[Champion Concept] Chester, the Forsaken General

FirstAidKitty·7/26/2016, 2:56:44 AM·3 votes·610 views

https://www.filepicker.io/api/file/cMP3mM7zTKaHlct14cxI I do not take credit for this art. TL;DR note is at the bottom of the post.


Lore (I suck at writing lore, bear with this please.)

Back in the glory days, in the first war against the Empire of Noxus, Chester was at the forefront of Demacia's finest soldiers. Chester founded the original Dauntless Vanguard (now led by Garen Garen). Under Chester's command, the original Vanguard never lost a single battle. That was of course until the Noxian emperor appointed Swain Swain to command his army. Swain and Chester became archrivals, both men scoring their fair share of wins and defeats on various fronts. Then Swain unleashed the monster Sion Sion, Noxus' secret weapon, leading to a series of defeats for Chester and victories for the Master Tactician. Soon, the armies of Noxus reached the walls of the Demacian capital, and it was up to Chester and his Vanguard to defend King Jarvan I from the Noxians. However, the Vanguard feared Sion, and behind Chester's back, they deserted their country.

In the aftermath of the battle, Noxus was defeated, chased out of the city, but Jarvan was dead at the teeth of Sion, with Chester believed to be the sole survivor of the Vanguard. The people of Demacia blamed Chester for the king's death. Chester went mad, blaming the king's demise on the Vanguard deserters. He was subsequently banished from Demacia.

Driven by his madness, Chester made a treacherous journey up Mt. Targon. In a cave within the mountain, Chester awoke an ancient Golem, who bestowed Chester a gift of stone that would relieve Chester of his mad regrets. The Golem bestowed upon him eight powerful stone soldiers, who would carry out his every command with absolute loyalty. Finally, the Golem granted him stone immortality, such that Chester could enjoy his gift for eternity.


Attack: 7/10 Defense: 5/10 Ability: 3/10 Difficulty: 9/10

Health: 550 – 1995 Health Regen: 8.3 – 17.6 Mana: 351 – 1065 Mana Regen: 7.6 – 19.5 AA Range: 300 Attack Damage: 56 – 107 Attack Speed: 0.65 (+0% – 42.5%) Armor: 26.7 – 94.7 Magic Resist: 32.1 – 53.4 Movement Speed: 335


Abilities

**[Passive] Promotion **

Chester can spawn/promote/reassign his stone soldiers freely. Soldiers position themselves in octagonal formation around Chester at 425 Range. The most basic soldier units are Pawns, which can be promoted to Knights, Rooks, or Bishops after 10 seconds. The class of a promoted soldier can be changed (e. g. Rook to Knight) after 15 seconds at player's preference. All stone soldiers share the same movement speed as Chester and move relative Chester in octagonal formation. Soldiers (with the exception of the Knight) can leave formation by being blocked off by a wall/champion/minion/monster or other obstruction, but will attempt to return to their original position relative to Chester when possible. If a stone soldier loses all of its health and dies, it respawns as a Pawn after 20 seconds (or a Queen when at either base). When Chester enters the enemy base or is at his own base, his Pawns are immediately promoted to Queens.

Stone soldiers will always autoattack enemy champions in range as a priority, but they will also autoattack minions in range even if Chester doesn't target them. Stone soldiers will only attack turrets, inhibitors, wards, monsters, etc. if Chester targets them.

Stone soldiers are only "effected" by Crowd Control if Chester is also effected (they move relative to Chester).

Pawns: 15% of Chester's Health, 60% of Chester's Armor and MR, 120% of Chester's AS, 15% of Chester's AD. 125 melee attack range. Crits every 5th autoattack/damaging ability. Knights: 20% of Chester's Health, 50% of Chester's Armor and MR, 160% of Chester's AS, 20% of Chester's AD. 150 melee attack range. Crits every 6th autoattack/damaging ability. Can jump over walls. Knights will dodge every 6th enemy autoattack, resetting this count when outside of combat. Bishops: 25% of Chester's Health, 70% of Chester's Armor and MR, 120% of Chester's AS, 10% of Chester's AD. 125 melee attack range. 50% of damage converted to health, healing Chester as a source of lifesteal. Rooks: 30% of Chester's Health, 80% of Chester's Armor and MR, 120% of Chester's AS, 15% of Chester's AD. 125 melee attack range. 50% of damage is converted into a shield for Chester that decays when out of combat.

