[Champion Concept] Vatraek, The Frog Titan

DrakeXIV·8/22/2014, 4:10:07 AM·5 votes·1,727 views

Idea by: DrakeXIV

Suggested Role: Tank Secondary Role: Fighter

Pronunciation: /va trāk/

The name comes from the Latin word Batrachia, which is a clade, or branch, of amphibians that include frogs.

The initial idea was for a champion that utilized the river and would benefit from baiting fights at the Dragon and Baron Nashor objectives. But what role would such a champion go into and be able to actually make use of it?

Not standard top or bottom lane roles since they only have one access to the river. Middle was right out since a midlaner would need to farm up and even if you roamed, there was little chance of a fight happening in the river.

All that left was the jungle.

Jungle seemed optimal since the original concept included having better reign on objective control in the river. And an early game jungler better fit the mold since that promoted entering he river in lieu of constant ganking and laning.

Lore WIP

Description http://i.imgur.com/eYqOUSP.png

Small sketch. Might plan on fixing up later. He's eating a small wolf for scale.

As for model, the idea would be he'd be a bipedal giant frog. Not unlike Volibear in concept, still rocking armor on an animal but with a lot less claw, tooth, and fur. After getting enough movespeed, he'd go about to running around on all four, but would walk around on his hind two legs.

[S] Base Stats Health: 450 (+102) Health Regen: 6 (+0.15) Mana: 190 (+55) Mana Regen: 6.4 (+0.4)

Attack Damage: 57 (+3.1) Attack Speed: 0.71 (+0.95%) Armor: 19 (+4.1) Magic Resist: 31 (+1.6)

Range: 175 (Melee) Movement Speed: 340

Low health and mana regenerations are to promote utilizing the passive by constantly going into the river to get increased healing. The starting armor and magic resist are balanced against Lee Sin, attempting to keep around the same defenses as the early game jungler but to have slightly better natural scaling. Offensively, at 60 base attack damage and 0.78 attack speed at level one, Vatraek should be able to handle himself early. This early fighting power, however, is offput by his terrible stats per level and his horrible scaling for non-defensive stats.

At 340 movement speed, it puts Vatraek ahead of Maokai’s and Elise’s 335 movement speed, which they’d compensate for with Twisting Advance and Rappel, respectively. However, this still keeps it behind Lee Sin and Nunu, who can outrun him with 345 movement speed before the use of any skills.

[P] Slippery When Wet "Amphibious: While Vatraek is in the river, increase health and mana regeneration by 1% per 5% health and mana missing and ignore slows."

The second part of the passive is stolen from Soraka’s passive, Salvation. Aside from that, it’s a built in Chalice of Harmony while in the river.

To keep the theme of his passive, Vatraek ignores the soft control of slows while in the river, allowing him some more freedom to play Frogger with the enemies’ spells.

In the end, this leaves Vatraek with an ample amount of sustain in the jungle granted that he treks from outside his side of the map.

[Q] Swallow Cost: 110/115/120/125/130 Mana Cooldown: 24/22/20/18/16

"Passive: Vatraek is slowed by 20% and reduces damage taken by 5% for 5s after he has swallowed a unit.

Active: Vatraek throws out his tongue a distance of 800 units, swallowing the champion, minion, or monster hit, dealing 40/80/120/160/200 (+40% AP) magic damage if it’s a neutral or enemy and immobilizing them for 0.5s. Vatraek and the swallowed target cannot use skills for the duration of the swallow. The swallowed target cannot take additional damage while it is swallowed.

After 0.5s, Vatraek spits the swallowed target 600 units in the direction you are facing, knocking aside any enemies in its path. If they hit a wall, they take an additional 50/90/130/170/210 physical damage if it is a neutral or enemy unit."

Like any pull skill, this does not work on Epic Monsters (Dragon, Baron Nashor, Vilemaw) but will still do damage. However, this does work on friendly units, so you can use this to pull allies out of fights or to throw them into one. It also works on Large Monsters, meaning this could be used for stealing the big creature in a jungle mob.

Swallowed targets that deal aura damage (Sunfire Cape, Amumu’s Despair, Singed’s Poison Trail, Annie’s Tibbers, etc.) deal that damage to Vatraek. You can swallow friendly units, but they won’t take damage from being swallowed.

If Vatraek dies while having swallowed a target, they spawn on top of where Vatraek died and the target is no longer immobilized.

