[Fun with Mechanics/Resources] The Dreaded Double Health Bar
Hello again Boards. As seems to be a pattern, my best ideas often come after being thoroughly humbled, and this may be no exception. I've been working around with an idea of a champion with two health bars: One as a primary, and the secondary resource bar also being one for health. Now, league has some health cost champions already, so let's take a look at those:
Mundo: Healing Ultimate, and increased health Regen Passive. Mordekaiser: No notable ways of regaining resource. Vladimir: Able to drain health from opponents. Aatrox: Has lifesteal abilities and a bloodwell. Zac: Able to refund health via passive, and picking up chunks of himself.
So, most of them have a way to get health back in their kit, and two of them even have revive passives. But what if a champion existed that had neither (and I am not referring to Morde)? A champion where you'd have to find a balance per say. With twice as much health, you could potentially do a lot more right? But there would need to be a balance, and finding this balance is what would make the champion more effective.
The next part I want to look at is pairings, such as Annie-Tibbers, Nunu-Willump, Sejuani-Bristle, etc. These pairs fight together, but do not truly fight together, thus the paradox. Nunu/Willump and Sejuani/Bristle share health bars, and Tibbers is a pet Annie can use for a short amount of time. I touched lightly to a similar idea to what I'm suggesting with Widget & Bolt, but this is different in a lot of ways. Let's get to the point now.
For this particular concept, we will have the pairing of Gol and Cetus. Gol is a goblin shaman of the Voodoo lands, and Cetus is a war-beast lost long ago in the Rune Wars. Primary Health bar: Gol, Secondary: Cetus.
(The design of "Cetus" is undergoing drafting, and this will be discussed more in the comments.)
Resource: Health bar 2X combo!
Gol/Cetus have two health bars. Abilities which involve Gol drain from Gol's health bar, whereas abilities that involve Cetus drain from its health bar.
Passive:
When Gol is riding Cetus, they take 5/10/15% less damage, and will auto attack twice, with Gol's auto attack being ranged, and Cetus's auto attack being melee.
Additionally, whenever either Gol or Cetus dies (Health is completely expended), the following occurs:
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Upon Gol's death, Cetus becomes controllable, its vision range will decrease by a certain amount, and lose access to Gol related abilities. However, Cetus gains a large amount of attack damage to make up for this. After a certain amount of time, Cetus will fade into darkness, and await Gol's return.
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Upon Cetus's death, Gol loses attack damage, and access to Cetus related abilities. To make up for this, Gol gains a large amount of movement speed. Additionally, Cetus's corpse behaves as terrain for a certain amount of time.
Q: Cetus throws/rolls Gol in a direction, dealing physical damage. While away from Cetus, Gol gains access to an alternate move set, while also leaving Gol vulnerable to damage. During this time, Cetus will attack nearby enemies, or can be positioned elsewhere (via alt clicking). The player may Recast Q for Cetus to charge to Gol's location, dealing physical damage and knocking enemies away from Gol's location, and retrieving him. If Q is not recast in 2.5 seconds (tentative), or if Gol takes damage equal to 15% of his current health or more, Cetus will come to retrieve Gol anyway.
Cost: Amount of Gol's health
W: Passive: Gol/Cetus store charges of "torment", storing up to 2/2/3/3/4 charges at any given time. Active: Gol stabs Cetus in the back (literally), expending a stack of torment and causing Cetus to become enraged. While enraged, Cetus moves faster, deals more damage with its basic attacks, and deal true damage while walking through minions or small monsters. However, if Gol stabs Cetus too many times in quick succession, Cetus will throw Gol off of it, and go on an uncontrollable rampage for the next few seconds before returning to Gol and retrieving him, if Cetus survives.
W-Gol:
Gol takes a bite out of an enemy unit or Cetus, dealing damage to them and healing himself. If the bite is taken out of Cetus, the duration of its enrage is extended.
Cost: Cetus's health (Up until Gol is thrown, then he takes a little damage)
E:
An AoE forms around Cetus, dealing magic damage each second and healing itself for a percentage of the damage done.
Gol E:
Gol bewitches an allied/enemy minion, neutral monster, or Cetus for 3.5 seconds. Bewitch: Bewitched units gain the "Imperious" buff, which grants them bonus magic damage with basic attacks. Additionally, Bewitched units will attack whatever Gol attacks, including (in some cases) themselves.
Cost: Part of Gol's Health
R:
Passive: Cetus gains a 6/9/12% movement speed bonus while moving towards Gol. Active (With Cetus): After a short channel Gol leaps off of Cetus to a nearby airborne unit and suspends them, dealing significant magic damage.
Active (Without Cetus): After a short channel, Gol summons Cetus underneath him, dealing AoE damage around them, and providing a buff (to be determined) for the next 4/5/6 seconds.
Visual/Thematic Inspirations:
- Midna, from Legend of Zelda: Twilight Princess
- Aztecs/Mayans
- Voodoo/Black Magic
- Rumpelstiltskin
- Chimera
- Cyclops, trolls, ogres, goblins, imps
- Loki from Norse Mythology
Like always, this is an INCREDIBLY ROUGH REPRESENTATION, and is SUBJECT TO CHANGE. The point of showing you this in its rawest form is to see your opinion on the idea more so than the completed work, its kind of a precautionary tactic. If the drafting goes well, and is well received, these Ravagers of Dread will be overhauled and fleshed out.