a delay system, and they're intended to have varius visual and audio queues to make them dodgable, at the same time that's also why they have particularly high damage. I would want this champion to be the type to have super difficult to set up abilities but have a massive payout in damage dealt for when those abilities land.
Each Turret ability should have a unique audio and visual queue to warn enemies about what is coming. Having the ability to harass the enemy with high damage when you're not even close to them is one hell of an advantage but obviously if it isn't easy to dodge then this sort of concept becomes unbalanced quick.
1 thing that I won't be adding is a backstory unfortunately as I've never been good with that sort of thing so I'll leave it at the mechanical concepts and just hope people enjoy that.
The idea behind the champion in the first place was my love for long range champions, however when playing the champions of league no matter how long range they get like xerath, varus, ect. it still feels like I'm not that long ranged. It ends up feeling like I'm given above average range in return for being more vulnerable against champions that can jump on me.
With this design I could truly be a sniper that's capable of hitting them from a distance all the while still leaving that chance for them to hunt down my ability to snipe and destroy it, basically playing a defensive role till I can set up my offense again.
#Variations
There are obviously alot of variations that I came up with for different abilities but for now I'll leave 2-3 here that I think might solve balance issues with a few mechanics.
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Instead making his W barrier impassable it could be made so that abilities meant to be unstoppable like Vi and Malphite ult would still beable to break into it and if Bob was CC'd from it then it would cancel the barrier.
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As I'm sure having the ability to launch abilities and super beefed up basic attacks on an almost global scale like the turret can could be a major issue how about this: Rather than having the range centered around the turret in a colossal area, how about making it so that the area is instead centered around Bob with the area smaller than before but still very large. This would make it so he'd actually have to be closer to the fight when he takes control of his turret but at the very least he wouldn't be completely annoying to fight. Side Note I totally prefer the first version but that's probably because that sounds like so much fun to play with, maybe not against though.
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I wanted him to actually have a somewhat ace in the hole with Fat Shell but I also had 2 other ideas. The first idea was a simple carpet bomb type of ability where it hit an area with a line shot like rumble ult but it was an instant damage AoE rather than a DoT. The second was basically a mini Jarven Ult that functioned in the same way but was more geared towards the idea of zoning off enemies for your team, cutting off pathways, or possibly even trapping them.
To those of you who've read the post, thank you for reading. I'm looking forward to opinions and if you notice anything lacking proper explanation, or any missing details on abilities please let me know.