Grenadier Champion Concept

TheGreyBotanist·3/7/2018, 10:29:46 PM·2 votes·461 views

A rival to Heimer, she's a very short woman, a little taller than Annie/Zoe. I picture her being from Zaun and being tied to the weapons market. Maybe she helped the Noxus war effort. Maybe she helped Demacia, too.

As far as gameplay goes, She'd play in the back like a normal long range threat post level 6, though her basic abilities don't have the longest range since she throws them. She also roots herself for her ult, making her vulnerable while using it.

Lura, the Grenadier; Literal Artillery Mage

-Passive: Supply Drop- Every 2 minutes and when Lura gets a kill/assist, a Supply Crate is dropped near her. Lura can pick this up to give her 2 charges to her abilities and a slight increase to health and mana regen for 4 seconds. Killing minions reduces her recharge time on her abilities (6 minions = 1 siege minion = 1 second).

-Q: Incendiary Grenade- (2/2/3/3/4 charges) Quickest recharge time. 5/4/3/2/1 second delay before she can throw another one. Lura throws an incendiary grenade that does low damage on explosion and sets a small area on fire dealing significant magic damage every second for 5 seconds.

-W: Flash Bang- (1/1/2/2/3 charges) Medium recharge time. 5/4/3/2/1 second delay before she can throw another one. Lura throws a flash bang that blinds enemies facing it for 1 second, slows all enemies for 1 second, and deals minimal magic damage.

-E: Grenade Grenade- (2/2/3/3/4 charges) Slowest recharge time. 5/4/3/2/1 second delay before she can throw another one. Lura throws a grenade that contains other grenades. Deals heavy damage after a slight delay (.5 seconds) when it hits the ground. After the first explosion, 3 smaller grenades bounce out and explode after a slight delay dealing medium damage.

-R: Revolver Mortar- (3/4/5 charges) Short toggle cooldown to deploy mortar (20/14/8 seconds) Long range cone targeting area, just like a mortar. Lura deploys her mini mortar and fires any number of her available charges. The mortar rounds have a high arc and take 1 second to land. Has 3 different mortar rounds that cycles to the next after firing. .75 second delay between firing. 1- Shrapnel Round- Deals heavy physical damage in a small area and causes heavy bleeding over 5 seconds in a larger area. 2- Zaunite Round- Covers a medium area in poison, dealing magic damage and slowing on impact and damages them more over 5 seconds. 3- Raining Round- Bursts in the air and rains down small explosives over a large area, dealing medium magic damage to all enemies.

Feedback is appreciated! Thanks for reading!

2 Comments

Raxistaicho3/8/2018, 6:50:58 AM2 votes

Hey there, here to offer you some help :)

Her passive is actually kind of a nice throwback to her background as an arms dealer. I actually think focusing more on these supply drops she gets (specifically, they could empower her abilities in specific ways depending on which type of munitions she's sent) could be an interesting way to move forward with this concept. She'd likely need some way to manipulate what piece of equipment she's then sent.

For reasons I'll explain later, using charges universally as cooldowns isn't the most enduring design choice you could take.

Q probably doesn't need to have weak initial damage unless she can easily hold enemies in the fire zone.

W works by itself as a zoning tool, but it doesn't strictly help her go on the offensive against enemies.

E is kind of interesting, but like her Q it suffers if she doesn't have a way to keep enemies in its area.

Her ultimate in execution is very similar to Xerath. I think the idea of an artillery rain is a neat idea, but I'm not sure if literally firing damaging arcs is the way right to go about it.

One issue with how Lura works is that all of her kit is just long-range poke mage abilities with very little in the way of being able to use them together. She ultimately comes across as a more single-minded version of Ziggs, and her way of using charges mostly in place of cooldowns doesn't do her any favors, since she could be left without charges in a dangerous situation and thus unable to cast at all.

I think at least one of her Q and E should stay (possibly not both) and you can keep the delay on them, but you also need a way to force enemies to move around. Think of Anivia, for instance; her w and ult are handy for reducing enemies' ability to move around her, potentially forcing them to walk into a Q. Her changed ultimate or another ability could potentially help with that by having it auto-fire at areas to discourage enemies going in there.

Just throwing some things to think about, hope this was helpful. Best of luck!