Ivelo- The Star Jumper! (Champion Concept)

Bootleg Gay·5/28/2016, 6:44:37 PM·5 votes·783 views

Quick Lore- Part of a clan that was once destroyed for it's people's natural ability to use cosmic powers, Ivelo travels Runeterra in search of a home. From drinking games in Bilgewater, to sailing the seas in Ionia. He's climbed one of the mountains of Targon and has even crept into the city life of both Piltover and Zuan alike. On his journies, he's taken many lief lessons to apply to his learning of his magics, and while young, he still has a firm grasp of it. Now with a concept of the cosmos itself, he hopes to use his magic to protect those that no longer have a home, as he too has known what it is like to not have one.

Appearance- Ivelo has incredibly long, black hair, with golden star jewelry hanging from it. He has a midnight blue, shoulder cape on, and a gold shoulder piece on the other. His mask is a gold star, with two holes in it for his eyes. He wears no shoes, and is a bit pale. His ability's use gold and dark blue particles, along with lots of dust-like effects.

Abilities-

Passive: Star Charms Every so often, Ivelo will ready a Charm, which hangs from his long hair and waits for allies to click on them. When they do, they will be pulled to him and will be carried by Ivelo for a few seconds, during which they are untargetable. Later levels lower the cooldown of this passive as well as allow him to carry extra Charms. When the Charm ends, the ally will drop behind Ivelo for enemy champions. The same champion cannot grab more than one Charm within 10 seconds. Range- 700 Duration- 1.5/2/2.5/3 at levels 1/6/11/16 Static Cooldown- 45/35/25/15 at levels 1/6/11/16 Charges Held- 1/2/3/4 at levels 1/6/11/16

Q: Stellar Crush Ivelo stores up to two charges of the ability. On cast, Ivelo drops a star at a targeted area, dealing damage to all enemies in the area, remaining and giving off an aura. When two stars' auras overlap, they create a larger zone that will encompass them both. Constellations form when three or more stars are linked together.

Forming a Constellation will make the stars explode with magical energy before returning to Ivelo, dealing increased damage to all units in their radius and paths. Killing any unit with this ability will refund a charge of the ability. 
Stars remain for 8/10/12/14 seconds at levels 1/6/11/16.

Magic Damage- 50/90/130/170/210+(40% of AP)
Constellation Formation Damage- 70/120/170/220/270+(70% of AP)
Mana Cost- 40/45/50/55/60
Recharge Cooldown- 13/11/9/7/5
Range- 700
Damage Radius- 200
Aura Radius- 300
Combined Aura Radius- 450 (From Center of both Auras)

W: Pathfinder Ivelo creates a lengthy wind of energy, dealing damage to all enemies in a wide line. As it travels, it forms two walls parallel to it, blocking off movement from the sides and dealing damage to enemies that try to dash through them. This stops the dash. Ivelo and his allies gain movement speed while moving through the path, and enemies that remain in the path take increased damage from ally champions. At the end of the walls, two stars will drop down after a very short delay, producing the same aura as those cast by Stellar Crush. Last for 3/4/5/6 seconds at levels 1/6/11/16, and recasting this ability will remove the walls early, but the two stars will remain.

Magic Damage- 30/45/60/75/90+(50% of AP)
Mana Cost- 90/95/100/105/110
Cooldown- 18/16/14/12/10
Damage Increase- 2/3/4/5/6% +1% per 100 AP
Path Width- 610
Path Length- 550/600/650/700/750

E: Comet Veil Ivelo takes a brief moment to ready himself, then creates a large wall of comet gasses that sits for a few seconds. Enemies that pass through it will take damage once while having all champion-granted buffs removed, including shields of all kinds. Enemies that do in fact have champion-granted buffs on them will take extra damage and are slowed.

