[Champion Concept] Jimson, Manic Alchemist
I'm sure there has been a thousand Alchemist champion concepts prior to mine on here, but I felt like giving it a go anyways. I'd like to make some notes before I get into the champion itself:
- I'm not a balance expert. I don't know how much or how little damage, healing, etc. champions should get. So look at those values as placeholders.
- I envision this champion being a Jungler with the option to fill the supporting role, or a damage role, depending on the items you choose to build. AD would be damage, AP would be support.
- The whole idea of this guy is to run around collecting ingredients to make potions and poisons. Potions are defensive and help you and your teammates, and Poisons are offensive and hurt your enemies.
Let's get to it.
Champion's Look (Picture above is just for inspiration. Actual champion would look like a different version of the character displayed here, and be wielding a dagger.)
Champion Name: Jimson, Manic Alchemist Lore Ideas: Banished Ionian alchemist finds refuge in Zaun where he can experiment without limits. Has ties with Singed, and various Ionian Champions. Also agreed to aid Xayah and Rakan in their fight against Ionia (Enemy of my enemy is my friend, so to speak). Primary Resource: None. Relies on Cooldowns and potion limitations only.
Potion Recipes:
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Potion of Sight (Scryer’s Bloom + Water): See through walls and brush for 10/13/15/18/20 seconds.
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Blindness Poison (Scryer’s Bloom + Blood): The next 3 hits from your dagger blind the enemy for .5/.6/.7/.8/1 seconds.
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** Potion of Vigor (Honeyfruit + Water)**: Restore 10/12/13/14/15% (+.01AP%) of missing Health, and gain 10/15/20/25/30% Movement speed for 3 seconds
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** Debilitating Brew (Honeyfruit + Blood)**: The next 3 hits from your dagger inflict Grievous Wounds and reduce enemy movement speed by 10/15/25/30/35% for 2 seconds.
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Ale of Might (Blast Cone + Water): Take 25/30/35/40/45% reduced damage for 2 seconds.
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Liquid Fire (Blast Cone + Blood): The next 3 hits from your dagger set the enemy ablaze for 50/75/100/125/150 (+.5AD) physical damage over 2 seconds. Re-applying this effect on an enemy will instantly deal any remaining damage from the prior attack.
Abilities:
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[P] Alchemy: An indicator will appear on the minimap when a jungle plant is about to spawn. Jimson can collect and use ingredients to create potions and poisons. Create potions and poisons by selecting which you would like to make above the minimap. Each potion/poison requires two ingredients (Plant + Water/Blood) (Max 6 potions/poisons): Jungle plants: Collected by Left-Clicking on the plants. Jimson can hold a maximum of 2 of each type of plant. AND Water (Potions): Collected by being in the river. Gain 1 stack per 2 seconds. (Max 3 stacks) OR Blood (Poisons): Collected by killing jungle monsters and damaging enemy champions. Gain 1 stack for killing a large jungle monster, or 1 stack for every 200 physical damage dealt to enemy champions. (Max 3 stacks)
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[Q] Use Poison/Potion (Cooldown: .1s, Cast time: .5s): Jimson uses one of his potions and gains special effects. Jimson may only be under the effect of 1 potion and 1 poison at a time. [Tap]: Jimson coats his dagger in the selected Poison [Hold]: Jimson drinks the selected Potion [Passive]: Additional points in this skill increase the potency of potions and poisons
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[W] Derangement (Cooldown: 20/17/14/11/8s): Jimson throws his dagger dealing X physical damage and applying the effects of any poison coating it. If the dagger hits an enemy, it remains lodged in them for 5 seconds and can be retrieved. If it misses, the dagger lays on the ground and can also be retrieved for up to 5 seconds. Retrieving the dagger before it expires reduces the cooldown of this ability by 50%. During this time, Jimson deals 50% reduced melee damage, but has 25% increased movement speed toward his dagger. If Jimson rips his dagger out of an enemy, any poison coating it will be applied a second time, and the enemy will bleed for additional damage.
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[E] Give and Take (Cooldown: 30/27/25/22/20s): On Ally Cast: Give an allied champion your selected potion. It will be added to their inventory if they have space, and instantly used on them if they do not. Allies may only hold 1 of Jimson’s potions at a time. On Enemy Cast: Take a plant ingredient from an enemy champion that matches your currently selected potion category, with a 10/20/30/40/50% chance of stealing an additional one.
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[R] Take one down, Pass it around (Available at Level 1): [Tap] (Cooldown: .1s): Cycle through the different categories of potions/poisons (Blast Cone, Scryer’s Bloom, and Honeyfruit). [Hold] <Not Usable Until Level 6>(120/100/80s): For 10 seconds, Jimson throws his potions and poisons instead of basic attacking with his dagger. These highly volatile concoctions explode in an area on impact dealing 150/200/250 (+0.25AP) magic damage and reducing hit enemies’ resistances by 5% (stacking up to 6 times, max 30%) for 3 seconds. Each attack consumes one potion.
That's it. Hope you guys like it. Any feedback is welcome.