An Underdeveloped Champ Idea (Medic?!)

Torrence··1 votes·970 views

Hey guys, Just throwing out some ideas. Food for thought. Feel free to bash as much as you would likeXD

Name: Finnegan, The Heroic Medic (Or some other name) Obviously a support champion and he's probably op but that's ok because we could work him out. Story: I've got some not so fleshed out ideas. If yall want, I can work em out.

**Passive: Amputation Finnegan can amputate his allies by performing basic attacks on them. This will heal the ally for 5/15/25 (+70%AD) hit points. **

Q: Vaccination After studying 8/7/6/5/4 enemy spell casts, Finnegan creates a vaccine and stores it in a syringe. He can then inject a syringe into an allied champion (can target self) which makes them immune to all enemy abilities for 1 seconds. Range: 150 Cooldown: 5 seconds Mana Cost: 60/70/80/90/100

W: Heroism Passive: Finnegan is greatly rewarded for his heroism in battle granting him 20/22.5/25/27.5/30% bonus gold on assist. Active: Finnegan runs to a target allied champion up to 800/850/900/950/1000 units away at accelerating speed. While running towards them, he ignores unit collision and even hops over small terrain obstacles to reach his ally. Upon reaching the ally, Finnegan amputates them once. Cooldown: 30/27.5/25/22.5/20 seconds Mana Cost: 80

E: Care Pack Option 1 Finnegan can choose to throw one of four care packs at a target location for 1 minute. An allied champion (including yourself) can go to the pack and consuming it granting them a bonus depending on which pack they picked up. Red: 20/25/30/35/40% bonus attack damage for 3 seconds. Blue: 20/25/30/35/40% bonus movement speed for 3 seconds. Yellow: 20/25/30/35/40% bonus armor for 3 seconds. Purple: 20/25/30/35/40% bonus magic resist for 3 seconds. Range: 800 Cooldown: 10 seconds Mana Cost: 50

E: Care Pack Option 2 Finnegan can choose to throw one of four care packs at a target location for 1 minute. An allied champion (including yourself) can go to the pack and consume it granting them a bonus depending on which pack they picked up. Red: 30/35/40/45/50 bonus attack damage for 3 seconds. Blue: 30/35/40/35/50 bonus movement speed for 3 seconds. Yellow: 30/35/40/35/50 bonus armor for 3 seconds. Purple: 30/35/40/35/50 bonus magic resist for 3 seconds. Range: 800 Cooldown: 10 seconds Mana Cost: 50

R: Lifesaver Amputates an allied champion 3 times. In an instant, the allied champion is cleansed from disabilities, healed by an additional 200/300/400 (+150% AP), and gains the bonuses of all four Care Packs for 3 seconds. Range: 150 Cooldown: 80/65/50 seconds Mana Cost: 150/175/200

Let me know what you think. Feel free to use anything here for your own ideas if you find it inspiring. That's all friends, Torrence

6 Comments

Varkarrus5 votes

LIMBS. YOU ARE NOW A PILE OF LIMBS. AND THUS YOU ARE CURED. HERE IS YOUR HOSPITAL BILL.

Torrence1 votes

Buy now you save later! Thank you come again!

Godhri3 votes

Lmao Varkarrus's comment is hilarious. On to the point, I feel like all of your abilities can be ultimates... that's how seemingly OP they are.

Q: The cool down for this ability is far too short for it's potential. It's like a mini Kayle ult especially once you max it out.

W: This ability would be fine if the gold gain was reduced and the total range was reduced as well. The range has to be short and consistent with what already exists like Braum's E otherwise it might as well be an ult with a range like that.

E: Ok I take it back. Not all of your abilities are like ultimates, but percentage values can translate to OPness in the late game which is why smaller percentages in combination with flat values or just simply flat values may be a better option.

