[Champion Concept] New Support Champion

Taenarus·3/24/2017, 6:04:25 PM·1 votes·630 views

I want a new support champion that allows you to interact more with other champions. The primary intention of this champ is to interact with champions, friendly and enemy alike. This champion would have to be a yordle for the play style. This new support champ is centered around "attaching" itself to other champions through it's W or E abilities. It would hang around on their back or head,

Passive: Share 25% of your HP with friendly champ you are attached to. When not attached, HP is increased by 25%. (Base 500 is increased to 625.)

Q: Attached - Increase/Decrease champions armor/MR by 3/6/9/12/15% for 3/4/5/6/7 seconds. CD: 30/28/26/24/22 (choose this with something like Twisted Fate's W) Not Attached: Stun with next auto attack for 1.5 seconds, dealing 40/80/120/160/200 damage (.2 AP) CD: 15/13/11/9/7

W: Attached- Increase/Decrease champions Move Speed/Attack Speed/AD/AP by 6/12/18/24/30% for 3/4/5/6/7 seconds. CD: 30/28/26/24/22 (Also chosen by TF W) Not Attached: Burrow underground, gaining 10/20/30/40/50% Armor & MR, regenerate HP by a flat amount 5 HP/s plus 2/4/6/8/10% of missing HP. You can stay underground and move around like Rek'Sai, but when you active W again, you will attach to the nearest champion within a certain distance. You are undetectable by enemy champions unless you come in contact with something like True Sight or a turret. CD: 15/14/13/12/11

The Q & W buffs can also be applied to enemy champions that you attach to. This will decrease the stat chosen by the amount. For example. if you attach to enemy ADC, and activate your Q, their armor/MR would decrease by 3/6/9/12/15%

E: Attached- Block the next ability or auto attack (basically Banshee's). If attached to enemy champion, the next damage dealt to them is increased by 50%. CD - 30/28/26/24/22 Not Attached: Dash in a direction, if it hits a champion, attach to them. If friendly, heal for 50/75/125/150/175 (.5 AP) If enemy, damage for same amount.

R: Attached- Increase friendly champion's total HP by 10/20/30% for the next 10 seconds, increase HP regen by 20 HP/s. If attached to enemy champion, suck the life force out, damaging them and heal yourself for 250/300/350 (.3 AP) Not Attached: TBD

I have a few more champion ideas, and I'll come back when I'm done with those and leave a link below here! If you think it's a good idea, be sure to upvote this post, or leave a comment about what could be changed! Thanks!

[Champion Concept] Mid Mage/Hybrid Champion: Click Here!

2 Comments

Terakali3/24/2017, 11:46:21 PM1 votes

Now, normally I judge mechanics only, and I am definitely still gonna judge your mechanics, but let me start out by saying that I can't think of a single thematic idea that fits this kit. Not one.

On that note, let's begin with the kit itself.

Passive: This sounds ridiculous. I'm not even going to try and fine tune this thing. Imagine someone building Warmogs, Redemption, Righteous Glory, Ardent Caster, Mobi-boots, and a Frozen Mallet or similar item. They would be completely unstoppable. They could literally attach themselves to the adc, and suddenly the adc (probably with GA by super late game) has an extra 3000 max HP plus a constant attack speed/lifesteal proc, a mobility boost, and an AoE heal on a mobile turret. You'd literally never attach yourself to anyone else, including the enemy.

Q: Okay, besides having 6 levels without explaining it, this is probably the best ability you created, and considering how completely broken it get's that's really not good. Now, not only can you make your adc immortal, but you can drop this on Rammus and make him immortal too, or any other tank for that matter. Brilliant. The unattached thing is fine, especially when you consider how little time you'll spend not attached to someone.

W: See above for essentially the same argument, but with bruisers and ADC's... Except the burrow thing. That HP regen based on missing is fucking ridiculous. 30% missing every 5 seconds? WHY!?

E: So, normally I'd say this is the most balanced ability, but then I look at the cooldown for a spell shield. 10 seconds, plus cdr. Hm...

R: Alright... I am confused. This has literally no reason to ever put a point into it and I'm assuming you start with it. Why not just make it the passive then and make the completely overcompensationary shield his/her ult?