Compared to: Blitzcrank Blitzcrank’s Rocket Grab: Range: 925 Cost: 100 Mana Cooldown: 20/19/18/17/16 Damage: 80/135/190/245/300 (+100% AP) Duration: 1s stun

Thresh Thresh’s Death Sentence: Range: 1100 Cost: 80 Mana Cooldown: 20/18/16/14/12 Damage: 80/120/160/200/140 (+50% AP) Duration: 1.5s stun

Nautilus Nautilus’ Dredge Line Range: 1100 Cost: 60/70/80/90/100 Mana Cooldown: 18/16/14/12/10 Damage: 60/105/150/195/240 (+75% AP)

Gnar Gnar’s GNAR! Range: 590 Cost: Free Cooldown: 120/100/80 Damage: 200/300/400 (+20% Bonus AD) Collision: 100/150/200 (+10% Bonus AD)

Vayne Vayne’s Condemn Range: 550 Cost: 90 Mana Cooldown: 20/18/16/14/12 Damage: 45/80/115/150/185 (+50% AD) Collision: 45/80/115/150/185 (+50% AD)

[W] Deep Bellow Cost: 60 Mana Cooldown: 10

"Vatraek lets out a deafening croak, silencing all champions in a 300/400/500/600/700 unit radius for 1s while reducing all enemies’ attack speed by 20% for 2s. Vatraek's next attack will do an additional 30/50/70/90/110 (+20% AP) magic damage and reduces all current cooldowns by 3s."

With the intent of him being a jungler, I felt the need to add an Area-of-Effect ability. But not dealing damage since that makes clears too easy. Instead, by lowering attack speed, it reduces the damage dealt by the jungle mobs. And to make clears easier still, this can function as an auto attack reset, with the animation being as instant as Blitzcrank’s Static Field active.

Silence affects your allies as well but the speed debuffs only affect enemies, so be careful when using Deep Bellow.

Compared to: Blitzcrank Blitzcrank’s Static Field Range: 600 Cost: 100 Mana Cooldown: 30 Damage: 250/375/500 (+100% AP) Duration: 0.5s silence

Amumu Amumu’s Curse of the Sad Mummy Range: 550 Cost: 100/150/200 Mana Cooldown: 150/130/110 Damage: 150/250/350 (+80% AP) Duration: 2s stun

Nunu Nunu’s Absolute Zero Range: 650 Cost: 100 Mana Cooldown: 110/100/90 Damage: 625/875/1125 (+250% AP) Channel: 3s Duration: “=ChannelTime” slow (50%) attack speed (-25%)

[E] Lily Pad Cost: 70/85/100/115/130 Mana Cooldown: 18/17/16/15/14

"Vatraek summons a giant lily pad 200/225/250/275/300 units in radius on target location up to 600 units away for 3s. The next champion to step off of it consumes the lily pad and is knocked forward in the direction they are facing 300/350/400/450/500 units.

After 1s, Vatraek may reactivate Lily Pad and all champions on the lily pad are knocked up for 0.5s."

Cooldown starts when the lily pad is consumed and removed from the field.

This is my attempt of giving Vatraek mobility that hasn’t already been done. My idea prior to this was a double hop, but the introduction of Gnar stole that idea from me since I wanted to do something different. For the time being, every aspect of Lily Pad scales with each point except for the knockup since the utility of the knockup scales with the affected area. Otherwise, the size of the lily pad.

Since Lily Pad ignores environment collision, it can be used to hop walls, jump into lanes to gank, provide escape, or disrupt team placements, it has a nice amount of utility. Because of that, I put in a high cooldown and high cost.

The edge of the lily pad is the area 25 units from the outside. So the jump is triggered only by people inside the circle bordered by the edge moving to the edge.