R: The scaling on this Ultimate is a bit too high. If you compare it to Soraka's Old Ultimate, it is definitely far superior. With the base heal being so high, the scaling has to be a lot lower. Especially given the low cool down as well. Furthermore, it is like a cleanse, super powered heal and all of sona's aura buffs super powered combined. The only thing I would change about this ultimate is the scaling, base value or both of the heal aspect of it.

Other related information: As someone who has played support for so long, I can say with confidence that due to the lack of an offensive ability and the fact that he is melee, this guy would not be ideal at all for support. He has literally no crowd control and only heals (okay I get he is a medic) but he needs something more than just that to add to the team and before you say it, yes old Soraka was essentially a heal bot; however, she also had a very good silence, a decent aoe mr reducer and an armor buff with her heal. I won't make any suggestions as to how the abilities should change other than the numbers aspect as that requires zero creativity. I'll leave the revamping of the abilities up to you.

On a final note, I REALLY like the Q ability here. I truly find it interesting and unique despite its similarity to Kassadin's E ability.

Torrence1 votes

Haha yeah I was thinking this guy had no offense which would become a problem. I didn't know how to incorporate offense into a Medic's kit but I figure he should have some. Alright here are some thoughts.

Passive - Basically a pile of limbs nowXD Maybe it could be a stronger heal but on cooldown so you are not constantly amputating an ally? Maybe there could also be a portion relating to offense? Something like this: **Amputation (or maybe a pill? or is that too suggestive?) Finnegan can amputate/drug an enemy by basic attacking them which deals extra damage and blinds. Alternatively, Finnegan can amputate/drug an ally by basic attacking them which heals. Neither of these effects can occur on the same unit again for 10 seconds. **

Q - I think the solution is simple. Make the injection only last 1 second instead of having the duration scale to 1.5 seconds. I think the ability would be more balanced in this way. Early on, you would have to use the vaccination very carefully and later on, you could keep pumping out the vaccine in team fights to help your allies. I know it has a similar mechanic to Kassadin's Force Pulse but I think that's fine since lots of good champ concepts come from previous concepts (Yasuo Wind Wall -> Braum Unbreakable). Remember, it's only enemy abilities. I am glad you liked it!

W- Sure thing boss. Numbers are more balanced. Remember this isn't a dash think of it more like Rammus' Powerball but to a target allied champion if that makes sense.

E-
Maybe have the percentages scale AP? I have suggested a flat buff version up above. The hard part about these packs is that they should have an impact in fights but they should also not be too powerful.

R- How about a mega pill instead of the 3 amputations? Or a full operation? And also to have the option to cast on an enemy. Something like this: **Lifesaver On ally cast - Gives the ally a mega pill/full operation. This heals the unit twice as much as a regular pill/amputation does + 125/200/275 (50% AP) and gives the ally the bonus of all 4 care packs. On enemy cast - Gives the enemy a mega pill/black market surgery (haha). This deals double the damage the regular pill/amputation does to the enemy + 125/200/275 (50% AP) and severely slows the enemy's movement speed. **

Thanks for the feedback.

Godhri1 votes

This works but I wonder what are the numbers for the passive with regards to blind and bonus damage. Also, having him deal bonus damage in the passive and ultimate only may still be too detrimental especially in lane.

If you consider some of the less powerful supports pre-6 like Malphite and Taric. In lane, they have zero damage potential compared to other supports capable of similar things (think Karma vs Malphite and Leona vs Taric). Karma is superior because of her ranged poke and the fact that she is ranged. Her poke also slows like Malphite's but does more significant damage and her ranged ability allows her to poke constantly with AA or Q. With Leona in comparison to Taric, Leona not only has a stun but also a root, her passive damage bonus and all her abilities deal damage while in some way supporting her laner. My point here is, both Malphite and Taric are capable of dealing damage on at least most of their abilities and they are still insufficient most of the time even with the CC potential that comes with their abilities (Malph's Q and E and Taric's E and his debuff W) when compared to other superior versions of themselves in lane. Keep in mind I'm not comparing the full kit of these champions here so I'm not factoring in Taric's healing ability or Malph's massive potential post 6 but rather I'm making a point that pre-6 is important.

