[3D Champion Concept] Baskershade - The Berserking Demon Flower (+50h to make it)

regonas·11/23/2015, 6:42:07 AM·4 votes·1,791 views
Baskershade - Berserking Demon Flower on Make A Gif

https://www.youtube.com/watch?v=YkuEdkF_fmM&feature=youtu.be

~~ ~~ Making this champion took me more than 50h of pure work (i just started working with animations, english is not my first language so translating takes time, balancing numbers are pretty hard and takes time). I put a lot of efforts into this champion. Check it out.


Type: bruiser/ support Role: fighter/ mage

Table of content:

  1. Short lore
  2. Stats and Kit
  3. Math for abilities
  4. Lore
  5. Quotes
  6. Other



#1. SHORT LORE

Not only human spirits are held in the Tartown. There also was an evil nature spirit of wrath. Held prisoner for many years this spirit was sent into underworld during First Rune War and was held there up until now. However, when Tartown was summoned into Valoran, this evil nature spirit managed escape its cell, swallowed a demon and possessed nearby plant creature transforming it. Little did it know, that creature was a dream being from the Dream Realm, so instead of possessing it something different happened -- their magic, souls and bodies fused into one powerful entity -- Baskershade.




#2.1. STATS

HEALTH: 591 – 2121 HEALTH REGEN: 10.2 – 25.2 ATTACK DAMAGE: 60 – 130 ATTACK SPEED: 0.682 (+0% – 50%) ATTACK RANGE: 200 MANA: 398 – 1245 MANA REGEN: 4.8 – 15.9 ARMOR: 20.1 – 65.2 MAGIC RESIST: 39.9 – 87.7 MOVEMENT SPEED: 315

#2.2. KIT


Passive Nightmare Flowers Every 3rd ability you use will also spawn a Nightmare Flower nearby you. Reduce your passive mana and health regeneration 35% per flower present (max 100% reduction). These flowers will be friendly towards enemy team and hostile towards your team. After 6 sec flower(s) will bloom attacking you (and only you) if you are within their attacking range. Killing Nightmare Flower will heal you for 3/4/5% of your max health over 8 sec (reduced by 50% if other friendly champion kills it). Range: 300

Nightmare Flower's Stats: Max number of flowers on the map: 6/7/8 Health: 200/250/300/350/400/450 Attack damage: 30/35/40/45/50/55 (+2/3/4/5/6/7 per sec after blooming up to max 100 bonus attack damage) Attack speed: 0.589 Attack range: 400 (+5 per sec after blooming up to max 200 bonus range)


Q Grab and Devour Launch your vines into targeted direction. Pull first enemy hit to yourself.

If you pull a minion or a neutral jungle monster: deal 300/400/500/600/700 (+150% of AP) true damage to it and heal yourself for 30/50/70/90/110 (+25% of AP) health. Healing is increased by 100% if this ability kills it. In addition, stun yourself for 1 sec. If you pull an enemy champion: deal 80/130/180/230/280 (+80% of AP) magic damage to him/her and suppress pulled enemy for 1 sec. You can't perform any other actions while enemy is suppressed.

Cooldown: 18 sec Mana cost: 110 Range: 880


W Vine Whip Swing your vines in a cone dealing 60/90/120/150/180 (+50 of AP) magic damage. Perform 2 swings over 1.5 sec. While swinging you can move, but can't perform any other actions. Also, hit enemies get their movement speed reduced by 35% for 1 sec. In addition, if this ability kills any Nightmare Flower, then get your movement speed increased by 30% for 2 sec. Cooldown: 12/11/10/9/8 sec Mana cost: 60 Range: 400 Width: 300


E Berserking Flower Passive: your basic attacks increase your movement and attack speed by 3/ 3.5/ 4/ 4.5/ 5% and deal 10/12/14/16/18 (+5% of AP) bonus magic damage. Lasts for 4 sec and stacks up to 6 times. Killing an enemy unit will instantly grant 3 stacks.

