New Champion Concept "Wayne: The Gifted Master"

Nisguy41·1/26/2015, 10:56:27 PM·3 votes·1,199 views

Wayne The Gifted Master

Wayne is a unique champion who is able to switch his fighting style by combining or taking apart his whips. Wayne has become very skilled with his whips and uses them to slay anyone who gets in his way. He is also unique in the fact that uses the will to fight and cast his abilities.

Lore: Exploring in the depths of Kumungu stood as young man, stranded and lost, Wayne, traveled through the jungle until he found a small pond. Wayne started to drink from the pond until he heard a noise. He quickly turned around and grasped his whips. From behind the bushes a cougar appeared. Walking up to him slowly he stood fierce and showed no fear. The cougar transformed and there stood Nidalee. She began to tell him that the pond he was drinking from was enchanted and grants magical powers to people who drink the water. Wayne talked to Nidalee more to figure out how he could get home, and she led him on his way out of the jungle. Wayne did not discover what the water granted him with until he was ambushed by a group of Noxian thugs. He grasped his whips and fought off the men at first but then they were too much for him. As a last resort Wayne hooked the top of one of his whips to the bottom of the other and fought off the thugs. The magic from the water made him able to keep the whips combined to use as one long whip and fight. Wayne learned how to master fighting with his whips and has an answer for anything that comes his way.

Will: Will is formed when Wayne deals or receives damage of any sort.

Abilities:

Passive: Whip Master: In Duo Stance Wayne has increased movement speed. In Mono Stance Wayne has longer attack range increased attack damage and loses the movement speed from Duo Stance. Duo Stance +40 Movement Speed Mono Stance -25% Attack Speed, + 15 Attack Damage, +125 Attack Range

Q: Let’s Go!/ Whip Flip: In Duo Stance (Let’s Go!) Wayne dashes in target direction. Will: 30 Cooldown: 7/6/5/4/3

In Mono Stance (Whip Flip) Wayne slaps his whip on the ground in a skill shot knocks up, and deals damage to any enemies caught in the area. Will: 20 Cooldown: 8/7/6/5/4 Deals 70/100/130/160 (+ 80% Attack Damage) physical damage.

W: Whip Trip/ Come Here!: In Duo Stance (Whip Trip) Wayne throws out one of his whips hitting targeted enemy dealing damage and catches it with his other whip. Will: 30 Cooldown: 9/8/7.5/7/6 Deals 70/90/110/130 (+ 100% Ability Power) magic damage.

In Mono Stance (Come Here!) Wayne throws his whip out in a skill shot the first enemy caught in the shot is dealt damage and pulled halfway to him. Will: 30 Cooldown: 10/9/8/7/6 Deals 80/120/140/150 (+ 50% Attack Damage) physical damage.

E: Get Back!/ Battle Scars: In Duo Stance (Get Back!) Wayne spins his whips around himself removing all slows, stuns, snares, and roots. Any enemies in the area around him are dealt damage and knocked back. Will: 20 Cooldown: 5/5/5/5/5 Deals 90/115/140/165 (+ 80% Ability Power) magic damage.

In Mono Stance (Battle Scars) Wayne has a passive that grants him additional attack damage for a percentage of his missing health. Battle Scars is only a passive in mono stance.
Passively gains 5/10/15/20/25% increased Attack Damage for every 1/3/5/7/9% health missing.

R: Battle Stance: Wayne changes his fighting style by switching from two short whips to one long whip. While Wayne is switching stance he cannot attack or use abilities until he has switched completely. Wayne can still move while switching stances. Will: None Cooldown: 2/2/2 Time to switch stances 0.75/0.5/0.25 Sec.

Quotes: Pick: I’m ready to fight; are you? Joke: I don’t know why, but it seems like someone’s watching me. Taunt: Sticks and stones may break my bones, but I have a whip to break yours. 1st Move: Let’s make this quick, let’s make this easy. While Walking: I never thought I’d say it but, this constant cracking sound gets on my nerves. Believe it or not these things actually get heavy after a while. I fight for myself. I’m ready for some action.

Stats: Damage: 56.3 Health: 450 Will: 500 Armor: 18 Magic Resist: 30 Health Regen: 1.3 Will Regen: 20 per damage taken and/or received (drains by 10 per second while out of combat for 5 seconds) Range: 125 Attack Speed: 0.7 Movement: 320

No concept art created I'm not much of a drawer.

9 Comments

It Hertz When IP1/26/2015, 11:30:24 PM1 votes

First off, not another mana-less champion... Scaling it off of damage taken/given, kind of hard to balance that.

Passive: Vayne's Night Hunter (but always active), alternating with a range/AD buff. First half has got to be nerfed. Second doesn't sound very useful, at 250 range you still get outmatched by every other ranged champion and the benefit over being straight melee isn't substantially better.

Q: Duo sounds right for an ADC, not a fighter/assassin. I wouldn't recommend putting the dash on Q. W or E, maybe. Mono sounds like Braum's ult, can't really judge either without knowing the range of the attack.

W: Duo, 100% AP scaling? That's not a good idea IMO. Mono, that kind of leash/pull is usually seen on supports for a reason; as ADC the last thing you want to do is draw an enemy in, and a bruiser/assassin that can reel people in is a bad idea. Unless you're Thresh, in which case it's ok for some reason.

E: Duo, again the AP scaling is pretty high. It's an AoE attack, after all. Mono... no. Just no. All this guy has to do is buy item 3156 and it gets ridiculous. Unless you're Zed, in which case it's ok for some reason.

R: Only thought here is that we could use some clarification on whether he starts out with a rank in this like Nid and can level it three additional times, or is he limited to Duo mode until level 6?

Numbers... 450 base HP and 1.3 regen, he's never going to make it to level 3 in lane without dying. Multiply regen by 5 and that'll be a bit more reasonable, though the low health on a (TBH) melee champion is worrisome. For Will regen, is that every time he is struck or by a certain amount of damage taken? Because if this guy is recharging 20 Will on each hit, that's absurd; he'd be able to fully recharge from every ability he has in the time it takes the average mana user to regen ONE spell's worth. Base movement 320 on a champ with (according to the wiki) the new lowest lvl 1 base HP in the game is asking for feeding. Couple that with no real range to speak of besides one ability... this guy can jungle, that's about it.

pE4CbxDPQO1/26/2015, 11:55:58 PM1 votes

So you want to combine everyone's two least favorite things about about league champs? 6 skills again (seven-ish) and mana less (resource less honestly)

It Hertz When IP1/27/2015, 1:21:47 PM1 votes

I would say that a good start would be to define the champion. Not the whip/adventurer lore thing, that TBH is not that important to champion identity. Instead try to define how you want his presence on the battlefield to be. RIght now, you have really short cooldowns; one idea would be to reduce the damages slightly, make most if not all deal physical damage, and build him as an AD PBAoE bruiser.

For Q, an easy balance would be to give Mono a "charge-up" time, maybe an animation of him rearing back to do a power lash.

KingBushwack1/28/2015, 4:22:02 AM1 votes

I like this concept im sure riot will figure something out to make him great