Samus Aran - The Galactic Bountyhunter (For THE RIVER KING's crossover contest)

AlienPrimate·4/29/2017, 3:52:50 AM·4 votes·922 views

Contest Link

https://upload.wikimedia.org/wikipedia/en/2/21/Metroidprime3_1.png

Lore:

Samus Aran's home planet was attacked by space pirates led by Ridley. The pirates killed everyone except Samus and in doing so created their worst enemy. After the loss of everyone and everything she knew, an alien race called the Chozo took her in and trained her as a warrior. To survive the harsh conditions of their home planet, the Chozo modified Samus's DNA by using their own as well as gave her the power suit which made her much more powerful than any normal human. After her training was completed at the age of 14, she joined the Federation Police to combat space pirates. She then moved on to the Federation Army after learning of a plot for pirates to attack the Chozo home world. Shortly after joining the army, she deserted after the death of one of her friends to become a solo bounty hunter. She is now known across the galaxy as the most capable bounty hunter there is who can accomplish any mission no matter how impossible it seems.

Here is a trailer from the Metroid Prime games if you never played them. https://www.youtube.com/watch?v=u8klx34R8m8#t=136.816245

Base stats

Health: 540 - 1951 HP/5: 6 - 19 Armor: 20 - 59.5 MR: 30 AD: 57 - 98 Attack speed: 0.59 - (+65%) Movement: 330

Secondary Bar - Energy - 25 points Samus gains 1 energy from nearby slain minions and from auto attacking champions and 5 energy from champion kills and assists.

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Passive - X-Ray vision

Bushes and terrain do not inhibit Samus's vision within her personal vision radius.

This does not reveal enemies to allies so only she can target enemies sitting in bushes with this passive.

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Q - Charge blast; Cost - 5 energy; Cooldown - 15 seconds; Damage - 100% AD (+5/6.5/8/9.5/11% per 1/4 second charged); Radius - 75 (+20% per 1/4 second charged); Range - 500 (+5% per 1/4 second charged)

Samus roots herself for up to 5 seconds while she charges an energy blast that grows in size, damage, and range the longer it is charged. Reactivating releases the blast which detonates upon hitting the first enemy and deals damage to all enemies within its radius.

For clarification, moving while channeling will stop the channel short. The cooldown starts after the shot is fired, not when charged. She can hold onto a charged shot indefinitely. Firing a charged shot resets her auto attacks.

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W - Grapple beam; Cost - 5 energy; Cooldown - 20/19/18/17/16 seconds; Damage - 50/80/110/140/170 (+50% AP); Range - 850

Samus shoots a grapple beam from her arm that pulls herself to terrain or roots an enemy for 1 second. If the targeted terrain is under a 20 degree radius from her position, she will fling past it for the same range that she pulled to it.

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E - Heat-Seaker/Super missile; Cost - 5 energy/1 missile; Cooldown - 5 seconds; Missile recharge - 15/13/11/9/7 seconds; Damage - 60/90/120/150/180(+60% AD); Range - 700 in 30 degree cone; Blast Radius - 100

Samus can hold up to 5 missiles at once.

Killing an enemy champion will cause them to drop a missile pack which full replenishes Samus's missiles when she steps on them. These packs can be destroyed if an enemy stands on them for 2 seconds.

Samus preps her arm to shoot a missile. After a 0.5 second delay, a heat seeking missile is fired in the target direction that seeks out the first enemy in range when it was fired.

If reactivated before the missile fires, Samus will consume 5 missiles at once to fire a straight line missile blast that explodes upon hitting terrain or enemy champions. The blast penetrates 30% of the target's armor.

Cost - 10 energy/5 missiles; Range - Global; Blast radius 200; Damage - 120/180/240/300/360 (+100% AD)

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R - Morph; Cost - 0; Cooldown 5 seconds upon returning to human form

Samus changes between ball and human form.

Can't use auto attacks in ball form but gains 30/60/90 armor and magic resist and 30% tenacity

She starts with R at level 1 like the other shape shifters.

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Q - Morph Ball Bomb; Cost - 5 energy; Cooldown - 1 second (unaffected by CDR); Damage - 70/105/140/175/210 (+60% AP, +50% AD); Radius - 150

Samus leaves behind an explosive that detonates after a 1.5 second delay. If Samus is on the bomb when it explodes, she is breifly sent airborn able to jump walls.