Active: berserk for 4 sec. While under effect of berserk your movement speed will be increased by 10/12/14/16/18%, attack speed will be increased by 10/15/20/25/30% and spell vamp will be increased by 10/11/12/13/14%. In addition, this ability will affect all nearby friendly Nightmare Flowers. Cooldown: 18/17/16/15/14 sec Mana cost: 45


R Photo-Spores Deal 100/150/200 (+30% of AP) magic damage to nearby enemies instantly and 100/200/300 (+50% of AP) magic damage over 10 sec. Also, blind all hit enemies for 1 sec. In addition, all hit Nightmare Flowers becomes friendly and start to attack nearby enemies. Nightmares Flowers take no damage from this ability. Converted flowers gains 10/15/20 (+5% of AP) bonus attack damage and 400/550/700 bonus health. Cooldown: 60/45/30 sec Mana cost: 100 Range: 400




#3. MATH FOR ABILITIES

Build: item 3020 item 3124 item 3078 item 3146 item 3027 item 3151 Masteries: link Runes: link

Health: 3171 Attack damage: 235 -- 259 Ability power: 385 -- 418 Attack speed: 1.125 -- 1.971 Magic penetration: 46.23

item 3124 max damage: 70.7 item 3078 max damage: 260 item 3146 max damage: 317 Thunderlord's Decree max damage: 273.6

Max healing to you from passive: 158.6 over 8 sec Q max damage to a champion: 614.4 magic damage Q max healing: 429 health W max damage per hit: 389 magic damage W max damage: 778 magic damage E max damage: 233.4 magic damage R max damage: 325.4 instant magic damage + 509 magic damage over 10 sec

Max damage on melee hit: 1096.7 mixed damage (mostly magic) Max damage per ability combo: 2500.4 magic damage

**Fight potential is between Blitzcrank and Jax **




#4. LORE

Dream being Once upon the time there lived a little tree. Not any kind of tree, but moving, walking, talking tree. Forest creatures named him Mo. He was a happy, easy going tree who had no care in the world. Mo spent time with forest creatures, bathe in sunshine and rain. Mo lived in the Dream Realm, not in any place there, but in the plane of kings. His home was a peaceful place away from wars and dangers. Calm place it was and may still is, but Mo accidentally wandered into a dimensional rift between the Dream Realm and Runeterra. He ended up in Valoran nearby plague jungle. It was still pretty calm place, but not without dangers.

Evil nature spirit Old and very angry. When it was alive it protected ancient forest and killed any who wandered in. It was strong and bit. Nearly as big as a town. But, during Rune War it was killed together with that forest. Rage boiling more and more, evil thoughts taking over and soul twisting in hatred. That happened to this nature spirit. Impulse to protect was changed into impulse to destroy. Over and over again this spirit returned into the world of the living killing people, destroying towns and creating havoc. Over and and over it was sent into underworld. However, everything changed when it was locked inside of the Tartown. Eternal prison and eternal torture become the life of this nature spirit. Thousand time it suffered old memories of ancient forest burning away. Tortured by a demon this nature spirit boiled with wrath. It got a chance to escape when Tartown was summoned into Valoran and it took it. During escape it ate up demon tormentor and absorbed him into itself. After escape it wandered around until it met something which looked like a treant. it tried to posses him and to continue its old ways, but something different happened.

New being Dream beings are actually without souls. Their entire existence are their body and mind. Because of that, when evil spirit entered dream being it hot infused into it transforming into entirely new being. Body of a dream being and a demon hybrid, soul of evil nature spirit. It become something between those two -- evil tree monsters, but not entirely so. After being born it was without any real memories, he started to roam the lands to forge new memories. Attacking villagers, scaring away animals, doing other naughty things. He isn't pure evil, but he still acts morally bad. Also, once every few days he spawns a seedling. These seedling grows fast, are pure evil and try to kill him. Nasty little children want their parent to die. What else to do if not to kill his kids.




#5. Quotes

Upon selection -- Don't make me... angry.

Attacking -- (screeching noises) -- Hit big. -- Angry. -- Move away. -- Fall down.

Movement -- I walk. -- One two. -- (screeching noises)

Joke -- I am not very talkative person. I am not joking here. -- Joke? Like i know any.

Taunt -- Come, fight, run and be afraid. -- Try to stop me if you can, but you can't.

Hitting enemy champion with Q -- Come closer. -- Got you. -- Give me your face.

Using W -- (screeching noises)

Using E -- (roar)

Using R -- Plants follow me.

**Taunting Maokai ** -- Surrender calmly. I will return you to the nature.

**Joking around Zyra ** -- You are a ravishing creature. Mind if i ravish you?




#6. OTHER

Playstyle Is a bit similar to Blitz, but a bit different. This champion is very dependent on basic attacks to stack all passive stacking effects. It is attack speed + AP hybrid. He depends heavily on whether you can pull an enemy champion or you accidentally hit a minion. If enemies are far away you can pull a minion to heal yourself or you can keep it until you need it. W offers good a bit delayed damage. Two strikes deal high damage and slow hit enemies for a duration. It also increase your movement speed if you kill one of hostile nightmare flower. E is passive is bruiser ability and helps to stick to enemy after pulling him/her to yourself. Building support should also build item 3022 , item 3025 or item 3116 for constant slows.

