[Champion Concept] Halynecca, The Summoner

Queen Jacquelyn·7/26/2019, 4:03:28 PM·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

Èlisé7/26/2019, 4:28:45 PM1 votes

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

Cind3rkick7/26/2019, 4:37:55 PM1 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.

Rektagon7/26/2019, 10:00:12 PM1 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.

saphireflame1237/27/2019, 12:56:32 AM1 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.

ProExpertKing7/27/2019, 7:18:18 AM1 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