Champion Ideas

heroikc··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

Terakali1 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.

.....

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.

.....

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

Passive:

Q:

W:

E:

R:

heroikc1 votes

{quoted}

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.

.....

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.

.....

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

Passive:

Q:

W:

E:

R:

Yeah, it is an unusual mechanic, and I was thinking the Genie to be a sort of tanky support to be honest, but yeah, I have no idea how to balance him/her/it either.

I think I like Troggor's passive best; it reminds me of Heimer's passive (but beefed up) but has some obvious counterplay. He needs to stay still, and assuming he's melee, he either needs to wade into the battle and stop, or stay far back and not contribute to fighting, all while hoping not to get CC'd. I can also imagine his W being also an AoE taunt. Not sure about his ult though...

As for Scindo, shouldn't there be two names perhaps? Since there is the host and the Darkin? Also, I'm concerned about the stacking range passive and the ult (the latter feels like a Katarina ult...). Still all seems interesting.

Terakali1 votes

Gold scaling is pretty much impossible to balance. Still not gonna do a genie.

Thank you- It took a bit to figure out how to balance it. It's the logical combination of Fiddle passive and old Donger passive. As for the W, yeah... I mean, I could add a taunt effect. It doesn't have an active yet, after all. For the ult... It's hard coming up with a support based thing. Its basically an AoE exhaust right now but its conditional, so you can't just press it at the start of the fight.

Scindo is actually the combination of the names. Essen (S) and Cindo. Essen is German for Eat while Scindo is Latin for cutting and torture. Cindo is a name in reference towards great idealism and benefitting humanity, an idea that was perverted by Essen's presence. The passive is fine- she has a short base range so it won't make a massive difference unless the game goes on for too long. Think Tristana Passive. As for the ult, you can actually dodge this. It's not a projectile- it's a spinning skillshot. You can flash over it, leap over it, get knocked up as it passed by, and any number of other things.

heroikc1 votes

{quoted}

Gold scaling is pretty much impossible to balance. Still not gonna do a genie.

Thank you- It took a bit to figure out how to balance it. It's the logical combination of Fiddle passive and old Donger passive. As for the W, yeah... I mean, I could add a taunt effect. It doesn't have an active yet, after all. For the ult... It's hard coming up with a support based thing. Its basically an AoE exhaust right now but its conditional, so you can't just press it at the start of the fight.

Scindo is actually the combination of the names. Essen (S) and Cindo. Essen is German for Eat while Scindo is Latin for cutting and torture. Cindo is a name in reference towards great idealism and benefitting humanity, an idea that was perverted by Essen's presence. The passive is fine- she has a short base range so it won't make a massive difference unless the game goes on for too long. Think Tristana Passive. As for the ult, you can actually dodge this. It's not a projectile- it's a spinning skillshot. You can flash over it, leap over it, get knocked up as it passed by, and any number of other things.

Hm, worth a shot, no? Also, I don't blame you on the genie; it was just a random thought and I'm not sure if genies or anything like them exist in LoL.

Well, given his passive requires him to be immobile, it's sort of a toss up between "pursue them to maintain the slow" and "stay and buff your allies".

Interesting. That's not something I would have considered. And I see; personally I considered you designed the passive with a basis of her having a short range initially. However, Trist's passive scales with level, not Cs or KDA (just something to note). Also, the leap part depends on there being a Z-axis (i.e Trist can still be rooted or grabbed if she rocket jumps. Annoying, but it exists).

Terakali1 votes

No. It's not. Gold scaling can only be done in a superficial way as any powerful attempts can override the actual usefulness of many items and create an OP champ. It's not a worthwhile methodology for making a champion.

His ultimate is a lasting debuff on enemies- it doesn't require him to stay in range.

Heh. I put a lot of effort into naming anyone. I use this term- etmyology- as the basis of the character. What does their name mean? As for the range thing, erm... Yeah. Tristana has a really large range base and can grow it to the highest in the game. This person would likely have the shortest range outside of Urgot, but the growth lets them keep up later on. This is to discourage using her as an ADC. The ult doesn't actually require a Z-axis, but rather a categorization of effects which nullify the damage.

heroikc1 votes

{quoted}

No. It's not. Gold scaling can only be done in a superficial way as any powerful attempts can override the actual usefulness of many items and create an OP champ. It's not a worthwhile methodology for making a champion.

His ultimate is a lasting debuff on enemies- it doesn't require him to stay in range.

Heh. I put a lot of effort into naming anyone. I use this term- etmyology- as the basis of the character. What does their name mean? As for the range thing, erm... Yeah. Tristana has a really large range base and can grow it to the highest in the game. This person would likely have the shortest range outside of Urgot, but the growth lets them keep up later on. This is to discourage using her as an ADC. The ult doesn't actually require a Z-axis, but rather a categorization of effects which nullify the damage.

No need to shut me down like that; 'sides, I just heard of the idea and found it interesting. OK...Not sure personally, but it's your idea. I do the same when working on my stories, actually. And Tristana+Draw a Bead is the 6th highest attack range.

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