[Archetype Concept Idea] Stag/Forest god - PART 2

Overclockwise·12/21/2014, 9:36:41 PM·35 votes·3,261 views
[Archetype Concept Idea] Stag/Forest god

Thank you all for loving this idea for a champion!!! Since i posted it two days ago it gatthered more than 940 views which means a lot.I hope too that Riot designers will take a lok at it a make it a reality.

I also created a kit in which I wanted to capture the divinity from both sides of him: Been a incarnation of the forest and a moderator of the spirit world.I wanted to add a strategic uniqness that all the new champions of the League have in their abilities without making it too coplex to play. I decided to focus to station-based mechanics (creating a point and the rest of the skills or other effects revolve around that.) I loved what Riot did with Azir's mechanics and skills.It brought to gameplay something that i have never seen before in other games and I was inspired to create something the would fill players with the joy of a new experience.

You would propably guess his role in the team but it might surprise you with his strategic potential. So here it is:

Alceus - The Voice of the Forest

[Passive] - Nature Trail - Moving through bushes leaves a path behind for 4 seconds granting vision over the Fog of War.The trail slowly decays over 1.5 seconds from the point it started.

Q - Reforestation - Alceus plants a tree branch in a target location for for 30 seconds.When an enemy champion steps on it will cause the tree to sprout rapidly to full size knocking them up for 1 second.Upon landing, they are stunned for 0.5 seconds. (Note:The effect will occure only to the enemy who triggers the trap). The tree is impassable and will remain in place for 1 minute. (Note:Trees stuck up to 5 times and dont grant vision over the Fog of War.)

Trees will age and die if Alceus is more than 2000 range away from them for longer than 5 seconds.

[Astal Form] - Grown Trees gain an small AoE radius around them.Passing through the AoE will trigger Alceus Passive - Nature trail.

W - Whisp Spirits - Summon five whisp spirits that dance in orbit around Alceus for 8 seconds.The whisps explode on contact with an enemy or an ally champion. If a whisp collides with an enemy champion,it explodes dealing Magic Damage. If a whisp touches an ally champion it increases their Health Regen for a percentage of Alceus Max Health.Whisps who hit the same champion have - 10% less effect either is an ally or an enemy. (Note: Minions do not trigger the whisps effects)

[Astal Form] - Activating [Whisp Spirits] within a grown tree's AoE radius will instead charge the tree with a whisp dansing around it for 8 seconds. Enemy or Allied champions passing through the Tree's AoE radius will cause the whisp to explode appling its effects. (Note:Can be applied to more than one tree when activated.)

E - Ripple - Alceus leaps a short distance to a location in the direction of the cursor,slowing by 30% enemies within a 300-radius area around his landing point with a ripple.

[Astal Form] - Stepping on inactive trees with "Ripple" will intead cause them to sprout with a very brief delay and redusing its cooldown.

R - Astral Form - Alceus ascends to his true astral form at the cost of draining a percentage of its current mana per second.In this form he gains 25% increased size and ignores unit collision. Astral Form infuses his other abilities with unique passives.


The basic idea for his skillset was for him jump gracfully around and create life everywhere he steps, in this case a whole forest. Whithout changing the terrain to extremes. Trees maybe impassable but they pretty much have the diametre of a minion so you can't really pass through them but you can go around them.Their AoE indicator is a little wider than that so it can perform as trap when its is armed with a whisp spirit. Whisps!!!

I didnt bothered calculating the range of his abilities because his state is a bit fluid at the moment and not so solid.Everything is subject to change.I would love to hear your ideas!!! If you have any questions or think something is at flux and needs a change or two don't mind posting it.

Thank you all for your support!

For anyone reading this I want you to know that I dont expect everyone to like this character and of course there will be thousends of different opinions upon his kit. Please stick up to the first thread in the link . I just wanted to bring an new idea. This skillset with all its flaws is just a suggestion for me to get feedback. Nothing more!! If Riot ever agrees to create this a character I dont realy think i would keep anything from the kit(s) I created beacuse they want to launch their own ideas so the character will be theirs. It is more important to spread the word and get this idea known so it would be in demand. Only then Riot will turn its EYE on THIS.

20 Comments

Akumu12/21/2014, 11:54:17 PM8 votes

I very much like the idea of adding a champion to LoL with the stag/forest god archetype.