Q is his only long range ability, other abilities have pretty low range, so if you can't grab ranged enemies, then you will have hard time playing against them.

Try to stack E to max and always keep maximum stack on in case fight breaks on.

Other than that, he is pretty simple and straight forward champion, if you don't count nightmare flowers. If used right, i can change his whole gameplay 180 degrees. Usual use would be kill it after it spawns to get a little bit healing. However, if you spawn them in current position, then you convert several of these into friendly ones with your R and have several friendly turrets at your disposal. While supporting these flowers can be killed by ADC to gain a little bit healing. You could either kill these flowers, get a little bit healing and don't think too much or keep them and use them strategically. Your choice. So, he can be viewed as simple or as mechanically difficult champion. Simple to use, but extremely difficult to master.

+50h on his creation allowed me to design champion who is as complex as his user want it to be. Did i make a good job?

3 Comments

Aspynn11/23/2015, 7:12:59 PM1 votes

What's the point of having a passive that impacts you negatively for most of the game? It just seems odd to me... Maybe you could make them only deal damage when ulted, and only to enemy units, and just have them passively spawn and increased hp and mana regen or something. I do like the rest of the kit though, but the item build you suggested is very weird for a support.

ModThe Djinn12/4/2015, 12:33:11 AM1 votes

Been really busy lately -- sorry for the delayed review. Let's not waste any more time.


Passive Nightmare Flowers Every 3rd ability you use will also spawn a Nightmare Flower nearby you. Reduce your passive mana and health regeneration 35% per flower present (max 100% reduction). These flowers will be friendly towards enemy team and hostile towards your team. After 6 sec flower(s) will bloom attacking you (and only you) if you are within their attacking range. Killing Nightmare Flower will heal you for 3/4/5% of your max health over 8 sec (reduced by 50% if other friendly champion kills it). Range: 300

Nightmare Flower's Stats: Max number of flowers on the map: 6/7/8 Health: 200/250/300/350/400/450 Attack damage: 30/35/40/45/50/55 (+2/3/4/5/6/7 per sec after blooming up to max 100 bonus attack damage) Attack speed: 0.589 Attack range: 400 (+5 per sec after blooming up to max 200 bonus range)

I really, really dislike this. Firstly, your abilities have long cooldowns, so you'll actually rarely spawn a flower. It's also awful to have a passive that actively zones yourself, especially since they can eventually get up to 400 more range than you have. (and start with double your range). It's going to feel simply awful to play as this character if the flowers are prevalent, and they'll be no more than a minor nuisance if they're weakened to the point where it doesn't destroy a player's enjoyment of the kit.


Grab and Devour Launch your vines into targeted direction. Pull first enemy hit to yourself.

If you pull a minion or a neutral jungle monster: deal 300/400/500/600/700 (+150% of AP) true damage to it and heal yourself for 30/50/70/90/110 (+25% of AP) health. Healing is increased by 100% if this ability kills it. In addition, stun yourself for 1 sec. If you pull an enemy champion: deal 80/130/180/230/280 (+80% of AP) magic damage to him/her and suppress pulled enemy for 1 sec. You can't perform any other actions while enemy is suppressed.

So effectively a slightly modified Blitzcrank grab. The self-stunning doesn't seem necessary at all, especially not at a full second of self-stunning. That said, it's actually better than Blitzcrank grab since it suppresses the target for a full second instead of stunning them for .5 seconds...although the downside of disabling yourself is pretty crippling (I'll discuss that more below).


W Vine Whip Swing your vines in a cone dealing 60/90/120/150/180 (+50 of AP) magic damage. Perform 2 swings over 1.5 sec. While swinging you can move, but can't perform any other actions. Also, hit enemies get their movement speed reduced by 35% for 1 sec. In addition, if this ability kills any Nightmare Flower, then get your movement speed increased by 30% for 2 sec. Cooldown: 12/11/10/9/8 sec Mana cost: 60 Range: 400 Width: 300

No real issues with this ability, save that I'm curious if the cone is in front of you at all times (ala Rumble's Flamespitter), or direction locked (like Lucian's The Culling). It's not the most interesting ability ever, but it's definitely functional.

I'm a bit unsure about the need for the second hit though, as the slow pretty much ensures that both will lane, and Baskershade doesn't seem the sort of character designed to spread CC around, so I imagine he'll just be homing in on a single target.