Magic Damage- 30/50/70/90/110+(25% of AP)
Bonus Damage- 60/100/140/180/220+(50% of AP)
Mana Cost- 100/110/120/130/150
Cooldown- 24/22/20/18/16
Slow- 20/30/40/50/60%
Slow Duration- 0.5/0.75/1/1.25/1.5
Range- 600
Veil Width- 450/525/600/675/850
Veil Duration- 3/3/4/4/5

R: Interstellar Rush Upon first activation, Ivelo gains maximum charges of Charms possible at the time, bonus movement speed, and the ability to cast Star Jump once. Once Star Jump is cast, it cannot be canceled, and all allies attached to him via Charms will stay attached. Charms remain if Ivelo doesn't cast Star Jump, but are reset if he recasts, no matter how many allies travel with him. Star Jump- Ivelo takes a 4 second wind up, then launches himself to a target location. He can bring with him all champions attached to him via Charms, and his landing is met with a burst of energy that deals damage to all enemies in the area. Ivelo also signals his presence to both teams, as well as announcing who will be traveling along with him. Whether Ivelo casts Star Jump or not, Charms will hold onto allies for twice the normal duration.

Bonus Movement Speed- 50/75/100%
Star Jump Damage- 75/100/150+(20% of AP) Per Champion Traveling
Star Jump Blast Radius- 600
Jump Range- 4000/5500/7000
Mana Cost- 200/200/200
Cooldown- 240/200/160

Gameplay-

Ivelo is a control mage, dealing damage in area of effect spells. Unlike other control mages though, he can't keep a spot locked down for very long on his own, and relies on teammates to help him out. He offers a great reward for assistance though; he can get his allies where they need to go, and helps to keep them safe in the meantime. Although he isn't the greatest at teamfights, he can get one started real easy, and can end one with great disengage just as well.

In a solo lane, Ivelo is best to stay back a bit, setting up Constellations by using Star Crush whenever he can. Once he has two up and ready, he can go in, trading with his lane opponent before using the last start to finish off his combo and create the Constellation. If he feels that he can't get his stars aligned without being heavily punished, he can max out his Pathfinder first instead, helping him send two stars out at once and at a greater range. Not to mention, Pathfinder sets up two stars almost touching in Arua's, which means that he'll only need to send out one more to complete the Constellation; or he can send out those two stars to finish off one that he's already started, making a chain that is sure to catch someone off guard. We haven't even talked about his other two abilities either. Keep hold of your Star Charms to help junglers get in a nice gank, then set up a Pathfinder to change the opponent's route. The increased movement speed helps to catch up, and the increased damage lets your jungler nap the kill. If they happen to be too far off, be sure to set up a Comet Veil first, punishing those that choose to run instead of fight. It also keeps up the pressure to use the veil as a way of pushing enemies towards your Stars, getting them to walk into your traps.

Finally, let's take a look at his ultimate, which has a way of getting your entire team to the place they want to go. Once you find something you want, whether it be dragon or a tower, and get your teammates to grab on and go. After the jump finishes, be sure to set up stars; you'll need them if you expect a fight. In the case of dragon, you can set up a Comet Veil to block off a route and keep the enemy at bay. If they choose to go through it though, they'll be cleaned off all buffs they were granted by themselves of by allies, so if they think they can set up beforehand, they got another thing coming. You also have Pathfinder, which is a great tool to guide the enemies to yourself and right into a trap. Otherwise, use it to block off the dragon pit, and it anyone wants to escape, they'll have to go through you and whoever you brought with you from Interstellar Rush.

You can also pull off some clutch saves using your passive, which give invulnerability to those that need it. Should they find themselves over a wall and they might die, don't be afraid to lend a Charm, getting your team to safety. Once you have more than one Charm to use though, grab a few friends and get ready to tower dive. Using your area of effect abilities, you can trap someone under their own tower, and make a quick escape by lending a Charm to an ally. If you feel that you and your whole team is caught off guard, don't be afraid to press that big button. The bonus speed at least helps you get out yourself, and anyone quick enough to grab one of those Charms will surely be free too. Use the crazy speed to get the heck out, and if you have to, find a safe spot to use your ultimate and jump to safety.

