Inigma, the phantasmal Thief [ Champion concept.]

hazerddex·11/16/2019, 1:21:14 AM·8 votes·6,745 views

Concept idea: the idea taken from thing's like lupin the third but with inspiration's from phantom of the opera. Basically theatrical thief

Lore: what is it you treasure most? Ingima is a thief who treat's his heists as a stage show is real name is unknown. He has been across all kingdom's in Runeterra making him hard to pin down. His act of thief's are never targeted to something for it's monetary value, but rather something that has personal value to his targets. A ring from a lover, a babble kept to cherish a moment. In other words he steal's people's most prized possessions.

https://i.redd.it/xw5arwd5tgb21.png (disclaimer image is not my work it is fan art some one made for king Grimm from hollow knight. use's just to give an idea of how i think he would look.)

Passive: fold in the weave: When unseen by enemy champions and not in combat with epic monsters the shadow weave opens holes in narrow walls that he can pass through to the other side.


Q heart string: range (200% current movement speed) with (100) Mana cost: (60/80/100/120/140) cooldown (21/19/17/15/12))

Active: Ingima crouches down after a 0.3 second delay he dashes for a set distance stopping and flourishing his cloak. All enemy hit by him are charmed with a red cord coiled about them attached to Inigma's right hand for 0.5 second after that time Inigma severs the cord and they take (100/120/140/180/220 and 40% ap) as magic damage and the damaged unit's are feared for 0.5 seconds. (15% slow for fear and charm.) this dash distance can be reduced by slows.


W Shadow weave: radius :225-300 Mana cost (80/90/100/110/120) cooldown (12/11/10/9/8 )

Active: Inigma weaves the threads of his cloak around him in a clockwise spiral dealing (80/105/130/155/180 + 20% ap) magic damage in a circular arc that grows smaller Taking him into the shadow weave and giving him 2 second of invisibility and a movement speed boost of (15/20/25/30/35%) At the end of the invisibility he spins his cloak out again this time in a counter clockwise circle spiral dealing (80/105/130/155/180 +20% ap) magic damage in a circular arc that grows bigger.


E Silken tangle: range: (400) arc: 80 degree Mana cost (100/110/120/130/140) cooldown (14/13/12/11/10) Active: threads of Inigma's cloak throws out small needle like string in a cone which is moved by the mouse curser dealing (40/45/50/55/60 + 25% Ap) magic damage every 0.5 second over 1.5 second at the end of the time Inigma pulls those threads back through his glove's fingers. Dealing (80/90/100/110/120 + 10% ap) to enemies afflicted by hard CC as well as snaring them for 1 seconds.


R thread and needle: target distance: 1000 Mana cost (100/140/180) cooldowns (80/40/20) with effect radius (same as champion size.)

active: Inigma unravels part of his cloak into a blade like needle with a cord attached which is controlled by the mouse curser. when it passes through an enemy unit it deals (95/120/145 (+15% ap) magic damage on hit when it hits a another target it deals the same magic damage as before a red pulse moves through the cord damages previously struck enemies. it can only pass through enemies it has not struck before after 3 seconds Regardless of hit or miss after 3 second or if they move out of range The needle pulls out of struck enemies Causing them to be pulled towards the previously struck enemy who is pulled towards inigma for a distance of (120/160/200) dealing (110/160/200 (+50% ap) plus 5% of enemies missing hp) recast to end early.


Joke idea's Makes random thing's with cat's cradle.

taunt (small Easter egg if he kills an enemy champion he will hold up something they value with his next taunt.)

16 Comments

Avicou11/16/2019, 5:53:30 AM2 votes

Thematically, this is a very strong concept. I love the threads and the idea of a sentimental thief. However, game-play wise, it sounds a little rough. Inigma's passive is too strong, that scaling should be reduced. If he's meant to build hybrid, put some AD scalings in the abilities.

Your Q is a dash into an on-collision charm/fear with strong slow. That's quite a bit overloaded, I would suggest lowering the slow. The dash would have to be a slow speed too, for counter-play purposes.

Your W and E are two self-centered AoE damage abilities, one with a double cast and invisibility, and the other with a cripple. For game-play variety, I think the W's 2nd cast should have a condition to get the damage off. Perhaps be under the effects of hard CC, like his Q provides. I also would suggest making the E a conical cast (like Syndra E) or a multi-cast skillshot (like Nunu E). The R is a very cool idea for a strong delayed CC, but it's a bit too similar to Varus ult for my taste. How will it be cast beyond the first target? If it's centered on the champion you hit, you're at a disadvantage because you can't react to threats to your champ as quickly. If it's centered on you, your target selection is limited to what's nearby you.

Original Sin11/16/2019, 11:14:24 AM1 votes

kits too overloaded. like the concept though

Shmeeve11/16/2019, 4:02:51 AM1 votes

Why does this thing remind me of bendy

Akali Prime11/17/2019, 4:33:10 AM1 votes

Jhin uh, excuse me bitch, theres already an artist here.

