In depth Minion Based Champ Concept Focused On Gameplay
I couldn't come up with a name that really felt right because there isn't really much lore about them. It seems they are just mindless being that are controlled so they might not even have names. Finding lore on them is really hard since the old lore was retconned and riot hasn't really given us new reasons for them being in the game, how they are made, or what they are (atleast i can't find it). However, this champion concept is less focused on the lore or personality of the champ and more about exploring a new interesting kit. So for the sake of ease I'm just gona call it Terry. I will also be giving an explanation on how his abilities should affect the whole of his kit.
Base Stats Health: 550-1800 Mana: 350-900 Range: 125 Ad: 69-130 AS: 0.65 (0-54%) Armor: 30-70 MR: 36-60 MS: 350
Passive: Minion Brotherhood
Being in proximity to other Allied minions gives Terry bonus stats.
1 minion: +7/9/11/13/15 armor, +8/11/14/17/20 Magic Resist, and +5/7/9/13/15 ad 6 minions: +13/15/18/21/24 armor, +13/15/20/25/27 Magic Resist, and +10/15/20/25/30 ad 7+ minions: 20/22/24/27/29 armor, +20/22/24/28/32 Magic Resit, +20/25/30/35/40 ad, and 10%/12%/15%/17%/20% movespeed
As well Terry can walk through minions and takes 50% less damage form enemy minions.
- Thoughts: Terry's passive introduces the core concept of his kit: that is his ability to use minions in ways no one else can. Now for gameplay this intended to make him strong early on in the lane phase. At lvl 1 of the lane phase terry will have a window at the very begging were he will have the 6 minion buff; this gives him considerable strength in early fights but still has counter play as you can just kill one minion to lessen his buff. As well every cannon minion wave terry will have a large spike in power but it is a short window because as soon as the first minion dies the buff almost halves on every stat. The movement speed buff on the 7+ minion is to help him capitalize on his power.
Q: Axe-Wand Blast
Terry shoots a magical projectile that hits the first target in its path dealing 80/110/130/160/170+(0.35 Ad ratio) Magic Damage and slows the target for 20%/25%/30%/35%/40% for 1 second 7.0/6.5/5.5/4.5/4.0 Second Cooldown 30/35/40/45/50 Mana Cost
- Thoughts: Terry's Q is more of a complimentary ability than a core one. It helps him deal poke early game with its lvl 5 rank being decently spam able and gives him an easier time (if you can hit it) to capitalize off your passive. At 7+ Minions the slow and move speed will really help him get into those trades and allow him to put to use his Bonus stats. Now you may have noticed that it has Ad ration and does Magic Damage this is NOT a typo. This is supposed to give Terry against Tanks that will stack armor against him. The reason i would give this to him is because 1. From a thematic stand point a wand blast should do magic damage and 2. Terry is supposed to be a dominant laner. This magic Damage will do less late game as he will not have magic pen items to go through tanks that eventually build MR.
W: Minion Fervor
Passive: Mark Enemies when you attack them (3 second duration resets on new mark) (Only One Mark Can exist)
Active: Terry gains Double his passive stats for 5/6/7/9/11 seconds. The Duration will be increased by 1.5 sec every time terry damages a champion up to a max of 4 times. (If no Minions are present Terry will just gain the 6 Minion Buff without it being doubled). As well all Minions and allied Champions within a radius gain half his passive stats. All affected Minions will also attack the marked target and gain a 30% attack speed buff for the duration starting at rank 3 of the ability. Terry will also gain 25%/30%/35%/40%/45% attack speed buff for the duration. 35/30/25/20 Second Cooldown 70/80/90/95/100 Mana Cost
- Thoughts: Comparatively to his Q Terry's W is a core part of how the kit works and his most complex. As you may be Starting to see Terry works best with Minions at his side which is the core gameplay philosophy of this champion. As in regards to his first ability to level it is entirely up to the situation. Starting with Q will help deal poke Damage in lane and allow him to slow the enemy ;However, his W can be downright deadly in more experienced hands becuase of how strong lvl 1 minion damage is. You may have seen the tip all 3 combined Caster minion attack out damage any other champions basic attack. So if Terry can get the minions to attack Terry will almost win every lvl 1 trade. His W also works very well with his Q, If Terry hits his Q the champion will be slowed allowing for the minions to react and catch up to the enemy allowing for further damage to be dealt. Now as you can see in my opinion this would be a very strong ability which is why it should have a long cool down and high mana costs. The Attack Spped buff is to just help him scale into late as minion damge falls off hard and giving the buff to allied champs will help make him more useful in team fights but will not really decide a team fight if it did more it would make him too versitile.
