May CCOS Entry: Shinoji, the Illusionist

Psychoaryama·5/18/2015, 1:07:11 AM·1 votes·829 views

This is an edited version of Shinoji, the Illusionist that I intend to enter in the May CCOS competition. I am making an alternate version of it so that if the numbers I add here annoy anyone and I can't get any numbers to work, I'll still have the original version so I can start back at square one. That said, I will try not to make too many changes to this once the judging starts, so if anyone has any suggestions please make them quick or else understand that I might not do anything with your suggestions until after judging is over.

Shinoji, the Illusionist

Role: Mage, secondary: Fighter

Stats Health: 577 (+92.5) Health regen: 8.25 (+0.76) Mana: 323 (+39.5) Mana regen: 7 (+0.77) Attack damage: 56.012 (+2.7) Attack speed: 0.64 (+2.3%) Armor: 26.77 (+3.3) Magic resist: 30 (+0) Movement speed: 336 Basic attack range: 280 units

Basic attack animation: Shinoji throws a white-ish (very light grey) mist kunai at his target.

Passive/Innate:

Innate: Illusionary Mist Every other basic attack gives the target a stack of Hallucination that decreases their basic attack range and vision by 2% (additive). Stacks last 3 seconds, but countdowns re-start if the afflicted target is hit with Shinoji's basic attack. 5 stacks is the maximum, it will last 5 seconds, and basic attacks will not replenish the countdown. At 5 stacks, the target will have lost 10% of their basic attack range and vision, and will also hallucinate to see 3 Mist Minions appear in front of them. Only the afflicted target (and Shinoji's team) will see the mist minions, and the afflicted enemy will be blocked by the Mist Minions, as they would be by other units, and the mist minions will attack and can be attacked by the afflicted enemy. Damage dealt by the Mist Minions will not actually be applied, but the afflicted target will see their health bar go down as they are hit, until the countdown is done, at which point their health bar will return to what it really is. If the target is "killed" by the Mist Minions, then they will perform their death animation and the player's screen will go grey as though they've died, but their death will not be announced. They will remain like this until the countdown of the 5 Hallucination stacks ends. They can be attacked and killed in this state. After the countdown of the 5 Hallucination stacks ends, Hallucination stacks cannot be placed on them again for 8 seconds.

Mist Minions have movement speed equal to 125% of the afflicted enemy's movement speed (even if an ability changes the afflicted enemy's movement speed, the Mist Minions' movement speeds will change to remain 125% of the afflicted enemy's movement speed), a 225 unit attack range, and 80% of Shinoji's attack speed, and will "deal" 5% of the afflicted target's health as "damage" to the target (armor and magic resist are not applied) with each hit. Again, this damage is not real and is only seen by the afflicted target.

He will be unable to place Hallucination stacks if he has some form of crowd control on him.

Q:

Q: Doom Minions Mana Cost: 65/70/75/80/85 CD: 9/8.66/8.33/8/7.66 seconds (after the Doom Minions die/revert into regular minions) Range: 400 units Shinoji selects a target enemy to afflict with a Doom Vision stack, and then summons two Doom Minions. The doom minions will proceed to attack the afflicted enemy, and then will become normal minions on Shinoji's side. Doom Minions will not be attacked by enemy minions unless no other allied minions are within the enemy minions' sight. The afflicted enemy will see the Doom Minions as large dark-grey ghost-like monsters that attack with long sharp claws. The afflicted enemy will lose 70/73/76/79/81% AD and AP when attacking/using abilities on the Doom Minions, and Doom Minions have 0.5 attack speed, 80% of Shinoji's movement speed, and their attacks will deal 10/13/16/19/22% of their health as physical damage to the target. Enemies besides the afflicted enemy will see the Doom Minions as regular minions fighting for Shinoji's team (if Shinoji's on the blue team, they're blue minions; if he's on the red team, they're red minions), and they will have as easy of a time killing the Doom Minions as they would with a normal minion. The Doom Vision stack will last 4/4.5/5/5.5/6 seconds. If the afflicted enemy is not killed by the Doom Minions and the Doom Minions are not killed in that time, then the Doom Minions will turn into normal minions and 1/4 of the damage dealt by the Doom Minions will be restored to the afflicted enemy.