Compared to: summoner 4 Summoner Spell: Flash Range: 400 Cost: Free Cooldown: 300

Zyra Zyra’s Stranglethorns Range: 700 Cost: 100/120/140 Mana Cooldown: 130/120/110 Damage: 180/265/350 (+70% AP) Radius: 700 Duration: 1s knockup

Chogath Cho’gath’s Rupture Range: 975 Cost: 90 Mana Cooldown: 9 Damage: 80/135/190/245/305 (+100% AP) Radius: 175 Duration: 1s knockup Duration: 1.5 slow (60%)

Orianna Orianna’s Command: Shockwave Range: 0 Cost: 100/125/150 Mana Cooldown: 120/105/90 Damage: 150/225/300 (+70% AP) Radius: 400 Duration: 1.25 knockup

Velkoz Vel’Koz’s Techtonic Disruption Range: 850 Cost: 50/55/60/65/70 Mana Cooldown: 16/15/14/13/12 Damage: 70/100/130/160/190 (+50% AP) Radius: 175 Duration: 0.75 knockup

Ziggs Ziggs’ Satchel Charge Range: 1000 Cost: 65 Mana Cooldown: 26/24/22/20/18 Damage: 70/105/140/175/210 (+35% AP) Radius: 325

Leblanc LeBlanc’s Distortion Range: 600 Cost: 80/85/90/95/100 Mana Cooldown: 18/16/14/12/10 Damage: 85/125/165/205/245 (+60% AP)

[R] Titan Fall Cost: 100 Mana Cooldown: 160/140/120

"Vatraek crouches, channeling for 1s before leaps into the air, becoming untargetable for 1s before landing up to 1200 units from where Titan Fall was activated. When Vatraek lands, he deals 300 (+20% Maximum Health) physical damage to all enemies in a 400 unit radius.

If Vatraek is on a lily pad when activating this ability, the lily pad is consumed and Titan Fall's range is increased to 1600 units, the landing radius to 500 units, and damaged enemies are knocked up when Vatraek lands for 1s.

Vatraek can cast Titan Fall while channeling to cancel it and reduce the current cooldown to 20s."

Compared to: Malphite Malphite’s Unstoppable Force Range: 1000 Cost: 100 Mana Cooldown: 130/115/100 Damage: 200/300/400 (+100% AP) Duration: 1.5s knockup Radius: 300

Ziggs Ziggs’ Mega Inferno Bomb Range: 5300 Cost: 100 Mana Cooldown: 120 Damage: 250/375/500 (+90% AP) Minimum: 200/300/400 (+72% AP) Radius: 550

Pantheon Pantheon’s Grand Skyfall Range: 5500 Cost: 125 mana Cooldown: 150/135/120 Damage: 400/700/1000 (+100% AP) Minimum: 200/350/500 (+50% AP) Channel: 2s Untargetable: 1.5s Radius: 700 Duration: 1s slow (35%)

Fiddlesticks Fiddlestick’s Crowstorm Range: 800 Cost: 100 mana Cooldown: 150/140/130 Damage: 125/225/325 (+45% AP) Maximum: 625/1125/1625 (+225% AP) Radius: 600 Channel: 1.5s

9 Comments

SnugglyBunnies8/22/2014, 5:33:33 AM2 votes

Have a +1, it's well thought out and nothing seems like it is being shoehorned in.

AerinStrifeVII8/22/2014, 4:31:29 AM1 votes

I'm impressed. You've obviously put a lot of thought into the working of this idea and included examples of other champs skills to compare against it (for the players who may be slightly less number-saavy). Definitely not a bad start and I'm curious as to how the lore will work into everything.

DrakeXIV8/22/2014, 7:25:19 AM1 votes

Updated with some balancing and word clarifications.

Aquaponeyy8/22/2014, 11:35:12 PM1 votes

hey!

Really interesting! good job! Original and funky!

your concepts bring new skills, and i think it would be nice to see them in the game!

My suggestions and negative points (it is my opinion !)

(1) [Q] Swallow: just awesome!!! but i think: damage reduction is not coherent. Indeed to have a swallowed target should be a handicap, so your champ could take more damages and not the inverse! there is already a reduction of 20% of Valtreak's movement speed, so an handicap: i suggest to remove "damage reduction" for Valtreak !

(2) **[W] Deep Bellow: **: i think this skill is too op! I mean: AOE, large radius, silence, attack speed reduction, and damages. Make a choice. I suggest to remove attack speed reduction, and increase the time of the silence: 1,5-2 seconds. It is more coherent: the croak confuses enemies, they can t focus and use spell (skills).

to summaryze: a great idea ! but he needs some modifications.

See you, enjoy the game and dont forget to have fun (IT'S A GAME)

Aquaponeyy8/22/2014, 11:40:24 PM1 votes

if you want to help me "to help us to help RIOT", you can add the link of "your kind of Yoshi" ; ) , here:

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/gcpmkxBE-champion-concepts-of-lol-community?show=flat

ty

if you don t like, i will delete this post !

See you.