E: MEGA MINION BLAST
Terry shoots a large blast from his Axe-wand Knocking targets up and away in a radius (slightly larger than Nami's bubble) for 0.5 seconds and dealing 90/115/145/170/210+(0.4 Ad Scaling) Magic Damage. If the blast hits Terry due to his small size and weight it knocks him up and away (like ziggs' satchel charge) for 1 sec and makes him untargetable. 16/15/14/13/12 Second Cooldown 70/75/80/80/80 Mana Cost
- Thoughts: The E is a pretty simple ability but has multiple uses disengage,engage, and a small escape. This ability while not as complicated really helps flesh out his kit more and allows him to offer more to the team.
R: Reinforcements
(start with rank 1 in the R and is leveled to Rank 4 like Jayce or Elise)
Terry stores charges of reinforcement calls at a rate of 1 every 12/10/8/6 seconds {Max Stored is 3} (not affected by CD). If 1 or no Minions are near Terry the Charge rate is reduced by 20% if there are 6+ minions it is increased by 20%. When Terry uses a charge he spawns a minion which has special stats and every 7th charge he spawns a Cannon Minion while at rank four this minion becomes a Super Minion. .5sec Cooldown 50/55/60/70 Mana per Spawn
Melee: Movespeed: The same as Terry's +20 MS Lose 100% of Health per Turret Hit +50% Damage from CHampions -40% Damage to Turrets -30% Damage to Minions +100%/120%/130%/140% Damage to Champions 5 Gold per Kill No exp awarded
Cannon: Movespeed: Same as Terry's Lose 50% of Health per Turret Hit +30% damage from Champions -20% Damage to Turrets -20% Damage to Minions 120%/140%/160%/180% Damage to Champions 7 Gold per Kill No Exp awarded
Super: Movespeed: Same as Terry's 10 Gold per Kill No exp awarded Rest of Stats are the same
Minion Mechanics: Spawned Minions will follow Terry unless there is a marked target which will prompt them to attack that target. Spawned Minions will count towards Terry's Passive and can receive the buffs from his W. All Minions loses 2% Health per sec. Spawned minions will not be affected by Baron Buff. If they kill a target you receive all gold.
- Thoughts: Terry's ult allows him to still have presence out side of lane and without minions. I was very aware of the Banner of command fiasco that went down which is why all spawned minions are buffed to deal damage to champions and nerfed against minions and towers making it easy to kill them while still giving the capability to do damage. As well if they were able to gain baron buff with the W passive it would be devastating. On the topic normal minions will still get the buff even with baron. Now there is a lot of depth here with this ability as you can bot control them like a normal summon. They only attack what you attack. So if you attack a minion you minion or minions will attack that.
Gameplay Thoughts
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Laning: Terry has an advantage in most situations in lane as most fights happen with minions around. If terry gets a lead he can really control the lane and quite literally control the wave. He is most defiantly a lane bully having 2 ranged abilities and many passive stats.
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Roles: Terry in my mind is best suited for Top lane but i can see where he could be played Mid or even Adc in this new weird meta.
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** Build**: I see Terry being more suited as a fighter, much like a jax, and not a bruiser since he lacks percent health damage and he already gains decent resistances from his passive.
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Strengths: Lane Dominance, Split pushing, and, OK CC
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Weaknesses: Ranged Characters, disengage, and heavy AOE
Closing thoughts
- This is the most in depth champ design I've ever done. Kinda just came to me in a flurry. "Terry" as his placeholder name goes would in my opinion would be a very unique champion. Aesthetically I see him as a Gung-ho Revolutionary. Some fun interactions would be him mistaking Veigar as a minion. Thank for reading I don't really know how to end this. :)