(Champion Concept) Gustaf - The Wings of Justice

PlasmaFogKing·5/1/2016, 2:39:22 PM·16 votes·4,371 views

http://media.tumblr.com/tumblr_m7eyvcgHUu1qbvpv0.gif

(gifs are from this movie)

Role: fighter/ support/ jungler Type: melee

[sorry for my bad english and mistakes]


#Abilities

Unique Item: Bread Crumbs (only other your team members can buy this item; when game starts, every team member, except you, will get this item for free) | Consumable item | | Gold cost: 50 | | Selling cost: 0 | Active: throw this item at Gustaf (450 unit range), healing him for 60 (+ 5% of Gustaf's maximum health) health and permanently increase his maximum health by 10.

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Passive: Wings Of Justice When enemy champion kills an friendly champion, he will be marked for 6 seconds. You gain 60% bonus movement speed while moving towards marked enemy. All your physical damage dealing abilities will automatically deal critical strike against marked enemy champion(s).

| Range: global |

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Q: Mighty Quack Passive: Knocking enemy into any direction will cause that enemy to suffer physical damage, equal to 4 / 4.5 / 5 / 5.5 / 6% (+ 1% per 60 of your AD) of target's current health.

Active: Release a sound and pressure wave, dealing 50 / 65 / 80 / 95 / 110 (+ 50% of your AD) physical damage to all enemies in front of you and knock them back. This wave can bounce off terrain and deal damage multiple times to the same enemy, but knocks back only once.

| Range: 800 | | Knock back range: 200 | | Mana cost: 60 / 65 / 70 / 75 / 80 | | Cooldown: 12 / 11 / 10 / 9 / 8 seconds |

In jungle, this ability should be able to bounce from one wall to another, allowing it to hit same enemy multiple times. Maximum range doesn't increase with bounces.

W: Winds Of Change Call down minty winds in targeted area for 4 seconds. Allies, who stay in this area, are healed for 20 / 30 / 40 / 50 / 60 (+ 30% of your AP) health every second. Enemies, who stay in this area, will get their vision range reduced by 25% for 2 sec. Stacks up to 4 times. Also, if you knock enemy into or out of this area, then that enemy will get his attack speed and movement speed reduced by 45% for 1.5 seconds. This ability deals 40 / 50 / 60 / 70 / 80 (+ 20% of your AP) magic damage every second to the enemy champion, who is marked by Wings Of Justice.

| Range: 650 | | Radius of area: 200 | | Mana cost: 40 / 45 / 50 / 55 / 60 | | Cooldown: 18 / 17 / 16 / 15 / 14 seconds |

Enemies, who get their vision reduced, also can't see out of their vision range, turning everything black for them. With all 4 stacks, their entire screen would turn black, allowing them to see only their mini-map.

E: Super Twister Passive: knocking enemy into any direction will cause that enemy to get his movement speed reduced by 20% (+ 1% per 25 of your AD) for 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds.

Active: target a direction and create rapidly moving twister. This twister will move in straight line, dealing 30 / 40 / 50 / 60 / 70 (+ 20% of your AD) (+ 50% of your AP) magic damage to all enemies it touches and knock them into opposite direction. If this ability knocks enemy champion into a terrain or other enemy champion, then he will get stunned for 0.6 seconds.

| Range: 500 | | Knock back range: 150 | | Mana cost: 40 / 46 / 52 / 58 / 64 | | Cooldown: 8 seconds |

If aimed right, this ability can knock an enemy in such way, that he will be hit again and again and again, causing damage to ramp up very high. If i done math right, then same enemy could be knocked back maximum 3 times by this ability.

R: Super Sonic Dive Become untargetable and ascend into the sky over 1 second. You will stay in the sky for up to 3 seconds. While in the sky, you can target a path and dive though that path, dealing 150 / 200 / 250 (+ 135% of your AD) (+ 100% of your AP) physical damage to all enemies in this path and knock uncovered enemies out of this path (to the sides) as you dive trough it. You remain untargetable while you dive. While in the sky, your vision range is improves and you can see through the fog of war.

| Casting time: 0.4 seconds | | Range: 1000 | | Bonus vision: 200 / 300 / 400 | | Width of path: 300 | | Mana cost: 80 / 90 / 100 | | Cooldown: 150 / 135 / 120 seconds |

Enemies, who stand directly behind something, will still gets damaged, but will not be knocked to sides. While in the sky, you are same as Elise, as no projectiles can hit you, but while you are diving, projectiles can hit you and hard CC will stop your dive. If you spend 3 seconds in the sky without diving, then you will return back to the ground.


