In-Depth Champion Concept: Rag & Tatters, The Patchwork Protectors

SwimyFish·12/31/2016, 10:12:26 PM·3 votes·729 views

Intro: Rag & Tatters are a father and son duo champion. They are both disembodied Cloaks, Rag being frayed brown or black, and Tatters being a Pink floral pattern with patches. The lore reasoning behind this is that, following an encounter with Amumu, the Curse of the Sad Mummy took Rag's wife (Tatters' mother), and Rag & Tatters hunted Amumu done to take revenge. When they tried to kill Amumu, they both realized the pain he suffered from his own curse, and were cursed themselves, their physical bodies died and their spirit was woven into the cloaks they had been wearing, Tatters' being made from his mother's apron. As for how this looks, imagine a cloak with a hood up and long sleeves (I know not all cloaks have sleeves) that is fully shaped like someone is wearing it, but there isn't any visible person inside of the cloak. Mergo's Wet Nurse This is an example of what I'm talking about, Mergo's Wet Nurse is a huge multi-armed bird demon in Bloodborne, but you can't actually see most of it's body, just the outline of it due to its robes.

After this encounter with Amumu, they realize that he is a good person, and Amumu gets his first new friends in a long time. Rag & Tatters then begin traveling anonymously to rescue or care for those in trouble, A la Bard except with less time traveling and on a smaller scale. Think Rag helping someone sew their doll back together while Tatters makes them some tea so they feel better. While traveling, they end up becoming specialists. Due to their emotions being different when the Curse struck them, Rag became a more gentle spirit, while Tatters was imbued with his rage at his mother's death, leaving him prone to violent out bursts. As such, the two take on different but complementary roles in protecting their charges, with Rag escorting (and sometimes Enshrouding) the charge while Tatters takes on the combat role, viciously fighting all aggressors.

As for Gameplay, Rag & Tatters are designed to be a close range Battle Mage duo, with Rag focusing on utility and Tatters on damage, due to their differing roles as protectors. They are designed as a duo champion to feel much more distinct than Kindred, let's be real here, Kindred never felt like controlling two champs at once. Once you read the abilities, you'll see that Rag & Tatters are closer to Orianna than anything, but just because they both move a unit with Q doesnt't mean they are too similar, in the same way that Illaoi, Donger, and Zyra can all coexist as well.

Okay, now that that's done, on to the Champion

Rag & Tatters Base Stats: Health: 530 +70 per level Health Regen: Average (Would you really know what to do with any number I put here? I wouldn't) Mana: 240 +85 per level (This is really low base mana for a mage, with a really high per level value) Mana Regen: Average (Again, just reference some mage, no one actually looks at regen numbers.) Attack Range: Ranged, 350 (Lowest of any ranged champion) Attack Damage: 48 +3 per level Attack Speed: Low (How about we just say same as Viktor?) Armor: 24 +4 per level Magic Resist: 30 +0 (Like most ranged champions) Move Speed: 340 (They are floating after all)

Mana Costs and Cooldowns Will be Relative for the time being, I might update them later.

Passive: Woven Bond Cooldown: Extant (not sure how long this one should be) Tatters starts the game at Standby with Rag. While at Standby, Rag & Tatters move together, and Rag gets 175 bonus attack range (becomes 525).

Using abilities can move Tatters Away. While Away, Tatters has a limited duration and tether range. When the tether is broken, or the duration ends, Tatters immediately rejoins Rag and goes on **Standby **.

Additionally, when Rag falls below 30% health, him and Tatters Bond, gaining bonus Ability Power equal to a base amount that scales with level plus a percentage of Rag's bonus AP, and the next cast of Q: Seam Surge CAN be targeted on an enemy champion. (Similar to how Urgot can choose to shoot Q as a skillshot even when a target is marked with E)

Q: Seam Surge Mana Cost: Prohibitively High Cooldown: Low -> Unreasonably Low (Think Ori Q) While Tatters is at Standby, Tatters deforms into a surge of thread and flies towards target area, becoming Away, dealing damage to all targets in a line while traveling, and upon reaching target area, after a delay Tatters reforms and strikes A nearby enemy in a small area (Think Ziggs W sized, or a bit smaller than Gragas Q). This strike is done with a spectral Seam Ripper that Tatters can manifest, hits only one unit in that area, and prioritizes champions. Alternatively, Q can be recast before Tatters reforms, and he will instead reform at the first unit struck by the dash, forgoing the strike in favor of briefly snaring the target.

