Unnamed Champion Concept.

TheFederalMonkey·9/14/2015, 9:39:18 PM·1 votes·348 views

Alright so I came up with a champion idea today, doesn't really have a name or any lore planned but I wrote down my idea of what I'd like the kit to be. Now I understand most of the numbers will need to be balanced properly(As I am not on the balance team for a reason) the general appeal should be easy to understand from the numbers I came up with though. Essentially in A form you are a CC heavy supportive type role, while in B form you would be a High Damage almost melee range fighter type. The basic combo would be to Land a Q in A form, activate E and then switch to B form so you could Pull them in with your W and finish them off with your E and Q. At level 1 you would have the ability to switch forms but you wouldn't have the passive or actives until you level your R at 6. I've never done a champion concept before so I kind of just tried to piece it together in what I thought would be the most easily understood way, if anything seems poorly explained just ask and I'll try my best to clarify.

Base Stats Health: 540 (+90) Health Regen Per 5s: 8 (+0.9) Mana: 320 (+50) Mana Regen Per 5s: 6 (+0.8) Range: 250 Attack Damge: 54 (+3.5) Attack Speed: 0.644 (+2.5%) Armor: 23 (+4) Magic Resist: 30 (+1.5) Movement Speed: 335

Passive Scales at Lvl 4/8/12/16 A: Gains 4/8/6/10% Movement Speed for every enemy within 600/800/1000/1200 Gains 300/325/350/375 Attack Range B: Gain 4/6/8/10% Attack Speed for every enemy champion within 600/800/1000/1200 Basic Attacks deal an additional 5/10/15/20 (+ 25% AP) On Hit magic damage.

Q Skillshot Base Damage: 80/100/120/140/160 Cooldown: 14/12/10/8/6 Mana Cost: 70/80/90/100/110 A: Shoots a colliding linear skillshot with a conic area of effect after shattering. Travels 425/475/525/575/625 shatters when hits an enemy the remaining distance plus 125 Bonus magic damage: (+0.45) Applies a -Stack of Imbalance- slowing enemies 12/14/16/18/20% per stack. Stacks of Imbalance decay(in a linear fashion) over 2/3/4/5/6 seconds and can stack up to 4 times. After 1 Stack of Imbalance is applied all abilities apply a stack of imbalance to the same target until stacks fully decay. B: Shoots a linear instant skillshot. Travels 500/525/550/575/600 and hits all enemies instantly. Bonus magic damage: (+0.70) Cast time based off Attack Speed.

W Cooldown: 22/20/18/16/14 Mana Cost: 100 A: Knocks back enemies to Basic Attack range Plus 0/25/50/75/100 If a champion hits terrain they become stunned for 0/0.25/0.5/0.75/1 second. B: Linear skillshot that spreads out in a cone. Reveals, reduces sight radius(removes shared vision) and draws in all enemy champions within a cone. Reaches 550/600/650/700/750. 250/300/350/400/450 wide.

E Cooldown: 19/17/15/13/11 Mana Cost: 70/85/100/115/130 A: Last 8/9/10/11/12 seconds. Goes on cooldown after duration of ability Enemy champions within A's Basic Attack range are applied a Stack of War Ally champions within A's Basic Attack range are applied a Stack of Peace Enemies and Allies can only have 6 stacks of either Peace or War at any one time. Stacks of Peace and War after 2 seconds over 2 seconds unless rephreshed by new stack being applied Stacks of War/Peace lower/Raise Armor and Magic Resist by 0.75/1.5/2.25/3/3.75 B: Causes next 2 Basic Attacks have increased range (50) Cleaves all enemies within a circle and deals an additional 70/100/130/160/190 (+0.40 AP) If both empowered Basic Attacks Hit enemy champions Cooldown is refunded 40%.

R Cooldown: 30/20/10 Mana Cost: 90/60/30 Range: 300/450/600 Switches from A to B or B to A A: Passive: Gains 10/20/30 Amor and Magic Resist Active: Increases Health Regen per 5 seconds by 5 (+5 for every 25 AP) within Range for 15/30/60 seconds. B: Passive: Ignores 10/20/30% of enemy Magic Resist decaying over 10/15/20 seconds At level one 10% lasts for 5 seconds and then decays to 5% over 5 seconds. At level two 20% lasts for 10 seconds and the decays to 10% over 5 seconds. At level three 30% lasts for 10 seconds and then decays to 10% over 10 seconds. Active: Deals 2/4/6% of targets missing health (+0.20 AP) each second to all enemies within Range for 4/5/6 seconds.

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