In a duo lane, acting as a support, he can use his abilities to catch enemies off guard, and the increased damage from Pathfinder will help you both trade. You can also cut off hard engage supports with Comet Veil, while annoying both laners using Star Crush. Once you're both ready, get ready to roam, and gank a lane or two. Since you'll have at least one Charm to use in order to get use out of Interstellar Rush. Not to mention, you still have those Charms for ganks; both enemy and ally. You can get a jungler to turn a fight into a 2v3, or disengage from the enemy if they decide to jump you. Be careful though, as you'll only have one at a time early game, and allies that get caught off a second time will be vulnerable, as they can't grab another one for a while after.

His big strength comes from working with teammates, but you can't leave him alone for too long. His solo dueling potential is cut by a significant amount once he uses his Constellation, and area of control only works when you have an area you want to block. Since he has no crowd control and his only walls only work in lines that don't intercept enemy laners, he's easy to kill once you get a hold of him, and even though his ultimate can't be stopped, he can still be killed since it takes quite a while for it to wind up.

Design-

Ivelo started out with the idea that I wanted to create a champion that took care of his team, forging homes for his allies to work in. In the end, his ultimate would change a few times, but it was for a good cause, because now his ultimate doesn't give them a home- it takes some from the enemy. In this sense, it started to form, but it didn't have an actual theme besides 'character jumps really far with allies'. So, the Charms were born, and they acted as a way to play the game a new way, as well as giving him a way to round up his allies with consent instead of just picking them up and going regardless of whether of not they want to.

It would need clear indicators to work, but I like the idea of the Charms, and they seem to be a nice way of giving this kind and caring personality to a champion that focuses on moving around. While the lore never truly fleshed out well, it became a secondary part of him. Along with the caring nature of his passive, he needed a way to display teamwork other than through caring. He needed to be able to take his friends to victory, and his Pathfinder ability made that clear. It creates a very visible, very physical endpoint, and it encourages allies to work with it.

His Constellation based ability was designed by accident. It started out with the idea of creating pieces of stars that would forge back together as they got close, smacking together and dealing damage as gravity mashed them together. It was nice and all, but it lacked a way to actually be sure when the star should go away. It once had a few iterations in which the shards would get too big, and eventually collapse, but at some point, it left Ivelo spending too much time tending to this single point rather than a multitude of points, like a control mage should.

I hope you all enjoy this concept. Numbers and values are, as always, not truthfully intended. Without actual testing, it is nearly impossible to make these balanced on paper. This is a revamp of a concept I've had earlier, and I think I've gotten much better at designing since then. Any feedback would be greatly appreciated!

9 Comments

Ýones5/28/2016, 9:21:59 PM2 votes

I have an idea for her title: Ivelo, the Interstellar Voyager. Keep it as Star Jumper if you want, but i think it sounds lame. xd The passive seems unique and cool! Q: Seems like a solid idea, pretty unique, I like the constellation idea. W is a nice sounding ability, fits well with her kit, E could be OP, could be UP, though seems good. Overall, it is unique and would be fun! If you have time and if you want, check this out. Maybe it is not as unique but I put some effort into it. :d http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/0MZiuEzt-champion-concept-soren-the-mountain-king

FlameHalbrdOkido5/30/2016, 12:28:47 PM2 votes

Constellation Tracer, Star Tracer, Star Trekker?

Anyways this concept is sooper cool, and it only got cooler when I read the game play design notes, those really brought the concept together and helped me understand the gravity of these ideas. Super cool man, colder than deep space.

FlameHalbrdOkido5/28/2016, 7:43:01 PM1 votes

for the passive you should add that champs that grab the charm are forced to face his direction. This is to avoid a bit of wonkiness with coding and game effect interactions, but also so you can do things like clutch Sion ult RE-directs if he's about to miss.

Allies should be able to make move commands to get off the star train during the passive, but maybe not the ult

this was a really great concept, i really liked how everything fit together. I do worry about the theme, tho being that Sol exists as a star forger, but oh what the heck its still all very cool

FlameHalbrdOkido5/30/2016, 4:47:47 PM1 votes

yeah sure, the ideas were really novel, i take my idea to the boards from time to time as well, ive made a big list of finished concepts and im depleting it now