Queens: 20% of Chester's Health, 80% of Chester's Armor and MR, 120% of Chester's AS, 15% of Chester's AD. 125 melee attack range. Every attack reduces Chester's ability cooldowns by 0.2 seconds.


[Q] Defensive Formation - 70 Mana - 26/24/22/20/18 second cooldown Ability type: AoE buff/shield cone Range: 400

ACTIVE: Chester's soldiers quickly line up ahead of Chester at the circumference of a cone. All allied champions in the cone including Chester and his soldiers gain a shield scaling with Chester's base Health for a few seconds. Chester's soldiers maintain this formation, although they can be pushed aside by enemies passing through. [Q] Defensive Formation's cooldown is reduced for a small duration for every allied champion buffed upon cast in the area-of-effect. ** Shield Strength:** 15% of Chester's base Health Duration of Shield: 3 seconds Duration of Formation: 3 seconds Cooldown reduction per allied champion affected: -0.5 seconds

Notes:

  • This ability can be effectively used to block Chester and his allies from projectile skillshots. It can be useful when blocking abilities such as Lucian Lucian's Ulti, Ashe Ashe's Ulti, or Blitzcrank Blitzcrank's hook. A weakness of this ability is that it can leave Chester's backside more vulnerable to attack throughout its duration.
  • It takes 0.5 seconds for Chester's soldiers to line up.
  • The cone is 120 degrees.
  • Soldiers can be pushed aside by enemies passing through. That way, [Q] Defensive Formation cannot "minion block" the movement of enemy champions, although enemies may have to alter direction as they "squeeze" between soldiers, which would slow them down a bit.
  • Cooldown reductions from using this ability on allied champions provides an incentive for such use.

[W] Mighty Lunge - 70 Mana - 11/10/9/8/7 second cooldown Ability type: Small AoE dash/knock-back w/ physical damage effect Range: 450

FIRST CAST: Chester and his stone soldiers dash in the same direction with weapons drawn, dealing physical damage to enemies hit, each soldier and Chester stopping upon collision, and knocking enemies back.

Physical Damage: 45/85/125/165/205 (+100% Bonus attack damage) Knockback Range: 150

SECOND CAST: Chester's stone soldiers slam their stone weapons on the ground, creating a shock wave that deals magic damage in an area-of-effect around each soldier. If second cast [W] Mighty Lunge is activated during [Q] Defensive Formation, enemies hit will be slowed.

Magic Damage: 25/65/105/145/185 (+60% ability power) Slow: 20/25/30/35/40% Slow duration on [Q] Defensive Formation: 1/1.25/1.5/1.75/2 seconds

Notes:

  • [W] Mighty Lunge, both first and second cast, can be combo-ed with [Q] Defensive Formation.
  • [W] Mighty Lunge cannot be used to dash through walls, but it can be used to dodge skillshots or reposition.

[E] Flag of Dominion - 40 Mana - 20 second cooldown Ability type: AoE self-buff Range: 400/800 (Spawn range/AoE effect radius)

ACTIVE: Chester plants a flag of dominion on open ground, marking the area around it as conquered territory. When Chester enters the flag's area-of-effect, the flag becomes indestructible, and he and his soldiers gain bonus attack damage, attack speed, and movement speed. Flags of dominion are visible to only Chester on the minimap, and Chester can hide flags inside brush which are unseen by enemies until they enter the brush. Chester can only have 16 flags on the map at a time.

Attack Damage Buff: +10% bonus attack damage Attack Speed Buff: +10% bonus attack speed Movement Speed Buff: +15% bonus movement Speed

Flag Health: 4

Notes:

  • Flags of dominion do not provide vision.
  • Flags of dominion buffs do not stack upon AoE overlap, so place them far apart to cover as much distance as possible.

