[CHAMPION SUGGESTION] (NAME IS UP TO YOU)

tshu101·7/29/2016, 6:02:02 AM·1 votes·692 views

TL;DR: This champion is pure support, and very unique from ALL OTHER CHAMPION.

  • Passive: Marvelous scale:

If this champion gets any debuff, then its armor and magic resistance will be 1.5x stronger for that same duration.

  • Q: Seismic Toss:

Pounce on Nearby Enemy Champion, dealing damage scales with the user's current level. The type of damage depends on a foe's weaker defenses. However, any enemy hit by seismic toss will gain 30% movement speed buff for 3 seconds.

Ex. If Olaf has 200 Armor and 100 MR, then Seismic Toss will do magic damage; if Armor = 100 and MR = 200, then it will do physical damage. If Armor and MR are equal, then it will always deal Magic Damage.

  • W: Trick Room

Creates a twisted dimension in the area the user is standing for 12 / 14 / 16 / 18 / 20 seconds. In that twisted dimension, the movement speed for ALL CHAMPION will instead be 670 / 690 / 710 / 730 / 750 MINUS the Current Movement Speed. If any champion happens to exceed the movement speed by the numbers allowed, then that champion will stop moving.

For Examples (at max rank):

  1. Mordekaiser without any item = 750 MINUS 325 = 425 movement speed.
  2. MasterYi with item 3009 and Ultimate level 3 = 750 MINUS 595 = 155 movement speed.
  3. Kennen with item 3009 while using dash = 750 MINUS 780 = -30 movement speed = stop moving. However, Kennen may still use summoner 4 or any other skills, since it is NOT A SNARE.
  4. Dash moves like Akali's , Azir's and Yasuo's will not be affected by Trick Room.
  5. Teleport abilities like Ezreal's, summoner 4 and MasterYi's will not be affected by Trick Room.
  6. If a champion is Snared, then that champion will move with 750 movement speed but cannot use blink or dashing skill.
  7. If a champion is Stunned, then that champion will move with 750 movement speed but cannot use any other skills or attack.
  8. If a champion is Knocked up, then that airborne will be applied normally.
  • E: Pain Split

Pain Split adds the current percent HP of the user and target Champion. It then divides this value by two and sets the HP of both Champion to the result.

i.e. : if this champion has 100/1000 health and Volibear has 1000 / 2000 health:

(10% + 50%) / 2 = 30%, so each champion will have 300/1000 health and 600 /2000 health to the result.

  • ULTIMATE: Follow Me

All damage and CC directed to ally's champions will be instead directed to the user for 2 / 2.5 / 3 seconds, if that ally's champion is within certain range.

For Examples:

  1. If Zed were to ult, use WEQ combo on an adc like Draven, then all the damage, mark and CC will instead be directed the user.
  2. It can be used to negate Jhin's ult and CC.

So what do you think? Would you really use this support champion? Do you think it is too op? How should I fix this champion if this is too op?

4 Comments

Makharya7/29/2016, 8:13:46 AM2 votes

Hi, just a few personnal comment.

To be unique is a good thing for a champion, to be interesting and healthy is better.

Passive: the idea is interesting but a changement of number will be needed (armor and mr doubled is insane). Moreover it will create awkward situation where not debuffing someone shoudl be better. I'm not fond of that as it goes against player reflex. Moreover not using debuff is harder (it's not like fiora W where you have to ignore her completely) as it can comes from any abilities/AA or a key abilites in certain case. And it's not something that give good interaction as it's permanent. So i think that you should either change the passive or reduce the bonus so that every debuff will still be interesting (but in this case the passive will be weak...)

Q: The changing damage type is really interesting. However if this is a support you don't want to buff ennemies, not for damage. Moreover i don't understand why a level scaling damage?

W: Again it goes against logic: the more movespeed you take the slower you are. But in this case it works better. You can get ou of the zone, not use your move speed bonus etc First the duration seems too high for me which can immboilize someone for too long cause of a ghost or something like that and it won't gives enough interaction. Second: why stunned (and snared) champ could move? They can't play so they have absolutely no reason to be able to do it. Three gives more interesting bonus when the abilities goes up in level. Bonus speed applies to both ennemies and allies and the duration is so long a level 1 that more would probably be useless.

E: OP, this is the dream of every tank. And it's just OP as you can protect a carry from everything. Kayle ult is shorter, don't protect from CC and it's an ult... (And taking CC/Damage in place of the other is not a big problem: you're a tank it's your goal to take CC and damage). But the biggest problem is that there is no counter (CC immunity + invulnerable is a bit OP) and it destroy every interaction possible. Maybe a % damage absorption (but no CC immunity so there is still possibility to block you ally).

R: on first view it's rellay nice: a big heal for big problem but as a tank you will loose more HP than you will heal... (Maybe switch with E).