Mr Voidling11/18/2019, 7:58:35 PM1 votes

So the thematic of the champion is interesting but the execution seems pretty lackluster. His R is extremely weird for a jungler as he is a rather squishy champion and it makes him VERY vulnerable. Kind of like trying to jungle as Xerath? It'd be a great R to roam with as a mid-laner or use as a support though. His passive on the other hand basically forces him to go into the jungle otherwise it is almost useless. W Cooldown is 8 meaning at 45% CDR this becomes 4.4, and likely has the cooldown begin immediately after casting giving him 2.4 seconds of an actual cooldown? Either way, 4.4 second cooldown for a damaging invisibility spell is super strong. And the base damage of 360 at rank 5 is really high compared to his scaling, meaning he is best early when champions haven't been able to itemize against him yet, but falls off late-game. He has 230% total scaling and 1,225 base damage, so his numbers reflect more of a support role rather than assassin? I feel like he'd end up a weird Pyke/Kassadin mixture going support. The overloaded kit makes him very hard to balance and very unreliable, as somethings would need nerfed and that would constantly be changing his role preferences. In order to fix him I would try to go one of 2 directions, basically like one of these:


Assassin: [ability numbers increase/decrease linearly, always the same amount per level, not +20 damage and then +40 damage like you made Q, so I'll keep that constant]

Passive: Same. Maybe specify how it works? Like... when near walls out of combat a crevice forms at the closest area and after channeling on the crevice for 0.5 seconds he jumps through it(closer to a blink/teleport) and then it disappears after 2 seconds. Meaning there is a small delay for enemies to run away after seeing the crevice form, or enemies can see the crevice after you jump through knowing which direction you ran. And it gives it a small 2 second cooldown. Personally I'd remove the out of combat requirement and just give a 1 second channel and a 4-10 second cooldown, more like a Talon skill?

Q: applies a short(400 unit) tether(instead of charm) that if not broken in 2 seconds fears enemies for 0.6/0.7/0.8/0.9/1 second(50% slow). Damage changed to 80/105/130/155/180 (+45% Ability Power) less base and more scaling. Cooldown changed to 11/10.5/10/9.5/9, Cost changed to 50/55/60/65/70.

W: Shorten invisibility to 1.5 seconds. Damage changed to 50/70/90/110/130 (+30% Ability Power) less base and more scaling. Cooldown changed to 21/20/19/18/17, Cost changed to 80/85/90/95/100.

E: Q tether makes applying E much easier, as a result E is static direction and makes you strafe like Lucian R(300 range). Damage changed to 30/45/60/75/90 (+20% Ability Power) per 0.5 seconds and then 40/65/90/115/140 (+55% Ability Power) on the CC damage, more base and more scaling. No snare. Made the per second have higher base damage and the final burst have better scaling. Cooldown is fine, Cost changed to 75 static.

R: Works more like an Urgot R, fires out and pierces an enemy champion, can be recast within 2 seconds after hitting a champion to fire out at their position and hit another champion. If you miss hitting a champion or don't recast then the ability ends and performs the pull + 2nd damage. Damage changed to 100/180/260 (+15% Ability Power) and then 80/130/180 (+40% Ability Power) +50% damage against enemies below 40% Health, higher damage in general but with a requirement for the highest damage along with being a skill shot now. Less risky for a squishy assassin. Still pretty weak if not below 40% Health but the pull adds in helpful utility so damage doesn't have to be high. Cooldown changed to 140/130/120 (20 was waaaaay too low). Cost changed to 100 static, or 50 per cast/recast.

New total damage numbers : 1,225 + 230% > 1,290-1,380 + 275-295% | Slightly more base damage and a lot more scaling power.


Support: [Cooldowns and Costs are the same as above unless mentioned otherwise]

Passive: Change to something entirely different? Doesn't help him support. Maybe it'd work if applied like above and people can follow you through? It'd need a longer cooldown though.

Q: Still prefer the tether just like above(increased to 500 range), but increase fear duration to 1.2/1.4/1.6/1.8/2 seconds. Damage changed to 80/105/130/155/180 (+40% Ability Power) as the CC is really good now.

W: Damage changed to 70/100/130/160/190 (+30% Ability Power), and 2 second invisibility is changed to stealth(less versatile), only damages when reappearing. Speed boost lowered to 15% static, but damage applies a 15/17.5/20/22.5/25% slow for 1.25 seconds. Cooldown changed to 18/17.5/17/16.5/16. Cost changed to 75 Static.

E: (400 range strafe). Damage changed to 25/40/55/70/85 (+20% Ability Power) per 0.5 seconds, lengthened to 2 seconds, and then 60/85/110/135/160 (+40% Ability Power) on the CC damage, instead of snaring it reduces their Armor by 20/25/30/35/40% for 3 seconds(workable since this won't increase his magic damage, it is utility for the ADC to deal more damage). Cost changed to 70/75/80/85/90.

R: Same function as original R but with fixed cooldown and cost numbers. Damage changed to 50/100/150 (+15% Ability Power) and then 70/140/210 (+40% Ability Power) +8/10/12% Missing Health.

New total damage numbers : 1,225 + 230% > 1,230 + 245% | Sliiiightly more base damage and a little more scaling power(pushed more into sustained damage like his E rather than burst damage).


There are probably better ways to change him(like giving him hybrid scaling on Assassin), but this is what I got. Reducing his crazy utility.

Overall though great work! [slayer-pantheon-thumbs]

ZackTheWaffleMan11/18/2019, 8:09:29 PM1 votes

Jhin, but for burglary instead of 1st-degree murder

TheSingularity11/16/2019, 11:34:47 AM1 votes

Hello Grimm, how elegantly shall I dodge you today