Champion Ideas

heroikc·3/18/2018, 10:53:15 PM·1 votes·361 views

So, I got some ideas I want to put down...just general stuff like epithet, faction loyalties, roles, some abilities, some origins...Because of the First Amendment and I want to... Anyway, here are some ideas:

-The Troll Drummer: Why? Well, I figure if we are going to have one (literal) troll, we should have another one to solidify the race...and give Trundle a genuine political rival! A foe who stands against both the Troll King and his Witchy master (Lissandra) and grabs a set of drums to beat a song to rally his comrades (so yeah, a support) and beat down his foes (a tanky one). Also, he becomes a drinking buddy with Gragas and Braum. Not sure about his allegiance to either Ashe or Sejuani, though...

-The Lasher of Repentance: a Darkin bound to her whip and the sister of Varus, she was sealed in the Blessed Isles and was forced to endure not just the torment of Thresh, but also the change of Blessed Isles to Shadow Isles. Broken and seeing the horror of her crimes in the past, she somehow escaped and came across a human girl who got shipwrecked onto the Isles, surviving at the cost of her arm. Repentful and surprisingly sympathetic, she symbiotically bonded with her and became a new arm...and a deadly whip to escape the cursed place...So she's/they are an assassin who uses the whip-arm to poke enemies, reflect attacks, and unleash a powerful street/lane sweeping ult...assuming the "reflecting" bit is not too op to be a basic ability (imagine throwing back tornadoes, rockets, and a morgana root?)

-Captain of the Yordle Grapplers: A Yordle special forces operative, much like Teemo and Tristana, but older and...more CQC oriented. I think there should be a genuine Yordle assassin (or slayer or whatever)...because why not? The small size would be a boon and imagine the smack talk that could be said after defeating larger foes (i.e. tanks and fighters). I imagine him (or her, 'cause there's already a few old man yordles, maybe there should be an old lady yordle Champ) just grabbing someone and punching them with inhuman strength, tossing them overshoulder...sort of like a Green Beret. A mentor to Teemo and Trist, a father-figure to Poppy and/or Rumble, a rival to Kled, and a friend to Heimer and Corki, and enemy to Veigar. Could also be another good Omega Squad skin.

-C the phantom thief: Yes, I think Cait's mortal enemy should be here; a devilish phantom thief-style skirmisher who gets stronger the more gold he has in his pocket. Would really be an interesting discussion of balance for him, in addition to new ways to trade in lane (poke him out to deny farm/gold, farm first and stay in lane as long as possible to maximize the pocket change boost, etc.) and how to economize with him.

So, yeah, that's all I can think of for the moment...save for a Shuriman genie, but do genies/djinn exist in Shurima lore?

6 Comments

Terakali3/19/2018, 3:39:08 PM1 votes

So, side note, I am not making C or the genie. I don't see how to balance the gold mechanic and I don't feel like making a kit for a technically omnipotent character.

Passive: The Beats - After 1.5 seconds of not moving (without being rooted/snared/stunned/etc.) Troggor starts playing his drums. Allied units, including minions, within 450 units of Troggor gain 20-40% increased attack speed, 10-20% movement speed, and 10-20 HP regen per 5 seconds. This ends when hard CC'd or when Troggor starts moving, but his abilities don't cancel it.

Q: The Beating - Passively, Troggor deals 1/1.25/1.5/1.75/2% max HP physical damage to enemies on hit. Actively, Troggor uses his drumming mallets on his opponents to produce his beats, granting the bonuses as if his passive was active for a second whenever he hits an enemy. This lasts 5 seconds and has a 13/12/11/10/9 second cooldown.

W: Beat Me - Passively, 10/12.5/15/17.5/20% of the damage Troggor takes is given to nearby allies as healing. Additionally, Troggor cannot take more than half his health from a single effect.

E: Beat Feet - Troggor passively gains the movement speed from his passive. Actively, he purges all slows from himself an allies within 450 units. Has a 21/18/15/12/9 second cooldown.

R: Monody - Passively, Troggor's passive can be activated while he is dead. While a nearby ally is dead, Troggor can activate this ability to play a sad tune, slowing all enemy champions within 600 units by 50% for 3/3.5/4 seconds and reducing their damage dealt by 35/45/55% for the duration. Has a 120 second cooldown, reduced by 1 second on hit.

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Passive: Lashings - Passively, Scindo gains 1 permanent range whenever she kills a unit, 3 for epic monsters and champion takedowns. This range bonus affects her abilities as well. Additionally, her auto attacks apply a 8-12% slow on hit which stacks up by 3% on subsequent hits up to 20-30%.

Q: Reap - Scindo swings the whip out in a wide arc (180 degrees), dealing 60/90/120/150/180 +60%todalAD physical damage to all enemies within 350 units. Enemies hit are marked for the second cast of this ability. Has a 12 second cooldown which starts once this ability is cast.

Second Q: Cull - Scindo lashes out her whip, grabbing hold of an enemy marked by the first cast and pulling them to 350 units from her. This has a cast range of 650 and deals no damage.

W: Seikūken - For the next 1.5 seconds, whenever Scindo would be hit with a skillshot, it is instead shot straight back with its range reset. It can now hit both teams. Has a 20/18/16/14/12 second cooldown.

E: Whipfist - Scindo shoots her whip forward, either pulling herself to terrain or dealing 80/120/160/200/240 +100%bonusAD physical damage to the first enemy hit. If an enemy is hit, they are marked for 12 seconds. Whipfist does 50% more damage to them during that time. Has a 13/12/11/10/9 second cooldown and a range of 450.

R: Circle of the Damned - Scindo roots herself in place and spins in a circle, her whip extending out to 800 units as she does so. She spins a total of three times, the whip dealing 80/130/180 +50%bonusAD physical damage per hit and increasing the next hits by 25% (stacks additively). This does not hit airborne targets. This ability is not canceled by any form of CC, but is negated on death. This ability is doubly affected by the passive range increased from Lashings. Has a 120/90/60 second cooldown.

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I will edit in the Yordle in the future. I have to go, unfortunately.

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