[Champion Concept] Paynn, The Ultimate Guardian

Hyrdan·11/4/2017, 9:44:35 PM·1 votes·512 views
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Paynn, the Guardian of Piltover

HP: 680 - 2200 Health Regen: 5.5 - 12.8 Attack damage: 62 - 150 Mana: 275 - 985 Attack Speed: 0.700 + (0 - 40%) Armor: 32 - 92 Magic Resist: 33 - 40.5

Ressource: Mana Role: Top - Support

  • ** Lore**

The city of Progress, Piltover, needed a hero, someone strong enough to protect the villagers from the malicious attacks of thugs coming directly from Zaun and small surrounding villages. The Piltover Sheriff himself had stated that no help would be needed, but unfortunately, the evolution of malicious acts within the city has sowed doubt not only in the community, but also in the high courts of the authorities. The Piltover police felt overwhelmed, crushed by the rising rate of dissatisfaction due to incidents within the city of progress. Certainly, Caitlyn's jewel accomplished wonders by piercing skulls and hearts, and the harmony could only be melodious when her partner crushed the bandits, or sometimes, captured them. But the interval between the attacks was too regular, and even the walls of Piltover needed a guardian, an excellent, an infallible protector. > > In the darkest areas of Piltover, there are heaps of children, mostly orphans who have wandered for years. The vast majority of them came from Zaun, but that was only a small detail in the great process that was coming. For a long time, Piltover's high-ranking people cherished the idea of ​​creating super Hextech-powered soldiers capable of protecting the city from any form of threats. Piltover has always been a city of peace, so this project was thrown into oblivion. But, because of the growing dissatisfaction of the people of the city, the file was brought back on the table. And so it was decided by chance that one of the orphans of the Ekko gang who had gone missing was chosen from among the heaps of other imprisoned children. His name was Paynn. The greatest scientists of Piltover wanted something new, something more dazzling than the power of Hextech. They did not just want to plant fetillas in the boy's body, but they wanted to do something glorious. Thus a new formula was discovered, it was much more powerful than the blue of the Hextech, but its yellow made disappear the humanity in its possessor. Paynn was transformed into a machine whose only program focused on protecting the city of progress. This evolution of Hextech dazzled the entire city, and more when people saw Paynn proudly stand on the wall of Piltover, his mechanized arms and his piercing yellow eyes watching over his new homeland.

  • Abilities

Passive - Guard the Tower

Paynn is a valiant guardian. When he is within 800 units of a tower (even destroyed), he automatically reduces all attacks he receives by** 8 - 12 - 16%** (Level 1 - 8 -16). This bonus is doubled if the tower is less than 35% of its HP, but does not apply if the tower is destroyed.

  • Q - _Glowing eyes _

Paynn pulls a laser coming from his eyes that takes the form of a zigzag on the ground. The laser deals **50 / 80 / 110 / 140 / 170 (+ 90% bonus AD) (+3/4/5/6/7 % of the target maximum health). Cost: 50 Mana Cooldown: 8s **

  • W - Ultimate Wall

**First activation: **The Guardian of Piltover puts his hands in front of him, creating a wall of pure energy (600 units length) in a specific area. He can move freely, but the shield will keep its position as an impassable terrain. The shield can only be destroyed by 4/5/6/7/8 basic attacks.

**Second activation: ** Paynn will jump in the direction of the shield (800 units away) if its not destroyed, and will take control of it. If he reaches the shield, he will be able to move while blocking incoming projectiles, but will also slow himself down by 30%.

**Third activation: ** He breaks the shield, releasing a wave of energy (800 units forward) that cause enemies to be grounded for 1.5/1.7/1.9/2/2.2 seconds and deals 10/14/18% of the target current health as true damage. Cost: 70/80/90/100/110 Cooldown: 16/15.5/15/14.5/14

  • E - **Immortal Braveness **

Passive: When active, Pyann gains 15/20/25/30/35 % bonus movement speed.

**Active: **Paynn will automatically and continuously dashes to a tower (even destroyed) while moving if he is at 500 units away. If it's an allied tower and it's under attack, only from enemy champions, the Brave Guardian will dash to it from 800 units. Toggle ability Cost: 30 mana per second Cooldown: 5 seconds

  • R - Come here !

With unbelievable speed, Paynn travels in a straight line (1500/ 2000/ 2500/ units). He will stop to the first champion he collided with, ally or enemy, take him and travel back to the point where he first started to fly. Pyann can still take damage during his flight, but he won't stop, and ignore crowd control. Cost: 100 Mana Cooldown: 120 / 100 / 80

  • Playing as Paynn

-Your passive is a masterpiece through the laning phase, it allows you to play safe even when you are a full-offensive player. You can use your E which perfectly synergizes with your passive. If the enemy jungler want to dive, let him come, get the damage reduction near your tower and press E to get the movement speed and leap towards your tower.

-Your Q is your only direct source of damage, so spam it, the cooldown is low. This ability is very effective against tanks, so take this as an opportunity to keep on poking them. It's not a straight line like Viktor'E, but it's a zigzag that allows you to reach multiple enemies, even the entire enemy team.

-Your W is the ability that will help your team win the game. It's like a Yasuo's Wind Wall, but better, way better. If you use it properly, before the enemy team break it down, you can carry your wall with you and deals a significant chunk of damage, and, true damage. The second activation is like an Azir's dash, you can use it as a way to escape the enemy team carry. The third one can ground your enemy for up to 2 seconds, use it wisely.