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W - Boost Ball; Cost - 5 energy; Cooldown - 5 seconds; Speed buff - 50/60/70/80/90%

Samus gains a short burst of decaying movement speed towards a target direction for 2 seconds that impairs her ability to turn. (like Sion's ult)

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E - Power Bomb; Cost - 5 energy/3 missiles; Cooldown - 10 seconds; Damage - 100/140/180/220/260 (+80% AP, +50% AD); Radius 300

Samus uses missile ammo to place a powerful bomb that detonates after a 1.5 second delay with increased damage and radius. Affected enemies are slowed by 30% for 1 second.

I think she would be most commonly played in middle lane due to long range artillery type abilities and moderate mobility with her W to allow her to roam.

Her build would likely look something like item 1001 item 3071 item 3156 item 3142 item 3036 item 3146 or item 3812

Other Concepts for the contest: Jack Spicer, the Evil Boy Genius by Vanic998 Axel, the Flurry of Dancing Blades by AFK Trash Sassy Natu by PhoneS Bowser, the King of Koopas by Echoing Wario, Treasure Hunter Extraordinaire by Doctor Fail Kamek, the Magikoopa by Chicken Dynasty

11 Comments

Vanic9984/29/2017, 4:13:36 AM1 votes

I think you should give more purpose into some of her abilities. W: Should be more unique. It looks like half a nautilus q with half a Morgan's q. E: you need to give her super missile more purpose. Rght now it basically looks like an instant charge beam. In Metroid, the missile was used to damage enemies that weren't penetrable by beams so maybe you can change it to removing % armor? Morph ball E: is the power bomb instant? In metroid it has a delay. I also think you need to give it more purpose. It just looks like another AOE ability. Her Q, super missile E, and morph ball Q all have AOE. In general you should make each ability have a more clear function. In other words a reason to use them a certain way.

Raxistaicho4/30/2017, 5:50:17 PM1 votes

Hey there, review time.

Her passive's actually incredibly potent. I don't think you understand how amazingly useful being able to see into bushes is. Is Samus able to target enemies she sees? If so, she can also ping them, eliminating the issue of not being able to share that vision. Her passive's neat, but it'd be a game breaker.

I actually think her Q should pierce enemies, even if that's not how her charge shots behave in game. The thing to recall is that Samus can move while charging in every single metroid game, and in Smash she can resume moving once she finishes charging. The range on this is actually nothing to write home about even while fully charged. The damage even isn't as amazing as you might expect, as at rank 5 it does a critical hit's worth of physical damage at full charge. It should also have some flat damage. Even total AD scaling abilities have flat damage.

Her Q is, however, a neat ability and a necessary staple to Samus' moveset :)

Her W reminds me of a combination of Naut's Q but with a weaker Morg snare attached. The snare is too weak to really consider worthwhile, so I'd suggest re-tooling the ability to be about displacing Samus or enemies. Maybe let her yank herself to enemies or them to her.

Her E's first part is interesting, but her second just feels like a more powerful version of her Q since they share similar functionality when you get past the cost. The damage on the super missiles is crazy, especially since it has innate armor penetration on it. Probably I'd say leave this as the ability that gets stopped by the first enemy it hits.

I'd suggest using something like Prime 3's Phazon mode for her ultimate, because her current one is out of line with League's current design style. Riot's moving away from form-changing champions, as they've all been balance problems in the past. Her morth ball form doesn't mesh with her human form at all, as it forces her to go way closer than she'd like to get any work done, and she doesn't strictly need the mobility on her ball form W since her human form W exists.

Yeah, I know that leaving Samus' ball form out would be a shame, but Smash barely uses it as well if it's any consolation. One thing you COULD do is move her missiles to her Q, replace the charge shot as a bonus she would gain for holding attacks (you'd want to make her not want to build crit or she'd just build like an adc and ignore using her abilities, which would defy her role) and this would let you gimp her base attack speed without over-punishing her, then move her grapple to her E and have her W switch her to ball form, but I'd suggest ball form more being about utility than going in to drop bombs on people's feet.

That said, I applaud you trying to make an AD caster mid. That's something I'd like to see done seriously in the actual game, instead of as an off-role position for champs like Ezreal and Varus. I think Gangplank is currently the only champ who does it seriously as of now.

Best of luck!

Would you be willing to review King Dedede sometime? :) Thanks!

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/BTRARO50-champion-concept-king-dedede-the-self-proclaimed-ruler-of-dreamland