W:

W: Hallucinated Escape Mana Cost: 80/85/90/95/100 CD: 15/14.5/14/13.5/13 seconds Range: 400 units Shinoji selects a target enemy champion to afflict with an Hallucinated Escape buff, which will last 3/3.5/4/4.5/5 seconds. The afflicted enemy (and only the afflicted enemy, and Shinoji's team) will see Shinoji perform the Flash animation and see a fake Shinoji "flash" behind him, going in the opposite direction, while the afflicted enemy will be unable to see the real Shinoji. The fake Shinoji will run in the opposite direction and can be targeted by the afflicted champion as an attack/ability target. If successfully hit by an attack/ability, the fake Shinoji will turn around and attack the afflicted enemy champion. The fake Shinoji will have 100% of Shinoji's attack and movement speed, 50% of his health, 20% of his armor/magic resist, and 50/55/60/65/70% of his other stats, but, while the afflicted champion will see each attack deal damage to him, only every other attack from the fake Shinoji will deal real damage. When killed, the fake Shinoji will award no money and 25% of the experience the real Shinoji would have given, but will perform Shinoji's death animation, and the afflicted champion (and only the afflicted champion) will hear the kill announcement; however, rather than seeing the "(champion) KILLED Shinoji" announcement at the top of the screen, the afflicted player will see "Shinoji FOOLED (champion)". The (dead) fake Shinoji, the fake damage, and the "Shinoji FOOLED (champion)" announcement will all last until the end of the Hallucinated Escape buff's countdown. Each basic attack from the afflicted champion aimed at the fake Shinoji will extend the Hallucinated Escape buff's countdown by 0.25 seconds. The Hallucinated Escape buff's countdown will end immediately if the fake Shinoji actually "kills" the target.

E:

E: Medic's Nightmare Mana Cost: 90/95/100/105/110 CD: 16/15.5/15/14.5/14 seconds Range: 400 units Passive: Shinoji gains 5/7/9/11/13% attack speed and 5/8/11/14/17% bonus attack damage against enemies afflicted with (a) Hallucination stack(s). Active: Shinoji selects a target enemy champion to afflict with a Medic's Nightmare stack, and then chooses another target "hallucination" enemy champion (which can be the same champion or a different enemy champion) for them to hallucinate about. The stack will last for 2/2.5/3/3.5/4 seconds, and the afflicted champion (and only the afflicted champion) will see the "hallucination" champion explode and appear to take damage equal to half of their maximum health. If the champion would "die" from taking this much damage, then the afflicted champion will see them perform their death animation and die on the spot. Once "dead", the "hallucination" champion will no longer be a possible target for any of the afflicted champion's abilities/summoner spells. If they are the "hallucination" champion, then they will see their health go down by 50% of their maximum health or to 15% of their max health. If they then see themselves go down to 0 health, they will perform their death scene and their screen will go grey until the Medic's Nightmare stack's countdown ends. They can still be attacked and killed while they're in this state.

R:

R: Mass Hallucination Mana Cost: 110/130/150 CD: 120/115/110 seconds Shinoji will create a burst of hallucinatory mist around himself, creating a 1000/1150/1300 unit AoE around Shinoji (that moves as he does, keeping Shinoji at the center) that lasts for 6/6.5/7 seconds. Enemy champions within the area will gain a Hallucination stack for each time they enter the area (if they only enter once, they only gain one stack; if they enter the area, leave it, and enter again, they gain two; etc.) and Hallucination stacks' countdowns are stopped while in the AoE. Enemy champions' actions will become less predictable, and enemies will have a chance of their abilities being cast on the opposite team that they're supposed to (enemy-damaging abilities may forcibly be aimed at and damage their allies instead of their enemies, and ally-healing abilities may instead heal ((a) member(s) of) the enemy team rather than their own team). Shinoji gains 60/70/80% attack damage and attack speed against enemies within the range of the range of the AOE, and his basic attack range extends to 100 units outside the AOE.

