A new support Champ

pinkyblossom·11/27/2014, 12:06:08 AM·6 votes·1,643 views

Has no mana and uses health for cast cost. The R is a bit complex so ill start right away with the kit; I didn't do much calculating, so any amounts, range and costs are just a crud example. And sorry for bad grammar in advance.

R:

  • Its an invisible(like teemos shrooms) item available right away and its part of his structure like a lantern, bottle, gem or a flag so its visible that it is activated.
  • Initial Activation: Cost 25% of his current health. The champ plants/casts the Item anywhere on the map within 2000(or so) range of his position. With that it reaps apart 1/4 at all levels of its current health and stores it in the item. The health capacity of it is equal to 1/4 of the champ max health. And the capacity instantly syncs whenever he increases his max health.
  • The champs health is permanently reduced while the item is placed, equal to the items capacity.
  • It grants vision in 150 range radius.
  • The item has identical health regeneration as the champion. And can only be re-casted after it is destroyed. Enemies can attack it but then they get Grievous Wounds and move speed de-buff.
  • The Passive Effect No1: Whenever the health of the champ gets below the health capacity of the R-item he automatically makes a connection with the item and drains health for short amount of time, lets say 6 sec at lvl one of the R. The drain is equal to 1 times the champ's health regeneration so it means the item gets -(health regen) and the champ X2. The item wont share health until it reaches the champs health regen again - after double the time it shared back, or as in the example 12 sec. The item gets destroyed when it goes under 1 HP via drain. The items only source of health is its regeneration.
  • On Second Activation (only available when the champ is draining health from the item): The champ channels for a short time and switches place with its R-item. Enemies that stand in 200 range radius of the champ when he shifts gets sucked in to his position (new position of the R-item[now they now where the item is :D ]), they get damage equal to some percent of the items health at the time of the shift and percent of the champ's AP.
  • The Passive Effect 2: Dragon and Baron can see the item in their auto attack range, and will consume it right away, getting double health regen and attack speed boost that lasts until the monster is killed. The champ can not use or recast the item until the monster is killed and his max health stays reduced.

Tl DR; R: Casts away 25% of its health on the map as an item and uses it as a healing source when under 25% health and as a ward. It is also used as teleport to the placed item when in a pinch. And baron and dragon can eat the item if placed in their attack range.

E:

  • Cost percentage of his health and It opens a channel with the R-item, and allows all allied champions in 460 range of him to drain health form The R-item.
  • The drain heals for fixed amount of time per item lvl and the healing amount is equal of a percent of the items current health and percent of the champ's AP.
  • The champ movement speed is halved during the channeling. And the spell can be self interrupted.

W:

  • Cost percentage of his health and It casts a line on the ground (Like Viktor W) , that deals initial damage and marks the stricken ground for a short time.
  • Allied champs while crossing/standing over its mark get a small shield and are... lets say magnetized and cant be knocked up in the air.
  • Enemies standing on it get reduced MR.

Q:

  • It has a short range like his E (maybe smaller) and can be cast both on Enemy and Allied Champions.
  • Switches place with enemy champs immediately, after the switch, for short amount of time his basic attacks deal bonus magic damage equal to some part of his AP.
  • Casting it on an allied champ teleports him to that ally's position. If the ally is ruining or chasing ({targeted ally is not attacking} and {not casting a spell} and {is moving}) in the next 1 or 2 seconds after the cast of the spell he/she/it gets phased out (not targetable).

I don't have any Ideas yet on his lore or his looks, so imagine away :D and do share!

EDIT: I seem to forgot to write that i imagined it like a ranged champ :D

11 Comments

Rock Rockburgh11/27/2014, 2:38:20 AM2 votes

Seems pretty decent overall, only real issue I'm seeing is that the Q does too much. You can swap place with an enemy (Urgot ult with shorter range and no channel?) Lets you render an ally untargetable? Kind of crazy, I think.

The specific anti-knockup mechanic makes it a strong counterpick against certain lineups but fairly useless against others, which is good for promoting more diverse team compositions, albeit at the risk of struggling to balance the new guy.

Also seems like he needs to take his R well before level six, or else one of his ablities is useless. Does Riot's engine allow that?

R-passive 2 could be pretty damn hard to balance. I like the idea of something that specifically hinders the enemy's ability to take objectives, especially with the bigger focus on neutrals this season. However, useless outside of organized play because hey, what if your team never wants to go take that objective? You're down an ult.

COWMANOFCOWS11/27/2014, 3:05:24 AM2 votes

Im not sure about the Q but all in all i like the idea. like a tanky support healer with a built in vision ward. I like it so much that im going to say it.....

Riot pls!

So when he teleports to the R-item, will enemies be able to see it through the fog of war? I'm referring to how you can see a TP coming into the bush next to you.

I agree with Rockburgh that the Baron dragon thing would make it hard to balance, but it is definitly unique and riot seems to like making unique champions now-a-days. props on the idea and i hope they make it.

Pastramka11/27/2014, 10:45:28 AM1 votes

The item wont share health until it reaches the champs health regen again - after double the time it shared back, or as in the example 12 sec.

So I guess as the R is scaled up - the drain duration gets longer in order to to heal more with the new lvl of the spell, would that mean that the cool-down of this passive will get longer?

Or would the the drain become shorter with every scale?

EDIT: By the way I like the anti-knock-up W and the Q's moving item 3157 !