So the ability by itself is fine (I'm not a fan of the Nightmare Flower portion, but that's just because I severely dislike the design of that passive).

The problem comes with how this (and, to a lesser extend, his Q) interact with his kit. His E and your own write-up indicate that he's an auto-attack Bruiser, yet he has TWO abilities that prevent him from auto-attacking.

Perhaps you'd benefit more from something like the following:

Vine Whip Baskershade resets his auto-attack timer, and gains 100 bonus range on his next auto-attack for the next 3 seconds. This attack deals 20 / 30 / 40 / 50 / 60 (+20% AP) bonus magic damage.

If Baskershade hits a target with this attack he lashes out with his vines 1 second later, dealing 50 / 70 / 90 / 110 / 130 (+50% AP) magic damage to all targets within 350 range. Targets struck are slowed by 30 / 35 / 40 / 45 / 50% for 1.5 seconds.

Cooldown: 10 / 9 / 8 / 7 / 6 seconds after the auto-attack buff wears off or is expended.

This has a similar feel, a bit more counterplay (since you can avoid the first attack or the second if you play correctly), and fits better into Baskershade's idea of an auto-attacking plant Bruiser. It also creates a close-range combo of Auto - W - Q - 2nd half of W, where you use the Q to keep the target in range.

As a side effect, it probably makes him like Gunblade, Guinsoo's Rageblade, and Trinity Force / Lichbane a bit more...and I'm not sure that's a problem.


E Berserking Flower Passive: your basic attacks increase your movement and attack speed by 3/ 3.5/ 4/ 4.5/ 5% and deal 10/12/14/16/18 (+5% of AP) bonus magic damage. Lasts for 4 sec and stacks up to 6 times. Killing an enemy unit will instantly grant 3 stacks.

Active: berserk for 4 sec. While under effect of berserk your movement speed will be increased by 10/12/14/16/18%, attack speed will be increased by 10/15/20/25/30% and spell vamp will be increased by 10/11/12/13/14%. In addition, this ability will affect all nearby friendly Nightmare Flowers. Cooldown: 18/17/16/15/14 sec Mana cost: 45

Does the passive damage stack? That's important to note. It probably shouldn't, which may mean you can make the numbers a bit higher -- it's just that 60 + 30% AP per auto-attack is a bit high at level 1.

I also don't like the active: the passive already gives you moment and attack speed, so getting MORE doesn't feel very interesting, and Spell Vamp in that small an amount will be hardly noticeable. It's a very invisible active: I'm pretty sure you'd benefit from redesigning it completely.


R Photo-Spores Deal 100/150/200 (+30% of AP) magic damage to nearby enemies instantly and 100/200/300 (+50% of AP) magic damage over 10 sec. Also, blind all hit enemies for 1 sec. In addition, all hit Nightmare Flowers becomes friendly and start to attack nearby enemies. Nightmares Flowers take no damage from this ability. Converted flowers gains 10/15/20 (+5% of AP) bonus attack damage and 400/550/700 bonus health. Cooldown: 60/45/30 sec Mana cost: 100 Range: 400

So the damage is fine, and the blind, while thematically odd, is probably also fine. The part about Nightmare Flowers is problematic though. They're a toxic and un-fun part of his base kit (for the player him/herself, which is really odd), and spawn so rarely due to the high cooldowns and the incentive to kill them immediately that you're unlikely to have more than 1 on the field at one, let alone in the right location.

Which means this ability is, in effect, just a rather mundane AoE damage effect. Not particularly exciting...and it also feels a lot like Blitzcrank's ultimate, making the similiarities between the two very pronounced -- what does this guy bring to the table that Blitz doesn't, save for self-destruction in the form of Nightmare Flowers?


#CLOSING THOUGHTS

The concept is definitely a bit odd, and might be able to use a little clean-up: as is, the kit isn't readying as "Evil Nature Spirit." It's reading as "Plant Blitzcrank that auto-attacks for some reason, and is attacked by his own passive."

I'd take a few steps back and figure out what fantasy you're trying to sell here. I'd also really recommend a new passive: spawning plants is cool, but spawning plants that ACTIVELY HURT YOUR ABILITY TO PLAY THE GAME isn't fun.

Find out what makes Baskershade unique, and design his kit to emphasize it: he's currently a slightly tweaked Blitzcrank / Jax, without much of an identity of his own, save for his poorly designed passive -- again, it's not a bad CONCEPT, but the implementation of the passive actively hurting you is both thematically inconsistent (a powerful nature spirit shouldn't be damaged by plants weaker than himself) and bad for gameplay appeal.