The bottom lane survives not just from keeping back and healing up. It survives from applying lane pressure while keeping up with enemy laner cs. This pressure is applied by both the support and the ADC but about 75% of the time the pressure comes from the support. Sure keeping back and healing up is a great plan when you are up against a bot duo who doesn't know how to pressure you out of lane but when it is the case, like say... Vayne and Finnegan vs Cait and Sona; this is a case where you will lose pre--6, post 6 and anything after that due to your lack of cc, damage potential and poke potential.

Here's what I can suggest:

Q: You can make this a duo effect ability like Lulu's abilities. That is, "on enemy cast/on ally cast". On enemy cast, Finnegan injects a virus into the enemy champion dealing XX/XX/XX/XX/XX + (X.XX XX) XXX damage and applying a chance to miss due to disorientation or some other effect.

W: When Finnegan reaches his target ally, he amputates them once and gives them a pain numbing medicine that creates a shield that absorbs 50% of all incoming damage for 5 seconds or until it absorbs XX/XX/XX/XX/XX + (X.XX XX) amount of damage.

E: I think for your E, the flat version is better. You can add a scaling factor to it like 0.50 AP or 0.60 AP. I think since it is merely a buffing skill with no other effect, you can justify giving it a relatively high scaling factor like 0.5 or 0.6 but probably not much higher than that.

R: I like the changes here.

Torrence1 votes

I will give an updated version of the kit that I think will address some of the concerns (thematically too).

Passive: Amputation Finnegan can use his bonesaw for basic attacks on allies or on enemies. If on an enemy, the basic attack deals 10/25/40 (150% Total AD) in total damage and slows the unit by 40% for 2 seconds. If on an ally, the basic attack amputates the ally which heals them for 10/25/40 (+150% Total AD) hit points. This effect cannot occur again on the same unit for 10 seconds.

Q: Vaccination After studying 8/7/6/5/4 enemy spell casts, Finnegan creates a vaccine and stores it in a syringe. He can then inject a syringe into an allied champion (can target self) which makes them immune to all enemy abilities for 1 seconds. Range: 150 Cooldown: 5 seconds Mana Cost: 60/70/80/90/100

W: Heroism Passive: Finnegan is greatly rewarded for his heroism in combat granting him 12/14/16/18/20% bonus gold on assist. Active: Finnegan runs to a target champion 650/700/750/800/850 units away at accelerating speed. While running, Finnegan ignores unit collision and even hops over small terrain obstacles. Upon reaching the unit, Finnegan amputates them once. If the unit is an ally, they get all debuffs removed. If the unit is an enemy, they are slowed by an additional 12/14/16/18/20%. Cooldown: 20 seconds Mana Cost: 80

E: Care Pack Finnegan can choose to throw one of four care packs at a target location for 1 minute. An allied champion (including yourself) can go to the pack and consume it granting them a shield that absorbs 40/75/110/145/180 (+40% AP) for 3 seconds and grants a bonus depending on which pack they picked up. Red: 20/25/30/35/40 bonus attack damage. Blue: 20/25/30/35/40 bonus movement speed. Yellow: 20/25/30/35/40 bonus armor. Purple: 20/25/30/35/40 bonus magic resist. Range: 800 Cooldown: 10 seconds Mana Cost: 50

R: The Pill On ally cast - Gives a pill to an allied champion which heals the unit for 150/200/250 (+60% AP) and grants the shield and buffs of all 4 care packs. On enemy cast - Gives a pill to an enemy champion which deals 150/200/250 (+60% AP) magic damage and blinds the enemy for 2 seconds. The next amputation on the unit damages/heals them by an additional 30/40/50%. Range: 150 Cooldown: 80/70/60 Mana Cost: 150

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