I'm bored, so let's try to make a new champ

TrailVlazer·11/23/2016, 2:26:37 AM·2 votes·359 views

Right now in the upcoming season 7 and it's new assasin/tank meta, I've been thinking of making a sort of tribute to this new season, and thats by thinking up a new champion, I have made a concept of a champion just yesterday and that's what I wanna share with you guys.

This champion can be played in mid, jungle and support, his role is an assasin (to go with the new season) and a disabler(it's a DOTA role so please don't hate me).

here are his abilities

*Passive(no name)- when you use an ability your next basic attack is increased to 112.5%-150% attack damage and also gain increase 350 range(he is melee), but if you are in melee range the increased attack damage is doubled and on-hit effect durations last 50% longer( i. e frozen mallet, black cleaver and one of his abilities)

*Q(Lethal coating)- when cast, next basic attack deals 10/20/30/40/50 bonus phys. dmg and apply a phys. Dot dmg that deals 40/75/110/145/175 for over 2 seconds, it has a mechanic similar to Taric's Q, on 2 charges Dot dmg deals 125% and last 1 seconds longer, on 3 charges applies a stun on hit for 1.1/1.2/1.3/1.4/1.5 seconds [can be increased to a maximum of 2.25 seconds with passive because it is an on hit effect]

*W(no name) - dashes for 500 units in a directed direction and blinds( quinn type of blind) enemies you pass through reducing their vision by 250/300/400/460/500 units and deal phys. dmg by 60/100/140/180/220. (can be used for some juking or peeling if done right.)

*E(failed mixture) - Throws a jar at a targeted area witb a radius of 250 units that increases to 325 units which lingers in the ground dealing 20/35/50/65/80 phys. dmg per second that also applies a debuff reducing 4/7/10/13/16 armor per second, last for 4 seconds.

*R(confirming targets) - targets an area with an inner(100 unit radius) and outer(300 unit radius) layer from 2000/3500/5000 units away from you that applies a debuff that ignores 25% to both resistances of the applicted targets, champions in the inner layer will recieve 30/40/50 bonus dmg from Trevor( that's his name) and half to his client (I'll talk about it after this) while champions from the outer layer will recieve half the bonus dmg recieve.

*unique starting item (contract) - at the start of the game you get to choose a champion in your team as your client and recieved various benefits while contracted to them at the length of the game.

*Benefits from contract

  • assisting your client in dealing a killing blow gives you 10/40/70/100 bonus gold (increases by every 6 lvls) while also gaining one stack of "trust"

-saving your client from dying(below 40% HP) will gain one stack of "trust"

2/8 trust - your client gains 30 bonus ms when going to your direction

4/8 trust - your client deals bonus 20 dmg (fixed) to your attackers

6/8 trust - 10% of your clients bonus AD or 5% AP (depends solely on which ia higher) converted into your own AD ( no it doesn't take away any of the clients stats)

8/8 trust - when recieving fatal damage, 30% of that damage is shared with your client. (your client could literally die for you because he/she trust you so much).

and thats about all of it, hope you guys enjoyed my concept.

4 Comments

TrailVlazer11/23/2016, 2:43:36 AM1 votes

The *E stacks, units on *W are 300/350/400/450/500 and the *R's bonus dmg is in percentage(%)

CrazyBear198711/23/2016, 3:08:58 AM1 votes

Passive: I guess you can have it scale it damage output based on how close the enemy is, but you still get a range increase, but the damage is lower the further the target. As a passive it's pretty strong, probably needs to state how many times this can proc, i wouldn't allow after every ability due to it's strength. or maybe add stacks to your self, like an empower, after launching 3 abilities or more, your next basic attack does so and so.

Q - you passive already gives your free damage buff without any modifiers, this would double your out put almost immediately. And you deal a DOT upon hitting a target? looks overloaded or not mechanically balanced. Charges meaning stacks?

W - a dash and a blind with damage. Overloaded, lower the damage, you have too much as it is already.

E - this is fine. if you added a slow or some other effect i would have complained again about being overloaded.

R -Shouldn't you client receive more than you? are you a bodyguard or an assassin?

Pretty standard kit build: Q - An on hit empower W - mobility, gape closer or escape E - AOE wave clear R - Game changer

Your passive doesn't interact with your other abilities, aside from being activated by them, Your kit just deals damage and allows you to do whatever you want while doing it. You have no downside, mana cost and cooldowns can be fixed with items sets, and then your unstoppable.

Contract mechanic: "Saving your client from dying" - how would you define this? especially when you have no shield or heal.

A lot of inconsistencies with the concept and overall overloaded. An Assassin cannot be a support, your either one or the other.

You said "mid, jungle and support" but Mid - he can't utilize his buddy system if he is alone Jungle - same thing Support - he deals more damage than a support should, he offers no defence or healing. and his debuff's can work on it's own.

For balance, focus your buff's on your contract to yourself, if you gave the listed buffs to anyone else, they could end being broken and overpowered, and snowball due to your mechanic.

What happened to the disabler? only your Q and W have some sort of disable effect, a blind being the smallest. Your R and E are debuffs, not disables.

Your contract mechanic overloads you and i don't think it's necessary, it's a nice idea, but not for this champion or kit.

Needs a lot of work in my opinion, a rework in general. Think of a back story or lore to back up your abilities. find a theme and stick to it, right now it's just to inconsistent and has too much of everything.

TrailVlazer11/23/2016, 5:02:17 AM1 votes

good point I'll revise it a bit tbh it just poped up on my head a day so it needs more balnce work , the passive idea is nc and could work as of now just remove the doubling effect on melee range but keep the 50% on hit effects duration which could make certain items like ice born gauntlet have an edge, procing the so called melee range is when you get back to what your range is normally without the passive proc, on Q, judging by the calculations its pretty overpowered so revising the dot into a weakining debuff (for a more supporty feel) reduce dmg done by this % or whatever, on W maybe giving it a longer cd (like in the 20s) and reduce base dmg by 20 for all lvls would be fine, the E slow can be good too, remove armor degration but if you stay for too long you're movements will not be in control similar to the old fear along with not being able to line up skill shots or AA click properly (still depends on riots skills if they can program something like this though) but can still do abilities (a new mechanic, confusion) to add more cc in the kit, on R, switching the bonus on player and client is a good idea but nerf the bonus dmg a bit, and gain true sight on the champs in the inner layer of the R and oh yeah another thing, the effect of the client saving your life in the last contract bonus needs to be in a range of 700 and reverse the roles of the reciever and sender of the damage when it procs and remove the saving part I'll think of another way to gain trust.

the theme of this champion is a mercenary that deals with assasination and escort missions hence the kit revolving around contracts and rougue-like tactics