Your kit however is unfortunately not very well suited to LoL.

Abilities like your Q simply do not work well in LoL. They are either completely unreliable/ hard to trigger(Nidalee) or simply annoying and frustrating to play against(Teemo). Yours errs on the former, traps are simply not reliable as a primary source of damage(Im assuming its supposed to be a source of damage since your kit has virtually no damage on it whatsoever) as they obviously rely on your opponent stepping on them in order to trigger. While novice players might make the mistake of routinely stepping on traps, experienced players would render the ability virtually useless, particularly since your trees are fully visible.

You mentioned that your traps could work in a similar fashion to Caitlyn. Caitlyns traps are unreliable, however they work to a certain extend because she is a ranged champion and can sometimes force melee attackers onto her traps while kiting. Presumably a Stag/Forest God character would be a melee attacker(wouldnt make much sense for him to be ranged) as such his traps would be nearly useless.

Your ult is also problematic and its quite simply a bad ability overall. This ultimate places you in a form that continually drains mana your however it provides little practical benefit aside from providing minor alternations to base abilities. This is a problem because while your abilities are on cooldown the ultimate essentially does nothing while still draining mana. The augmentations to base abilities are not nearly powerful enough to justify the mana drain. Furthermore, Mana draining ultimate's require that the champion stacks mana, ie Tear, Rod of Ages, ect, however your kit severely lacks any reliable forms of damage, as such its difficult to see how he could be effective or what build path he could take.(Building mana items just for an ult that provides little benefit/power would not be efficient)

I think that the archetype works best a sort of CC/healer support, but could also work for a mage. If you look at other games with the archetype, namely Warcraft3 or Dota2, the characters have things like heals, spawning treants to fight for you.

I think some interesting abilities could be added to such a character.

  1. involving trees, perhaps something like a wall type ability(Anivia), prison type ability(J4), or just some kind of root.
  2. A type of ability that involves getting nature to fight for you in some way, perhaps something similar to Tibbers(annie) or perhaps an improved version of Malz voidling where your pet will prioritize marked targets. 3.A type of ability could involve healing/restoration possibly a revive type ability like Zilean, Anivia, or something like Sion where he revives in a temporary and different form
  3. A type of ability that involves growing something on an area of the map, perhaps as a zoning tool, or something that provides buffs/debuffs to the allies or enemies who stand on it.
  4. A type of ability that involves reflecting damage back to the attacker, or perhaps for a support character some type of ally only targeted Zhonyas effect that involves growing trees around the target.
  5. Another idea for a kit could be of a shapeshifting type character, like Udyr but far more interesting, transforming into different animals.
  6. A passive that grows flowers and leaves a trail at his feet is a good idea, however the trail providing vision is fairly useless. Something like improving the move speed for allies(kind of like Galio E) would be better on a tank/support.
FierceLightning12/21/2014, 10:10:55 PM3 votes

thats my spirit animal

Narasimha12/22/2014, 12:16:14 AM3 votes

Honestly, I can't say its very good. You tried to make him both a spirit and a protector of the forest, and that causes both aspects to fail. You essentially have one move related to the forest (Q), one move related to spirits (W), one arbitrary move (E), and an ultimate that really seems out of place. You should try and find one area and focus more on that. Either make his forest interactions the strong point, or bring out the spirit aspect more.

junglerboy1612/22/2014, 3:46:35 AM3 votes

I love the concept, however, the kit itself feels more like it was designed for a specific functionality rather than to fit his theme. I would say the best direction to take him is more of a wild/untame-able/elusive nature spirit rather than nature defender. Maokai already fills that role, since his whole shtick is that he is the guardian of the forest that is now the shadow isles. The white stag in whatever mythos you find him is always an extremely rare, powerful entity, but is totally wild and has nothing to do with defending nature. He seems like he would best be suited to being a very mobile champion (and no I am not just saying that because mobility is good in the current meta, but because the white stag is only ever in one place for a heartbeat), who also excels at escaping and kiting, rather than CCing and brawling.

Nightmärë12/21/2014, 11:39:08 PM2 votes

Love the concept of the champion it seems like the spirit-god of Mononoke Hime :D

Barbwired Mind12/23/2014, 3:20:17 AM2 votes

Basically, everything seems to be a great idea but all abilities last TOO LONG. no offense. and the way he would attack like we've all discussed before would just be weird period.