Playstyle Shinoji is meant to play with the enemy players' minds rather than with their actual champions. It can be noted that his abilities are designed not to deal any large amount of (real) damage. Instead, they are meant to distract the opponent. His passive causes his enemies to hallucinate, seeing Mist Minions that aren't actually there. None of their teammates can see the Mist Minions, so to them their hallucinating ally is just running in odd patterns and trying to go around things that aren't there, and then fighting and possibly dying to nothing. His Q creates minions that are only especially dangerous to one select enemy unit, causing them to look like they're having a difficult time defeating a worthless minion, possibly angering their teammates for how weak they are. His W, like Wukong's Decoy ability, will create a fake version of himself, but unlike Wukong's decoy, only one opponent will see it, distracting them and making them look to their teammates like an idiot for, again, chasing, fighting, and possibly even dying to nothing while an enemy gets away. His E, which is directed more at supporters that would otherwise try to heal their allies when they're weak, will cause them to see an ally become weak, possibly making them waste a healing spell that wasn't necessary, or making them see a very weak ally "die", thus making them decide not to heal them and leaving the weakened ally open to attacks that they won't be healed/protected from. Enemies could also be made to see themselves take massive damage, making them try to run away when they don't need to, and even making them "die" when they haven't actually been killed. His R is designed to cause the enemy to gain Hallucination stacks faster, give Shinoji increased attack and/or range, and cause enemies to use their abilities on the wrong champions, healing their enemies and/or damaging their allies. Many of his abilities are designed to make his enemies experience fake deaths that will open them up to actual attacks. However, overall his abilities are more meant to distract select opponents while simultaneously making them look to their teammates like worthless idiots by sending them on wild goose chases, making them fight/run from things that aren't there, etc. By getting the enemy team angry at one another, it will distract all of them and make their plays/teamwork steadily break down, either from being distracted/fooled or from lack of trust that their allies will do their jobs correctly. Aside from this, however, he is very weak when he is alone, and crowd control can be especially rough on him if he relies too much on his passive. The fact that he can only have his abilities affect individuals and that they don't typically deal too much real damage means he must use his abilities wisely on strategically appropriate opponents, especially if he's fighting/being chased by a large number of opponents.

Lore There is a far-off world, separate from Runeterra, that is constantly shrouded in mists. Whether in a forest or a desert, a valley or a mountain top, there is always a thick mist. The mist makes seeing great distances away incredibly difficult, and the inhabitants are very good at taking advantage of this. Predators and prey alike have evolved to in some way blend in with the surroundings, either by having grey coats that blend in with the mist itself or by taking on shapes similar to boulders, trees, or other parts of the terrain. More advanced techniques, both for hunting and deterring unwanted company, involve controlling the movement of the mists to make certain areas seem more inviting while making others seem more active and potentially dangerous to walk into. Some have even adapted ways to use the mists to create images that would either invite or scare off others. The most advanced techniques, however, were invented by the Shandorans, a race of human-like beings that have gained the ability to create and manipulate a special hallucinatory mist. These mists can manipulate all five senses, and can do anything to afflicted victims from causing them to see and hear things to making them feel as though they have been hurt or even killed. The hallucinatory mist can even make afflicted targets act strangely because it messes with the messages that their minds try to send to their bodies. Their most basic attacking abilities involve creating mist weapons that will cause opponents to feel pain whenever the weapons hit them, even though the weapons don't actually cause any damage. Despite only being fake damage, hits from these weapons can still put opponents in enough pain to where they may fall, pass out, or even die. More advanced techniques involve causing opponents to hallucinate and see powerful opponents that they cannot escape from and must fight, or seeing their targets run away in some direction when they have actually run in a different direction. Even more dangerous techniques can cause the opponents to lose control of themselves and attack their own allies or heal their enemies. The abilities can be very confusing and even dangerous to their enemies, and so they remain the most dominant people in their world, for having conquered the mists. One Shandoran, a young student warrior named Shinoji who was still in the process of learning his people's more advanced techniques, was accidentally summoned to Runeterra by a novice Summoner. He demanded to be sent back, but there was no way to send him back to his homeworld. This infuriated him and he proceeded to put everyone in his path into a coma-like state with his hallucinatory mists. It took several large armies to bring him down because of his ability to force his opponents to attack one another rather than him, as well as the various other hallucinations he could force upon his enemies that distracted everyone from his real attacks. When he was finally brought down, he was given a choice: fight for the League of Legends while they tried to find a way to send him back home (hopefully never to see him again, as he was far more trouble than he seemed to be worth), or be executed on the spot. He decided to join the League, in hopes that they would live up to their half of the bargain and find a way to send him home, or in the very least that he would some day find a way to get himself home. As further punishment for the countless thousands that he had killed or injured in his rampage, he was required to restrict his usage of his more powerful abilities when fighting in the Fields of Justice. He had to reluctantly agree to these terms as well. Now he is simply biding his time, waiting for a chance to escape.

3 Comments

showcase255/19/2015, 7:10:25 PM2 votes

This is a very interesting concept, fellow May CCOS competitor. Playing with the senses is a very difficult concept to build for, play against, amd most importantly make it still fun.

What would be hilarious Is hearing the team speak for a ranked 5 v 5, with them playing against him for the first time. Let the misguided and misunderstood communication ensue.

I will save the detailed review for the judges, this one really speaks to me in terms of originality. Feels like a drawn out deception champ vs LeBlanc's quick tricks.

Best of luck!

Psychoaryama5/20/2015, 4:48:27 AM1 votes

Update: Minor edits were made to the lore to make it clearer and sound a bit better.