[Champion Concept] Zayun, the Lantern's Light

LuaDotExe··3 votes·833 views

Okay, so, for whatever reason, it's not on the boards even though I posted it. So let's give this another shot. Me and a friend (Burntcookies1) have many champion concepts we haven't really posted, since they're not exactly fit for League; I've adapted this one to fit properly. Essentially, they draw inspiration from Chinese and Japanese culture. They use paper lanterns, which they fling around using a wooden pole/staff. The staff draws inspiration from Southeast Asia, around Cambodia; as a Cambodian, I grew up learning about my culture, and one of the things I learned about is how people would hold aforementioned poles over their shoulder and attach bags to either side to make carrying them easier. Mana costs aren't there yet, since I'm not very good with base stats. I thought they would fit Ionia better; unfortunately, they don't have much lore yet.

Zayun The Lantern’s Light Tank/Support

[P] Paper Lantern: Passively, Zayun has 3 lanterns that may be manipulated by her abilities. Zayun's lanterns grant vision within their radii to the ally team. The lanterns also grant Zayun 20% increased movement speed while she is in the radius. After casting an ability in the radius, her next attack deals 20/50/80/110(+20% AP) bonus magic damage. After 60/90/120 seconds of being unaffected by her abilities, they return to Zayun, following her around at a distance of 250 units until redirected.

[Q] Dancing Lights Cooldown: 6 seconds Zayun flings the nearest lantern within a short range to the target position. The landing deals 50/60/70/80/90(+20% AP) magic damage, slowing enemies hit by 15/20/25% for 2 seconds. Collision with a champion or another lantern stops it, slowing surrounding enemies by 14(+2*lvl)% for 2 seconds and dealing 60/80/100/120/140(+40% AP) magic damage over the duration, placing this on a 12 second cooldown.

[W] Blooming Radiance: Cooldown: 14/13/12/11/10 seconds Zayun enchants her lanterns after 1.5 seconds, dealing 70/90/110/130/150(+60% AP) magic damage in their radii and increasing the vision radius around lanterns by 100% for 4 seconds. Allies caught in this gain a shield equal to 10/12.5/15/17.5/20% of your bonus HP plus 10(+2% per 100 Bonus AP)% of the shielded unit's health, which rapidly decays over 1 second. Blooming Radiance will active immediately if an enemy champion is impacted with a lantern via Dancing Lights or Alluring Glow.

[E] Alluring Glow Cooldown: 16/15/14/13/12 seconds Zayun jabs her pole in the target direction after 0.25 seconds, dealing 40/50/60/70/80(+150% bonus AD) physical damage and knocking away units hit. If this strikes a lantern, she will pull it back, instead dragging along enemies between her and the lantern. This may critically strike, dealing 25(+crit. damage)% additional damage.

[R] Rise of the Dragon: Cooldown: 180/160/140 seconds Zayun summons a dragon pole at the nearby target location after 1 second, knocking people aside. The dragon pole then sends a wave of firecrackers to each lantern, exploding in their radii. Each wave contains 15 firecrackers, and firecrackers each deal 15/20/25(+4% AP) magic damage. There are 0.25 seconds between each wave. Damage calc: (25+(AP*4%)) per Firecracker

12 Comments

CrazyBear19871 votes

I like the idea, theme and concept, very strong and unique as a champion.

A mix of Oriana ball and Tresh's lantern, very nice

So far i have no issue with her abilities or ult, very well thought and synergies with her other abilities and passive. Good!

My only gripe would be that there is no "Tank/support" aspect to her kit. Q = AOE damage and slow W = AOE Damage and sight E = Empower and enemy pull R = AOE damage

you don't have any heal or shield, feels like some how you could have added something that changed or determined the lanterns properties? Maybe the 3 lanterns are each unique and different, throwing one or another will have different effects based on which on you threw down? it probably on matters on your Q the most, should write something there.

Have fun with the concept! its good, just needs tweaking based on what you want

LuaDotExe1 votes

Aaaaaaaaaaaa thank you for the feedback! I s'pose you're right about the Tank/Support thing. Maybe just a support, then? Support/Mage? Not 100% sure honestly :'^) Most of the supportive aspect comes from the things like the pull, the zoning potential, and the slow. I s'pose we need a bit more. I'd throw a shield onto the W, but I don't want to overload the kit.

CrazyBear19871 votes

I was thinking you could just control which lantern came out 1 would be offensive slow 1 would be supportive (shield buff etc) 1 would be healing speed color code them just dont know what else to add

LuaDotExe1 votes

Maybe; however, that leads to some issues. I don't want their gameplay to be too decisive, and I was intending for their lanterns to be more zone-y than buff-y. Perhaps something on the passive, however, that shields nearby allies in lanterns when you cast an ability?

CrazyBear19871 votes

{quoted}

Maybe; however, that leads to some issues. I don't want their gameplay to be too decisive, and I was intending for their lanterns to be more zone-y than buff-y. Perhaps something on the passive, however, that shields nearby allies in lanterns when you cast an ability?

something like could work, play around the idea i guess, but if you can't figure it out, just scrap it XD

next step would be like visuals and maybe a short backstory, motivations etc

LuaDotExe1 votes

{quoted}

something like could work, play around the idea i guess, but if you can't figure it out, just scrap it XD

next step would be like visuals and maybe a short backstory, motivations etc

Yep! I've been thinking about how lanterns are typically used in conjunction with annual festivals. Perhaps she could be a wanderer that appears with the lanterns every year, to scare off evil from Ionia? On the topic of visuals, I'm not very good at art, so I'd have to get my friend to do it lol

CrazyBear19871 votes

{quoted}

Yep! I've been thinking about how lanterns are typically used in conjunction with annual festivals. Perhaps she could be a wanderer that appears with the lanterns every year, to scare off evil from Ionia? On the topic of visuals, I'm not very good at art, so I'd have to get my friend to do it lol

Sounds good. You have so many ideas for skins too, Shadow isle Zayun, halloween Zayun, Chinese new year Zayun etc

its really a nice design and concept, very unique, hope to see more too XD

good luck and have fun

Tony 21 votes

This seems like a cool and interesting idea but could you farther explain how moving the lanterns works

LuaDotExe1 votes

[{quoted}](name=II Birdman II,realm=NA,application-id=A8FQeEA8,discussion-id=FBWFx5jo,comment-id=0001,timestamp=2016-11-11T18:05:41.987+0000)

This seems like a cool and interesting idea but could you farther explain how moving the lanterns works

Your Q and E move the lanterns; with your Q, the nearest lantern within range is thrown in a target direction, E pulls it to you. Only ways to move them; when they expire from not being moved, they'll follow you.

Tony 21 votes

Ok thanks like the idea

The Lightning1 votes

I really like this concept. When her lanturns return to her, do they trail behind her like Shen's spectral sword or do the revolve around her, constantly giving her random increases to vision?

LuaDotExe1 votes

{quoted}

I really like this concept. When her lanturns return to her, do they trail behind her like Shen's spectral sword or do the revolve around her, constantly giving her random increases to vision?

They simply revolve around her; however, the natural vision radius is bigger than the one that the lanterns grant, so there wouldn't be random increases to her vision..

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