Story

From the day he was a young duckling, Gustaf knew that he is special and that grand things awaits him. Gustaf was sure, that his destiny will lead him where no other duck was ever before. He dreamed of being the most important duck in the world - the king of all ducks. So, he did everything he could to make his dream to come true. He swam like no other duckling, faster, better and with more confidence than anyone of his age, even being able to outswim his elders. She shuffled his little duckling's feet, strutting better than any other duckling ever could. He was determined, nothing could stop him. He had to be faster, smarter, better, he had to be the best duck there could. While other ducklings had enough courage to ask people for bread crumbs at age of 6 month, Gustaf started asking for bread crumbs at age of 2 months. And man, what he didn't do. He learned to dance, do tricks, quack better than any other duck, just to get more bread crumbs than any other duck, and he succeeded. He was getting more bread crumbs than any other duck, even than all other ducks combined. But that wasn't enough for Gustaf. As other ducks were fishing, he learned to fish, too. Catching bigger and bigger fish, not even being one years old, he was the best fisher in his family. Frogs, fishes, no matter what, they weren't safe from Gustaf, because he was the best fisher there could be.

Growing a little bit older, as other ducklings started to learn to fly, Gustaf was already master of the sky, swirling and soaring though the sky, seeing wide and far. He even was brave enough to fly through windy days and rain, tirelessly flapping his wings, training his body and will. He had to be the best duck there could be, and god damn it, he was the best. His duck parents were proud and happy, as their first son was trying so hard. And Gustaf did, he tried his very best, but that wasn't enough for him. He had to move faster, become stronger, get even more bread crumbs, catch even bigger fishes, fly even higher, for he seen no limit of what he could do. While his family was sleeping at night, he was patrolling, checking for any predators. While his family happily swam around, he swam to win, to be the best.

When Gustaf grew even older and got some brothers and sisters, he protected them, watched over them as much as he could. He felt the need to protect, to inspire the greatness in others. He knew that ducklings are led by example, so he showed them the best behavior he could show. More and more of ducks recognized Gustaf's talents, his glorious mind and spirit. He became leader of his flock, strongest and most dependable duck there is. His flock grew in size, soon all neighbor packs join his. But, with this number of ducks, they were bound to attract predators.

One faithful night, when massive storm was raging in the sky, his flock was struck by bunch of hungry wolves. It happened so fast, than no one could do anything. Those, who tired to fly away, were hit by massive winds and were blew back to the ground. Those who ran, weren't able to outrun wolves. Many of Gustaf's friends and family member were slaughtered, even before Gustaf came into rescue. As he saw dreadful site of his loved ones being torn apart by hungry wolves, he felt rage like he never felt before, filling his entire being, flooding his mind and reason. "Vengeance" - was the one thing on his mind, as he spread his wings, flapped them with furry and courage. He jumped into the storm, flapping his wings with all his might, with every flap going higher and higher, while winds was hitting his tiny duck's body. He risen into the sky for his dead family member, for all those in pain and fear, but mostly for himself, because this was the test of his life, this was what he was preparing to do - all his life was for this one moment, for the retribution. Suddenly, he stopped flapping his wings, he let the winds to guide him, as he dived down bellow. Faster and faster, spiraling down into wolves, he put what he could into this one attack - all his feeling, all his soul. As he was diving into hungry wolves, his courage wasn't unnoticed, as the spirits of air couldn't do nothing in presence of such will power and determination. So, even the winds started blowing for Gustaf, against the enemies of his pack. Gustaf fled right through the pack of wolves, like the speeding bullet, and the winds behind them roared, blowing away the wolves, tossing them to sides, as if an explosion had hit them. Confused, scarred, wolves ran away, leaving Gustaf's family alone. Slowly, winds stopped swirling around, sky become clear, but no matter how things god better - his family lost many members that night. Gustaf couldn't cope with their death, he blamed himself, for being too weak, for being too slow. He couldn't accept it, he couldn't accept having a limit or being unable to do something. All his life, Gustaf tried to be the best among the ducks, but that wasn't enough. To protect his family, to prevent tragedies like this, he had to become more than the strongest duck. He had to cross all limits of his species, reach for even greater highs.

