Champion kit #5, a hybrid Enchanter? (a sort of paladin)
TL;DR: 120 designs, daily posting til April, champion below
Hello you people, have a good 2020. I'm FúrinKazan and, although a level 10 account, I'm actually close to 400 in the BR server. I recently tried to reach out to Riot about my projects for League of Legends, but unfortunately they only deal with graduated people.
Anyway, the projects I made for the game have no use anymore so I decided to publish them all. They are champion kits, counting up to 120 with unique abilities, defined classes, gameplay and numbers for those who like. The idea is to publish one champion per day until April. I also have some champion updades and they might show up sometimes.
I see a lot of good and creative kit concepts and reworks everywhere on the internet. However, if its gameplay is not coherent, it's not a champion. If numbers are not right, it won't work. Riot abandons a lot of cool fantasies because they end up failing at executon, so I bring you the abilities instead, for people to imagine a theme as they want. Here we go:
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Kennyo Honganji (names are merely for inspiration and representation). Designed to be a hybrid and fighting Enchanter.
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Enchanter core traits: high healing and shielding power, ally boosting, unreliable damage, moderate crowd control
Passive: Kennyo is a pacifist priest and condemns those that cause unnecessary chaos. Every time Kennyo or a nearby allied champion are damaged by an enemy champion before they can damage him, Kennyo wil heal all allied champions hit after 2 seconds (including those hit during this time).
If only one ally besides Kennyo is hit, the heal is doubled and increases the ally defenses by 15%. Can only happen once every a few seconds.
-Healing: 52 (+ 6 x level)(+ 2% of Kennyo's Bonus Health) -Effect downtime: 19/16/13/10 seconds at levels 1/6/11/16
1st Skill: Kennyo spins his sacred spear around himself, dealing damage and slowing enemies. Kennyo may then spin it again, dealing the same damage, or channel for up to 2.5 seconds to strengthen the second spin. Channeling for at least **1.5 **seconds will cause it to stun enemies for 1.5 seconds.
While channeling, Kennyo can move, but cannot attack and loses Movement Speed. It may be cancelled both by Kennyo or by his enemies.
-1st spin damage: 20/40/60/80/100 (+ 80% AD) as Physical Damage -Slow: 30/35/40/45/50% for 2 seconds -2nd spin damage: 20/40/60/80/100 (+ 80% AD) - 40/80/120/160/200 (+ 160% AD) as Physical Damage -CD: 10/9/8/7/6 seconds (begins after 2nd spin)
2nd Skill: Kennyo protects himself with a holy shield, with maximum duration up to 5 seconds. The shield is so fervorous that it burns nearby enemies, emitting an aura that deals damage and slows enemies by 35% in waves every second.
When Kennyo's shield takes damage, 75% of the value lost by the shield is granted to nearby allied champions as a new shield (doesn't overlast the limited duration of 5 seconds considered for Kennyo). Upon protecting them with at least 60% of the shield's total value, Kennyo and his allies receive 20% damage reduction for** 3** seconds.
-Shield health: 70/110/150/190/230 (+ 8% of Kennyo's Maximum Health) -Damage per second: 10/15/20/25/30 (+ 2% of Kennyo's Maximum Health) as Magic Damage -CD: 15 seconds (begins on use)
3rd Skill: Kennyo throws his sacred spear at the targeted position. Upon landing, the spear deals damage to enemies around and creates a small shrine that grants bonus Movement Speed to allies that pass through it (the bonus' duration may renew itself). The shrine lasts 5 seconds.
The next basic attack of affected allied champions against enemy champions within 5 seconds renews the movement bonus.
-Damage: 60/100/140/180/220 (+ 60% AP) as Magic Damage -Bonus Movement Speed: 30/35/40/45/50% that decays over 2 seconds -CD: 15/14/13/12/11 seconds
Ultimate: Kennyo claims his holy powers, affecting the targeted allied or enemy champion after 1 second.
Cast on enemy champion: reduces the damage dealt by the target of this ability.
Cast on allied champion: heals the targeted allied champion, after **2 **seconds, by a percentage of all the damage he takes.
To maintain the effect, Kennyo must channel. The duration of this ability itself has no limit (minimum of 3 seconds). Unless the channel is cancelled/interrupted or the target of this ability exceeds a certain range, the ability won't end. The cast range is short, but the maximum range for the lingering effect is large. Consumes increasing** Mana** every second.
-Mana consumption per second: 5 (+ 5 x seconds passed)% of Maximum Mana -Damage reduction: 30/40/50% -Percentage of damage taken as heal: 40/50/60% -CD: 100/90/80 seconds
Melee, uses Mana