[Champion Concept] Halynecca, The Summoner

Queen Jacquelyn··1 votes·1,308 views

Halyneka is a mage who summons various creatures to do her bidding. She grew up in the wilds of Ixtal surrounded by various creatures and forged bonds with them. (I didn't focus on her Lore)

She's a well-rounded Mage who summons creatures to help her fight, so she should be able to independently hold her ground. She is probably a mid-laner.

Passive- "Obedience" (Cooldown: 15 seconds) Minjinni, Halyneka's animal companion, attacks and slows an enemy once Halyneka starts attacking the target. If Minijinni hits the same target multiple times consecutively, Halyneka's health is restored. Minijinni also boosts Halyneka's Mana Regen while on cooldown.

Q- "Spell Shower" (Cooldown: 12/10/8/6.5/6 seconds) (Cost: 50 Mana) Passive: Once upgraded for the third time, "Spell Shower" leaves residue behind slowing enemies for 2/4/5 seconds. Active: Halyneka launches a series of magic orbs at an enemy dealing magic damage.

W- "Dirt Diver" ( Cooldown: 25/23.5/20) (Cost: 55 Mana) Halyneka summons a mole-like creature that burrows underground. He pops up at the feet of the target stealing health and rooting the enemy for 1 second.

E- "Creatures of the Jungle" (Cooldown: 28/25/22/20/18) (Cost: 60/70/85/105/120 Mana) After channeling for 0.5 seconds, Halyneka summons 2/3/4/5/7 Ixtali Monsters that deal physical damage based on Halyneka's AP.

R- "Untamed Ixtal" (Cooldown: 135/130/120) (Cost: 110 Mana) After channeling for 4/2/1 seconds, Halyneka summons a stampede of jungle creatures that rush forward, increasing the movement speed of nearby allies and dealing magic damage & slowing enemies.

I would like to add a Warbear or something that increases a bunch of her stats, but idk where it should go or what the specifics should be.

15 Comments

Èlisé1 votes

I think she needs more damaging abilities. Other then that i can't say much until I see more past the rough draft.

Queen Jacquelyn1 votes

I was gonna make her passive part of her Q, but then I felt like that might be a little too much for one ability.

Queen Jacquelyn1 votes

I made some changes to her kit, lmk what you think.

Cind3rkick1 votes

Based on the power of the goblins and the mechanics if her passive, this champion would either be super op or useless.

First of all, she would probably never be played in the jungle. Her clear is limited to 1 ability, Q and passive. (W is a massive deficit until it is maxed out, which would be 2nd or 3rd.)

Since W gives 70% less gold and xp at level 1 and 55% less at level 2, you would fall far behind, even though you clear faster.

As a summoner, she will want to sit behind her minions while they do all the work. Jinnikil being untergetable means all aggro will go towards Halyn.

Her passive:.

This needs clearing up. Presently it goes 2 ways

Either its useful for the first 5 mins of the game but then just becomes a basic +10% ms while near summons.

Or it is insanely op in teamfights with each attack having an AOE slow.

Her E is a mix of Kalista and Ashe's vision spells. A champions with insanely high cooldowns cant afford to have a spell that's useless in combat.

My suggestion is to make it a pure damage spell. This gives her some depth beyond just summoning a bunch of things and just sitting back.

Now lets see about her ult. First glance its ridiculously op. Deeper look seems incredibly weak.

Lets see, at level 6 what can it do. Kill dragon, summon a copy of it to fight,seems great. You can take dragon as soon as you hit 6 then summon it in a lane and get a hyper push. But you are already 2 levels behind and after dealing with drake, the enemy jungler and laner are far ahead. And you are weaker than the support for another 5 minutes till next drake.

How about in late game? Well baron cant move.... Elder drake it has to be then.

Right so we have taken the drake, summoned it... and now what...

With the team grouping for a push, a killable ward isnt much help, clearing the jungle is no help.

Overall, this champions entire game plan is just to take dragons and split push. When her summon from her ult isnt up, she is the weakest champion on the rift. When her summon is up she can just afk farm since the dragon gives much more value than the rest of her kit.

Im assuming you didnt see early days yorick and the issues all of his summons caused.

I like the concept of a summoner but im afraid this isnt the way to go about it.

Queen Jacquelyn1 votes

Once again, this was an extremely rough draft, but I’ll work on it over the next few days. Thanks for your opinion!

Rektagon1 votes

Passive- "Obedience" Halynecca gains 10% movement speed when moving near her summoned creatures. When Halynecca attacks an enemy champion for the first time, she launches a magical blast at the enemy's location that explodes to deal area damage and slows enemies inside for 6 seconds.

I like the idea of bonus movement speed towards certain objects. It gives her a reward for summoning the units in clever locations, since she can gapclose on immobile champions and, if necessary, get away from them too. However, a 6-second slow is too long. How about 2-3 seconds, given that it's a passive? Also, how much is the slow here?

Q- "Party Goblins" (Cooldown: 40/30/25) (Cost: 70 Mana) After channeling for 3 seconds, Halynecca summons 1/2/3/5/6 Goblin minions.

I don't see why the cooldown goes down when the ability becomes so much more powerful - is it because of the channel? Either way, how do the gobs work?

W- "Divide & Conquer" (Cooldown: 50/40/35) (Cost: 55 Mana) After channeling for 3 seconds, Halynecca summons Jinnikil, a vastayan (armadillo), who is untargetable and lasts for 50 seconds. Jinnikil targets medium and small monsters that Halynecca is not attacking, giving 30/45/55/65/70% gold and exp earned to Halynecca. If Halynecca recalls Jinnikil, Divide & Conquer's cooldown is reduced by 15 seconds.