Uncertain of what he have to do, losing confidence in himself, he left his flock and ventured on a quest to become stronger. He flew form one flock of ducks to another, questioning them, searching for someone, who would know what he have to do. His quest for answers and higher power led him into different ans mysterious places, he met many different creatures he never met before: Ursine, Minotaurs, plague jungle monkeys and other. But no matter he went, he couldn't found an answer.

One year passed, Gustaf's flock had a new leader. He was a duck form another flock. His name was Squac. While Squac had quite the temper, he always watched over the flock, warning of danger. He wasn't perfect, but he done his job. No big tragedies were happening, no young ducklings were disappearing. Everything was alright, until history repeated itself. Big storm hit this flock, preventing duck from flying or swimming. Hungry pack of wolves attacked flock again. Scarred and and still haunted by memories of previous attack, ducks tried to escape, but where cornered. Wolves were slowly approaching, while Squac was standing in front of the flock, hoping for a miracle. His plan was to distract wolves and give other other ducks ti me to hide or escape. He was afraid, terrified beyond anything, but he stood still, waiting for his doom. He wasn't kind of duck, who would abandon others. Suddenly, int he flash of the lighting, a blur image flew by the wolves, creating sonic booms in its wake, blasting wolves away. However, this time wolves weren't scarred and too hungry to back down. Squac tilted his head and saw a duck to descend in front of him. He hever seen this duck and never seen duck doing things like that. Winds stopped blowing, silence set in the sky. Wolves started to run at this duck, and Squac wasn't sure of what he was seeing. This duck in front of him had no fear, only confidence was radiating, like a low of the sun. With one might quack, mysterious duck released a mighty sound wave, blasting wolves away yet again. But this time, wolves lost all their confidence and ran away even while hungry. Flock was saved, but not by anybody. It was saved, yet again, by Gustaf.

http://i.imgur.com/CpCiKNC.gif

On his journey, Gustaf met wind spirits, fairies, pixies and all sorts of magic beings. he asked for their help, for gift of magic, to become stronger, to protect every duck. These magical beings pointed Gustaf to the god of clouds - mystical magical bird, living on the highest mountain in Runeterra - Mount Targon. There he met ancient magic bird. God of clouds tested Gustaf, with harsh tasks, but Gustaf cleared every one of them. For his hard work, Gustaf was gifted with one feather form the mystical bird. Taking this feather, Gustaf was infused with magic powers, extending his life, gifting him powers to control the air and much more - intelligence, magic power, strength, speed, every aspect of him increased hundreds of times.

Gustaf returned to his flock, but not for long, because now he have a greater purpose. He checked to see if they are all right, saved them from hungry wolves and set off for another, even greater mission. He finally know the purpose of his life - to fight evil and dangerous creatures wherever he can find them. Dragons, undeads, voidborns and all other monster - they have to be stopped. Gustaf is no longer just a duck - he is a hero of justice, a hero Runeterra needs right now. His new found powers, his wild and courage - are weapons against evil, as his destiny is clear now - the path of hero is set in front of him, as there is many dangers in this world, much greater than he could imagine. Devourers from the void, legions of undead, ice monsters and all other threats to this world, they wound't even expect a duck to fight in their way, but Gustaf is no longer just a duck. Gustaf is the hero of justice, hero of Runeterra. Be afraid - evil, because justice is coming on swift wings.


CCOS review http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/JKdAgztd-massive-champion-concept-pazuzu-anzu-the-final-boss-mechanically-complex-juggernaut?comment=000e

34 Comments

pasta zugotini5/4/2016, 6:47:52 PM2 votes

i find the idea of an heroic mallard champion totally awesome XD

also your ideas for mechanics involving terrain are really cool and well thought

the only issue I see is regarding the scaling, only one very low ap scaling gives no incentive to build ap, or even hybrid. seems a bit pointless to have it in the first place.

Traxicus5/1/2016, 3:40:53 PM2 votes

Wow. It'd be easy to dismiss this as a joke but you have some really cool ideas here. I'll give you thorough feedback because I really love some of these mechanics.

That unique item is hilarious while also being really cool. I think it'd be best if that was his passive instead of the revenge one - instant respawn is very, VERY strong, especially if you don't even need to be there for it to happen. Maybe if you succeed in revenge killing, they can buy breadcrumbs for free?