-Your E gives you even more mobility and it works as an automatic dash, you don't even need to press the button to dash to the nearest tower. As long as you keep this ability activated, you will lose your mana quickly. Use it with your W and dash to protect your allies or to attack your enemy with the third activation. -Your ultimate ability can work in 3 ways: Escape - Gap closer - Save an ally. You can use it to escape, and clearly says to death: Kiss my Ass ! You can use it as a gap closer, or to get an enemy into a 5v1, fly forward, pick him up and fly back to where your teammates are waiting for him, forks ready ! -You can save an ally, fly, pick him up and save him !

  • Quotes

They needed excellence, here I am ! (spawning)

My heart, my soul, Piltover !! **(respawning) ** No, no ! You can't run away from me ! (Using E)

Piltover will rise...above your grave ! (Using Q)

Justice is served. (Killing)

You would know where my bravery come from, if you had something to protect. (Killing)

You could have shown me your Identification Card. **(Killing) **

You need my permission first ! (Using W)

So what do you guys think of Paynn ? Leave your comments below, and please, be honest !

2 Comments

Chembaron Yamada11/4/2017, 11:15:29 PM1 votes

That's Genos. :P

As someone who mentioned occasionally that he would enjoy a Piltover anti-sieging tank, this concept highly interested me.


Lore and Champion Design I have to say, if I think about a champion with that amount of Tower interaction, I don't imagine "just" a cyborg. He has no outstanding features. Camille at least has her bladelegs and is a cyborg, too. The story itself is pretty basic, but there is nothing wrong with that.


Kit and Gameplay

Passive: Seems good in early game, but it becomes less effective later in the game. I don't know if a passive should lose power that strongly.

Q: Good ability, I like the skillshot format being zigzag.

W: The mobile terrain is a great idea and I like the dash. But I don't think a prime tank like him should have that true damage added to him. I would remove that.

E: Dashing to towers exclusively doesn't sound strong in my opinion. And why exactly did you make it a toggle?

R: Kidnap ability, seems solid and has counterplay as long as the outbox is not too big.

Unfortunately, I see no natural combo in the kit. Each skill has it's use, but it doesn't feel like they are strongly working together. And his tower interaction is sadly limited to mobility and his own manliness.


I like your idea of a Piltover tank, but I think the concept could use some more work, both thematically and gameplaywise.

Keep up the good work and try to flesh him out! [slayer-jinx-wink]

Terakali11/5/2017, 7:41:01 AM1 votes

So, like the other person who commented, I love the idea, but the kit is just... Just... Boring and honestly really bad while simultaneously lacking in tower interaction.

With that in mind, I thought I'd create one for you (keeping the best elements you had above). I hope you like it, but it's fine if you don't. I just make too many champ concepts.

Passive: Towers within 1000 units of Paynn take 15/20/25% less damage from all sources and grant Paynn up to 20/35/50% movement speed, which scales up over 2 seconds. The movement speed bonus is decreased by 40% while near dead towers (12/21/30%). Scales on 1/7/13.

Q: Paynn shoots a beam of energy in a zigzag pattern, dealing 50/80/110/140/170 +70%AP +8% of the targets HP magic damage. If is within 1000 units of Paynn on cast, it empowers the attack to deal 4/5/6/7/8% of its current HP in physical damage. This empowerment counts towards his E.

Costs 70/75/80/85/90 MP and has a 12/11/10/9/8 second cooldown.

W: Paynn holds a wall out before him which blocks all enemy-owned projectiles that pass over it and prevent enemy movement. The wall lasts for 4/5/6/7/8 champion hits, though it can be targeted for both ranged and melee basic attacks. The wall has a fixed direction and is 300/400/500/600/700 units wide. While the shield is active, Paynn is disarmed but is free to use abilities or move. If an allied champion moves through the wall, it gains a shield equal to 60/75/90/105/120 +35%AP, doubled if a tower is within 1000 units, for 3 seconds. The wall has a maximum duration of 12 seconds, but its remaining HP is halved (rounded up) after 6 seconds.

Recasting this ability plants the wall in place, freeing Paynn's hands.

Recasting a third time destroys the wall and grants Paynn 6/8/10/12/14 times the remaining health of the wall in armor and magic resist for 4 seconds.

Costs 100 MP on the initial cast and has a 12 second cooldown after the wall is destroyed.

E: Passively, using a move command on an allied tower will dash up to 400/450/500/550/600 units. Actively, Paynn targets an enemy champion within 400 units for 3 seconds. Towers prioritize that target and have an additional 400 units of attack range towards them. If a tower successfully attacks them, during this time, the target is stunned for 1.5 seconds and given a stack of 'Call to Arms'. If a tower assists in killing a champion with a stack on them, the tower heals for 25% missing HP per stack, but the stacks are removed. Call to Arms only stacks up to 5, and the fifth stack instead grants the tower a shield for 25% of its max HP for 15 seconds.

Costs 60 MP and has a 18/16/14/12/10 second cooldown.

R: Paynn plants himself in place for .75 seconds before shooting off 1500/2250/3000 units at 3000 speed. If a champion is struck during the dash, it ends and reverses, placing the both of them at the casting location. If an allied tower is hit, it gains 60/70/80% damage reduction for 3/3.5/4 seconds.

Costs 150 MP and has a 120/100/80 second cooldown.

I realize it's pretty similar, but every difference is important. You set up a theme, and its important to keep that. He's supposed to be a tower-related support, so give him some interactions.

Obviously, this isn't a finished product, but it's a perfectly valid prototype and I feel it should give you an idea of the direction this should go.