The Soulforged12/21/2014, 10:35:30 PM2 votes

Nice! You made him a pretty cool champ. He may need high base stats to allow him to take on roles other than support, but his concept is cool. I do think he could use a little more dmg in his abilities as he seems to not have much cc or dmg. Refining his trees as more than a trap would be pretty cool too to allow him to do much more. Maybe an aoe tree growing in an area after a delay. Reason I don't think a trap works being he is forced to have an enemy step on it to do anything, and allowing the enemy to simply avoid them in fights or so to make him useless.

Jellycake Demon12/21/2014, 10:22:41 PM2 votes

i really like this Concept & for the incarnation of the forest and a moderator of the spirit world this concept seems to do it justice, to me he sounds like a tatical Support/Mage champion (which is my fav cause no one plays Supports a lot) if Riot ever made this Champion with this kit or with small changes or with a different kit but staying true to this i would buy this guy in a heart beat. i also made my kit for this Champion a day ago could you look at it & leave a comment on what you think of it?

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/aIEBfoaz-celtnet-wanderer-of-the-plains-or-the-caretaker-of-forests

The Swede12/23/2014, 9:52:23 AM1 votes

Maybe a viking-inspired skin could relate it to the stag in norse mythology. The kit needs some tweaking, but this is better than anything I could ever come up with! :)

Uf7Xbbg3gY12/23/2014, 10:02:30 AM1 votes

upvote and bump

GreenLore12/24/2014, 1:27:19 AM1 votes

One thing i'd wonder: How does he attack? I mean if he simply hits enemies with his horns or tramples them with his feet,it would kinda make him look like a normal deer,so I dunno how this could really be represented in his kit.

Captain Jey12/22/2014, 1:15:25 PM1 votes

Hey there!

I really love the champion archetype you brought up and also spent some time thinking about how best to capture that concept in a champion kit. So here's my approach for a vision and zone control jungler, inspired by your prototype. Lore- and namewise, I stuck to your work, hope that's ok :)

Passive: Woodwalker When exiting bushes or the AoE of a planted tree, Alceus gains a movement speed boost that decays over a few seconds. (Except for his ultimate, Alceus doesn't have a lot of mobility. This ability should help him against enemies with gapclosers or speed steroids.)

Q: Astral Tree Alceus plants a tree which grants vision in a small area and heals allies in that area. Trees last for a moderate amount of time (~1 minute) and can be destroyed with four auto attacks. Alceus can have two to five trees active (depending on rank). One champion can only be healed for a certain time (several seconds) before going on a cooldown (you have to take breaks between treehealing). Every time a unit is healed, Alceus mana is drained. (I liked the idea of a nature god planting trees, but traps didn't seem so fitting. So I transformed them into "healing stations" that help him sustain in the jungle and can also be used for extended sieges and zone control or to support laners during laning phase.)

W: Protector's Touch If cast on jungle monsters: makes a large jungle monster immune to enemy smite for a moderate time (~30 seconds). If a monster marked by this ability is damaged by an enemy, they are revealed and stunned for a (very) short time (0.5-2 seconds). If cast on enemy champion: deals moderate magic damage. If cast on allied champion: increases armor and magic resistance for a short time. (the concept for this ability is the benevolent deity protecting his subjects (the jungle monsters) from harm. Gameplaywise it can be used to prevent counterjungling, for indirectly harassing the other jungler and for dragon control (imagine casting it during a smite showdown). The stun might be op and could be removed if so proven. Interactions with allies/enemies are mainly for lane/support Alceus.)

E: Antler strike Deals magic damage in a cone in front of Alceus and reduces attack and movement speed of all enemies hit. (Straight-up damage and light cc ability for jungle clears, ganks etc. Nothing too special, ideas for spicing it up are appreciated :) )

R: Wrath of the guardian Alceus dashes in a long and wide line, ignoring walls and unit collision. All enemies hit are (literally) rooted in place, allies gain a shield. In addition he leaves behind a path which applies the same effects with a shorter duration over a short time. (The thought behind this ability would be the cavallery riding in to save the day. His shield has the potential to save teammates in peril and the root is great for engaging, chasing and escaping.)

Again, thank you for the awesome champion concept and let me know what you think :3