When his Q bounces, is its remaining range preserved, or does it bounce further? If it gained, say, 100 range on top of its remaining distance each bounce, I think that'd be fair. Also, when leveling the Q, the mana cost should increase a lot more. +3 per level is nothing, such a reliable knockback should drain his mana pool. I'd suggest 75/85/95/105/115 - look at Janna's Q for reference (90 / 105 / 120 / 135 / 150 on a longer cooldown).

Are your knockback durations very short? It seems they are intended to be. I think the stun against terrain on his E is redundant because a knockback of that distance would likely stun them for that duration anyway.

His ult needs a nerf, as well as a cast time. Uninterruptable instant invulnerability is strong enough without the vision, mobility, and crazy high scaling (that should be lowered a bit, there's too much power there). Its cooldown should also be higher, maybe 140/125/110, with how much utility and engage potential it offers. Think of Malphite's ult (cd: 130/115/100) which is instant, no utility, but similar engage and damage potential.

All in all, props for the concept. Refreshing to see something creative and unique

CrimsonCobra35/2/2016, 12:16:04 PM2 votes

I didn't read the story, but I will say I have only two numbers problems: his ult has stellar dual scaling. I would decide on one to focus on. Also, the item doesn't give him enough max health to be meaningful. I suggest 25.

I will say that although the extra knockup interactions on his w and e were a bit much, the kit seems fun, interactive, and decently strong. If a touch complicated at first. (Which isn't really a problem.)

Neku215/1/2016, 9:19:42 PM1 votes

Derpy but interesting... couldn't see this in game, but creative

Arakadia5/26/2016, 5:22:36 AM1 votes

Refreshing, Hilarious, awsome, and a good kit. If Riot made this I would play him for sure. We don't have enough silly champs. Annie, Amummu, Rammus, and Taric are only somewhat silly-ish champs.

Necro Heleon5/1/2016, 3:24:07 PM1 votes

Is this serious champion?

Arakadia5/26/2016, 5:34:42 AM1 votes

Be afraid - evil, because justice is coming on swift wings.

Never thought a duck could be so badass.

ModThe Djinn5/1/2016, 7:50:54 PM1 votes

So: I'd normally avoid a concept like this due to my strong feelings that a duck is NOT an appropriate hero for League of Legends, but since you specifically asked me to take a look I will.

{quoted} Unique Item: Bread Crumbs (only other your team members can buy this item) | Consumable item | | Gold cost: 50 | Active: throw this item at Gustaf (450 unit range), healing him for 60 (+ 5% of Gustaf's maximum health) health and permanently increase his maximum health by 8.

First things first: huge points for creativity here. Always good to see exploration outside of normal mechanics.

Sadly, I don't think this works. It's an interesting way to make a duo-lane bruiser who supports can help out, but this is a HUGE amount of healing and a permanent health boost that would be overpowering in the early game. The permanency of the item is also awkward, as it makes it seem like something you want to purchase long after that gold would be better served purchasing the support items for themselves.

I think ultimately it's just going to cause gameplay and balance issues, and end up either ALWAYS used or NEVER used, with almost no inbetween.

Passive: Revenge And Justice When friendly champion is killed by an enemy champion, you gain bonus attack damage equal to 2% of your max health for 8 sec and killer will be marked for the same duration. If you or any other champion manages to kill marked enemy champion, then killed friendly champion will instantly respawn in your base. All your physical damage dealing abilities will automatically deal critical strike against marked enemy champion(s).

This passive is, by far, the strongest passive in *League of Legends. Even WITHOUT the free revive this would be insane, as you'd get 8 seconds to deal double damage to a target. There's no part of this that is really balanced at all save for the percentile bonus damage, and I'm not convinced that even a shorter duration or a cooldown for the effect would help, as it's a game-winning passive when it triggers in a useful situation, and that's just more power than I'm comfortable with.

It also makes no sense: no matter how angry a duck gets, he can't bring back the dead. :P

Overall, I'd cut this entirely and replace it: I can't think of a balanced way to preserve the same feel without doing something rather boring like Garen's bonus damage to the target. The numbers are just too high (free crits is really strong), and the revive is simply overpowered in every situation.

Q: Mighty Quack Passive: Knocking enemy into any direction will cause that enemy to suffer physical damage, equal to 4 / 4.5 / 5 / 5.5 / 6% (+ 1% per 60 of your AD) of target's current health.

