Stand Alone Ability Concepts

COWMANOFCOWS·12/17/2014, 7:18:06 AM·2 votes·1,224 views

This thread is for concepts that aren't fully fleshed out. Post any ideas for abilities and why they would be cool.

I'll start with: A sheild that reduces the cast time of auto attacks and of most abilities. making nunu's ult take less time to charge up, making skill shots fly faster and making kalista's aa jumps more quicker.

4 Comments

Elphrihaim12/17/2014, 8:51:00 AM1 votes

While a cool and nifty ability for certain-- being able to reduce essential wait times--

It screws up your allies (have to get used to an effect that's temporary), it heavily messes with your foes (being used to certain wait times), etc

I don't know how to say this, it just seems like it wouldn't be as fun as it sounds, having played games that have this effect as a mechanic (Aeon of Storms for Starcraft II, to be exact).

But re: lone abilities?

Elphrihaim launches a condensed fire in the target direction, dealing Magic Damage to the first enemy hit, exploding in a 62.5 unit radius around them, and in a 175-unit long, 17.5° cone in front of the enemy hit, both areas dealing 33% reduced Magic Damage. If no enemies are hit, Blast Burn will explode in a 112.5-unit radius area at the edge of it's range, dealing full damage to everything hit. Elphrihaim generates 1 charge of Blast Burn every 11 seconds (affected by Cooldown Reduction), up to 2 (maybe 3). Elphrihaim may target himself with Blast Burn (Alt+Q). If he does so, his next basic attack launches him 275 units away from his target and deals bonus Magic Damage.

It is a large 'the button' move, but the charge system offers the champion a lot of different possible venues of attack. It gives either poke or disengage.

Elphrihaim marks the ground with runes, causing it to erupt in flames for 4 seconds. The cooldown begins after covering a 1000-unit area.

This is definitely one of my favorite abilities I've ever come up with.

It also happens to be incredibly confusing, incredibly annoying, and very strong as a move. But to be honest, it fit with the thematic--having dominion over fire-- so I left it for a long while before scrapping it since it wasn't going to be fun to use.

Elphrihaim spews a line of fire in front of him for 1 (+0.2 per Aura / Untamed Flame stack consumed) seconds, pushing any projectiles that hit the wall to the edges of it. After being pushed, the projectile continues it's "normal" path--along the same vector they were going before hitting the bluff. Heat Bluff cannot be casted unless Elphrihaim has at least one Aura (Untamed Flame) stack, and consumes all of them.

...A lot of Elphrihaim's moves that I had to scrap were super fun by themselves :(

Heat Bluff here allows you to block projectiles... somewhat. It can ONLY 'block' skillshots-- it displaces projectiles along the axis that it exists, but it still allows them to move and fight. It's useful to protect you and anybody in a line behind the shield, but it is not going to stop any targeted attacks or ground-target moves.

PASSIVE: Elikia's auto-attacks and single-target abilities generate Static Sigils behind her and to the sides of her target, which last for 3 seconds. If Elikia steps on a Static Sigil, she gains an orb for 4 seconds and bonus Movement Speed for 2 seconds. For each orb Elikia has, she deals additional Physical Damage on-hit. When auto-attacking with 3 orbs, Elikia consumes all the orbs to gain bonus Attack Speed for 3 attacks.

This is Draven's Q, but designed for a melee champion. It spawns sigils in possible locations, of which the user can pick where to go, unlike Draven's Q (only one location).

Elikia becomes electricity and leaps into the target, becoming invulnerable for up to 1.75 seconds while also suppressing the target for the same amount of time. During this time, Elikia is bound within the target, unable to act. By clicking to move outside of the target, Elikia will perform an action: Clicking towards the direction where Elikia cast the ability... Clicking in the ray made by Elikia's leap (so in the same direction as the leap to go inside the target)... Clicking to the sides...

I snipped the effects of each click because they're not important to what makes the ability interesting--namely that it has multiple options and is very tricky, as well as preventing enemies from really knowing what you're doing.

Kaikori throws a cat (poor kitty) towards the target point. Upon landing, Kaikori siphons half her strength to the cat, allowing it to take her form, and can be directed via Alt+Click, lasting for up to 17 seconds. During this time, Kaikori deals halved damage (and the cat deals the same damage as Kaikori). Reactivating Doubling Shade causes you to be in direct control of the cat, enabling the cat to cast. The cat, however, has no energy bar, and casts spells at no cost. Whenever either Kaikori or the cat uses Doppelganger, the other one does as well. During Doubling Shade, Doppelganger can be reactivated after being hit to make Kaikori and the cat switch positions. If Kaikori dies during Doubling Shade, the cat is boosted to full strength for the rest of it's lifetime, and can be controlled.

This is a controllable version of Zed's W, a Shaco ult that can cast abilities itself. It features a kitten, and how can you dislike a kitten-based onslaught?

Mellris fires a wave in the target direction, splashing 3 times. Each time it splashes it increases in width. Enemies hit take Magic Damage, and any place affected by Raging Waters is left soaked in water for 4 seconds.

While the water mechanic itself left a lot to be desired, the idea of a pass-through skillshot that has JUMPS ("hit this area"..."hit this larger area that starts in front of the previous") seemed extremely cool and representative of the ocean to me.

Quill sends an odd prism that applies a new debuff to the target every 1.5 seconds, going from a silence to a root and finally disabling the target's ability to use basic attacks.

Myriad Lock locks a myriad of your effects away. :) imo this could have been better-done, perhaps a triple-cast ability ('Silence target. >1.5 1.5

COWMANOFCOWS12/23/2014, 2:34:29 AM1 votes

This one is intended for a support and works as like this, The champ drops an orb that increases the range of skillshots passing through it but also changes their direction somewhat. Abilities fired at its center wil go straight throu h with added range. Skills passive over the edge are curved based on the distance from the center. I can see how this would be used to troll your team and dont expect riot to try it. In an attempt to remedy the issue, allies would have to click in the actual circle the object forms, otherwis their projectiles will move in the standard way. Unfortunately, this removes the option for the support to correct the motion of an in flight projectile. Regardless of it being very unlikely for riot to indorse this skill, I think it would be really fun to use and give a good chance for outplay as well as letting interupt skills get around minions the same way velkoz can.