[R] Battalion Charge - 80 Mana first charge, 40 Mana second and third charges (160 Mana total for maximum 3 charges) - 120/110/100 second cooldown Ability type: AoE dash CC w/ physical damage effects Range: 2550/2550 (Forward maximum range/Back maximum range) Maximum number of Charges before cooldown: 3

FIRST CAST: Chester and his stone soldiers form a line formation before charging forward horizontally at high speed while becoming immune to crowd control for the duration of the charge. Chester and his soldiers can pass through units and jump over walls, knocking back, slowing, and dealing physical damage to all enemy minions, champions, and neutral monsters they pass through.

FOLLOWING CASTS: During the first charge, [R] Battalion Charge can be recasted to begin an another charge, causing Chester and his stone soldiers to stop for a short duration mid-charge before starting another charge direction. A recasted charge can only be redirected in the opposite direction of the last charge, with the angel of the cast within 45 degrees on both sides of the opposite direction (90 degrees total). The ability can be recasted/repeated in the opposite directions twice, while a third recast will cancel the ability mid-charge and [R] Battalion Charge will go on full cooldown.

Chester and his stone soldiers will stop after reaching maximum range. After that, the player has two seconds to recast the ability if there are still charges left. If Chester moves or is hit by an enemy champion/epic monster ability during this period, the ability will immediately be cancelled. If Chester doesn't move and isn't hit by an enemy champion/epic monster ability during this period, the ability will be cancelled after a short period of time.

If Chester only charges once and the player cancels the ability, the ability's cooldown is reduced by 60%. If Chester only charges twice before the ability cancels, the cooldown is reduced by 30%. If all three charges are used, the ability will go on full cooldown.

Duration of a charge: 5 seconds Duration of delay between charges: 1 second Recast ability duration between charges: 2 seconds Range width of charge line: 720

Physical Damage (per charge): 100/150/200 (+60% ability power) Slow: 40/50/60% Duration of slow: 2 seconds Knockback Range: 150


TL;DR: Chester is a unique fighter champion that controls his own miniature army of eight magical stone soldiers. These soldiers maintain default positioning in an octagon around Chester. Chester's kit makes him a very strategy-oriented champion; players have to make good decisions about Chester's army composition. The variability of his army composition defined by up four unique classes of soldier makes him a very adaptable champion. The classes are based on chess pieces, starting off with the most basic unit, the Pawn, which can be promoted to Knight, Rook, Bishop, or in special circumstances, a Queen, each with their own unique features.

Chester's Passive defines how his little stone army works, and allows players to edit their army composition via promotions (chess reference). Chester's Q is an effective defensive ability in which his stone soldiers form a wall that can block certain enemy skillshots and granting Chester and allies a shield in the process. Chester's W is his primary attack ability with two casts, first cast being a physical damage lunge that moves his entire army comp, and the second a magic damage AoE slow that centers off each of his soldiers. Chester's E spawns a flag with self-buff that increases Chester and his soldiers' attack damage, attack speed, and movement speed as long as Chester is within the flags' AoEs. Chester's ultimate is sort of a mix between Nami Nami's and Hecarim Hecarim's ultimates, which can be recast for additional mana costs for up to two more times after the first (forward, back, and forward again) before entering cooldown.

Feel free to ask questions or poke your criticism regarding this champion concept.

1 Comments

FirstAidKitty7/26/2016, 3:09:15 AM1 votes

For the critics' information, Chester is a top laner. He can't support because his stone soldiers steal CS, probably not ADC because he lacks range, and not mid lane cause he lacks burst compared to most champions in the current mid lane meta. I do think he could potentially play a great jungle though since his soldiers can leash all the damage for him during a jungle clear, and he has a nice dash with CC effects. One reason i think his jungle might suck is that his base speed is kinda slow (335) compared to meta jungles and he cant hide in a bush because of his soldiers: he's like AurelionSol Aurelion Sol that way. Enemy wards will likely spot his soldiers even if they won't spot him. Maybe he should be tweaked so that his soldiers go into stealth when he is in brush.

My goal is for Chester's spotlight to be during the teamfight phase.