Active: Release a sound and pressure wave, dealing 50 / 65 / 80 / 95 / 110 (+ 50% of your AD) physical damage to all enemies in front of you and knock them back. This wave can bounce off terrain and deal damage multiple times to the same enemy, but knocks back only once.

| Range: 800 | | Knock back range: 200 | | Mana cost: 60 / 65 / 70 / 75 / 80 | | Cooldown: 12 / 11 / 10 / 9 / 8 seconds |

Not a bad ability, although a bouncing quack is weird conceptually. No real issues, although I'm a bit worried about a melee character with no real gapclosers and several knock-backs: it'll be hard to stick to your target.

W: Winds Of Change Call down minty winds in targeted area for 4 seconds. Allies, who stay in this area, are healed for 40 / 60 / 80 / 100 / 120 (+ 30% of your AP) health every second. Enemies, who stay in this area, will get their vision range reduced by 25% for 2 sec. Stacks up to 4 times. Also, if you knock enemy into or out of this area, then that enemy will get his attack speed and movement speed reduced by 45% for 1.5 seconds. This ability deals 40 / 50 / 60 / 70 / 80 (+ 20% of your AP) magic damage every second to the enemy champion, who is marked by Revenge And Justice.

| Range: 650 | | Radius of area: 200 | | Mana cost: 40 / 45 / 50 / 55 / 60 | | Cooldown: 18 / 17 / 16 / 15 / 14 seconds |

...that's a huge heal. Compare to Janna's ultimate, which totals 600+50% AP, you're healing 480+120% AP, which is a LOT for an ability with this low a cooldown. Sure, the radius is smaller, but still -- the VERY low cost of this combined with the AoE healing factor probably pushes it over the edge.

E: Super Twister Passive: knocking enemy into any direction will cause that enemy to get his movement speed reduced by 20% (+ 1% per 25 of your AD) for 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds.

Active: target a direction and create rapidly moving twister. This twister will move in straight line, dealing 30 / 40 / 50 / 60 / 70 (+ 20% of your AD) (+ 50% of your AP) magic damage to all enemies it touches and knock them into opposite direction. If this ability knocks enemy champion into a terrain or other enemy champion, then he will get stunned for 0.6 seconds.

| Range: 500 | | Knock back range: 150 | | Mana cost: 40 / 46 / 52 / 58 / 64 | | Cooldown: 8 seconds |

The passive component of this is weird, because you ALSO slow movement speed by knocking people into your W, so...it's a bit redundant. I'd pick one of those and stick with it. I'm also not sold on the sheer number of "when you knock back a target do X" abilities you have, given that you seem to have THREE knock-backs on this kit, so they trigger every ability. That's a bit much, I think.

Otherwise this one doesn't seem too bad, as the knockback range is small enough that you're unlikely to get the stun effect without careful planning.

R: Super Sonic Dive Become untargetable and ascend into the sky over 1 second. You will stay in the sky for up to 3 seconds. While in the sky, you can target a path and dive though that path, dealing 150 / 200 / 250 (+ 135% of your AD) (+ 100% of your AP) physical damage to all enemies in this path and knock uncovered enemies out of this path (to the sides) as you dive trough it. You remain untargetable while you dive. While in the sky, your vision range is improves and you can see through the fog of war.

| Casting time: 0.4 seconds | | Range: 1000 | | Bonus vision: 200 / 300 / 400 | | Width of path: 300 | | Mana cost: 80 / 90 / 100 | | Cooldown: 150 / 135 / 120 seconds |

Nothing much to say here -- it's interesting and functional, I guess, but I'm not super sold on it. I don't really have any solid complaints, but it's not inspirational either.


#CLOSING THOUGHTS

You have some interesting things here, but the result is a bit of a mess. We have Max Health ratios, AP ratios, and AD ratios making it hard to tell how to build him. We have tons of knock-back on a melee character. We have tons of medium-to-long range spells on a melee character. We have support abilities (knockback, slows, ranged harass, strong ally healing, vision) on a character that seems otherwise like a melee bruiser--or that can be a support, but who has an item that encourages his ADC to spend money on THE SUPPORT.

I really think you'd benefit strongly from taking another look at what you want this guy to be, and focusing your concept a little more. As is I'm definitely not convinced.

SpecterVonBaren5/1/2016, 8:19:31 PM1 votes

Don't really like the kit or champ but that is one badass duck.