Does he deal any damage? If he does, but is untargetable, the ability is broken since he's freely dealing damage without any fear of reprisal; and in addition, he's lasting for a whole 50 seconds - this is a number that ought to be in an ult, not a W necessarily. I also don't get the name of the ability - where's the division and conquering?

And why does the CD get reduced just for recalling?

E- "Lookout Scout" (Cooldown: 35/25/20) (Cost: 40 Mana) Passive: Halynecca gains stacks as she kills Large monsters, storing up to 6 stacks. Active: After channeling for 2 seconds, Halynecca summons Scorch, a targetable phoenix that flies around in a target area granting Halenecca True Sight around Scorch's location for 30 seconds. Summoning Scorch uses up 2 stacks. Scorch cannot be summoned multiple times. If Halynecca recalls Scorch, he returns to her side and fights alongside her for 45 seconds.

True Sight for 30 seconds? Fighting alongside her for 45?

R- "Taming the Untamable" (Cooldown: 500/400/350/) (Cost: 150 Mana) After channeling for 10/8/6 seconds, Halynecca summons the last Epic monster she has slain to fight against the opposing team.

I like this idea, though it'd need some number work so it's not too overpowered (e.g. Elder, Baron)

Overall, look at the W and E again. Otherwise, I can see how this works and it's not too badly designed.

Queen Jacquelyn1 votes

Thank you for all of your feedback, I’ll take it all into consideration. :)

Queen Jacquelyn1 votes

I liked your feedback, and if you wanna check it out I redid most of it.

saphireflame1231 votes

This is literally just a more advanced version of the old Yorick, which was never played. Also, you can have your W and E summons with you permanently, which is incredibly broken.

Queen Jacquelyn1 votes

Well, in theory her cooldown would start after the duration of her summoned creature ended.

saphireflame1231 votes

Okay, at least clarify that in the concept, because everyone thought this.

ProExpertKing1 votes
  1. Don't ever put in numbers in your champion concept. It's makes it less about the actual experience you want to deliver and makes your idea tied to it's power
  2. What is your champion even supposed to be? She's a summoner... and? That tells me nothing about how she's gonna feel to play and how any of your abilities you suggest will reinforce that core gameplay you want to make.
  3. Pre-rework Yorick
Queen Jacquelyn1 votes

1). This is my first time doing this, so idrk how other people do it. 2). I was just too lazy & rushed to do a background, but I’ll add some details. 3). I did not know that, thanks for the information though.

ProExpertKing1 votes

It's fine. I'm just saying that if this was a concept that you were actually gonna try to pitch to riot, because keep in mind, you would have to convince a BIG ROOM OF PEOPLE that your idea will make a good character that people will like and won't be a horrible nightmare to make or balance. Also the main thing I meant by my second point was that you told me she's a summoner but that tells me nothing. "This character is a tank, this one is an enchant, this one is an assassin". I want you to pitch this concept like I'm the one who is gonna approve it or not.

Sona is an enchanter meant to play as support

_Her passive is called Powercord After three basic ability casts, sona's next basic attack deals 20 − 240 (based on level) (+ 20% AP) Magic damage bonus magic damage, with an additional effect depending on the last basic ability cast. AURA: Sona's basic abilities each generate a unique aura for 3 seconds that empowers her and all allied champions who enter its radius, also incurring a 0.5 seconds period during which she cannot cast her other basic abilities.

Hymn of Valor EFFECT RADIUS: 825 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 8 / 7.2 / 6 / 4.8

ACTIVE: Sona sends out two bolts of sound that deal magic damage to the nearest enemies, prioritizing champions. MAGIC DAMAGE: 40 / 70 / 100 / 130 / 160 (+ 50% AP) Tempo Hymn of Valor

AURA: Sona and tagged allied champions deal bonus magic damage on their next basic attack within 3 seconds. BONUS MAGIC DAMAGE: 10 / 15 / 20 / 25 / 30 (+ 20% AP)

Like this really tells me nothing about sona. What I want to hear is

I came up with this idea for a support champion who plays relatively close to her allies and is good at applying lots of small aoe buffs constantly

I was thinking a good theme to her character to help reinforce this main gameplay concept would be music. Music is something that lots of people can be affected by but only if you're close enough to hear it so it really works with small aoes that linger for a bit

Of course as a kind of enchanter support, we want to have some ability with a damage buff and some speed boost but we were also thinking about adding a healing spell to reinforce how all of this is happening with music. There's lots of storys and everything about the soothing and healing properties of music as well as we all know that loud sudden music can be quite painful to the ears so we can make a quick loud noise as some type of damage ability that might also apply that damage buff we wanted.

I'm not entirely set on all her abilities yet because of course, this is a concept but I know I really want her q to be her damage ability because when most people play our game, q is instintively the first ability they get so it's good to keep that in line with our other champion's kit design, as well as making w our healing spell because that's also still sticking to basic kit design

E and ultimate I'm not sure what we can do. Maybe for her ultimate we could do something like Sivir where she starts playing a tune, kinda like hall of the mountain king where it gets faster and faster and allies around her get an increasing movement speed buff. Or another idea is kinda like our character starts playing disco music or something and it causes a big aoe dance party where the enemies have to dance until the spell is over. We just really want a big team fight spell that when used correctly, can completely upset a game and make an easy ace to really reward that togetherness team play.

Queen Jacquelyn1 votes

I redid a lot of it if you wanna give me more feedback on the new version.

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