While Tatters is Away, until he automatically returns via P: Woven Bond, Rag can cast Q: Seam Surge in 2 ways. The first is by targeting another ground location (or Champion via passive), and casting Seam Surge just like before, with the same recasting and everything, just from Tatters' location instead of his own. The second is to self-cast Seam Surge by targeting Rag, this causes Tatters to blink back to Rag dealing no damage but knocking Rag back in the direction Tatters traveled to get to Rag as Tatters gives him a playful tackle, also granting brief untargetability. This knockback can be used to go over walls, but self casting Seam Surge requires Tatters to be Away and also deals no damage.

**W: Tangling Onslaught ** Mana Cost: High Cooldown: High Rag partially unfurls, creating an area of tangling thread centered around himself that moves as he does (Karthus E style). This thread pool deals no damage, but applies stacks of Entanglement (fondly named after Amumu's ult debuff) MAX 2. Entanglement applies true sight to afflicted targets and slows, and each stack increases the strength and the duration of the slow.

If Tatters is at Standby when cast, the aoe becomes larger, and the cap of Entanglement stacks is doubled.

E: Malice Mana Cost: Very High Cooldown: Medium (Can be reduced using Standby cast) If Tatters is at Standby, Malice puts Tatters on guard, blocking a percentage of the next Champion ability or attack that strikes Rag. Tatters then blinks behind the aggressing champion (Nothing personal, kid). Casting Malice while Tatters is at Standby puts it on a reduced cooldown if Tatters successfully blocks some damage.

If cast while Tatters is Away, Tatters swings his Seam Ripper in a cone that is always aimed TOWARDS Rag, dealing damage. (I feel like execution scaling is appropriate here, still thinking about it). Additionally, if Malice hits a target with Entanglement stacks, it removes them, cleansing the slow and and the True Sight but dealing bonus damage based on number of Entanglement stacks removed.

R: Enshroud Mana Cost: None (Think Kayle/Kindred ult) Cooldown: Very High (For an Ultimate) Rag or Tatters Enshroud and enemy based on whether or not Tatters is Away, gaining Bond from passive regardless of who is targeted.

Standby Cast: Rags Enshrouds a target allied Champion, granting them a shield for 6 seconds or until it is broken. For the duration of the shield, Rag is untargetable, his movement is controlled by the allied Champion, and he can cast abilities as normal. Additionally, Standby Malice and self-cast Away Seam Surge affect the allied champion with both the damage reduction and mobility aspects. (I'm also thinking that if the Shield applied by enshroud is broken before it's duration ends, some amount of damage will be mirrored to Rag himself to punish him for diving too deep).

Away Cast: Tatters blinks behind target enemy champion, Marking them with Enshroud for 6 seconds, this deals no damage. For the duration of the mark, if the target dies, Tatters Enshrouds them (animation would be standardized to be the champion turning transparent and then being absorbed by Tatters instead of Tatters actually being worn by the champion, so that it works with stuff like 6 stack Cho Gath). This Enshroud also lasts roughly 6 seconds, during which Tatters can now be re-positioned by casting R (like Tibbers) for ease of use with Q and E, and bringing Tatters to Standby ends Enshroud. Additionally, the enemy champion's Death Timer does not start until Enshroud ends, this means that dying while marked with Enshroud delays respawn by up to 5~6 seconds.

I may edit this with more information/context later. Like damage value. Literally any damage values. I'd need to research other champions for reference. As much as I know this won't get any views, feel free to ask question, I'll check back and respond regularly.

2 Comments

Arakadia1/1/2017, 1:14:30 AM2 votes

Pretty cool. The Second passive is too complicated and the Q feels odd but I like the theme ALOT.