{Champion Concept} Taig, The Restorer

TheTarians·4/10/2017, 9:27:42 PM·5 votes·1,586 views

Taig, The Restorer

http://1.bp.blogspot.com/-in2THi7O12g/UdpNpHCUCfI/AAAAAAAADmA/DkPCN44wg-g/s1600/blonde-hair-cocoaore-green-eyes-original-sword-weapon+%5Banimefullfights.com%5D.jpg

So, I haven't done a Champ concept in a while... so I'm a bit rusty.

Lore

Piltover as a city, is a city that is run by their technology. In everyday life there is technology and electricity surging within the city. As electricity surges, there has to be someone that keeps the city running. Of course it is not literally someone, but a generator that keeps the city of progress running throughout the years. Although, with how large the city of progress is, the generator must be kept under the ground. The generator is needed to be kept in the ground so that it is able to properly flow to the city. Yet, the city of Zaun that lies below Piltover always tries to rise up and destroy Piltover, and the location of the generator is not the best kept secret. Zaunites try nearly everyday to destroy this generator, and leave Piltover in a darkened state of defenselessness. Yet, there is one person that stands in their way, Taig, and she is not someone who takes her job as a joke. The daughter to the man who originally made the generator, Taig has never had a problem with defending her father's work. As a girl, she spent countless nights up with her father to try to understand and become a great scientist like him. Yet, despite those dreams, her father had different intentions for her. On her tenth birthday, Taig was put into a martial art and weapon training camp by her father. He wanted her to one day grow up to not only know how to keep the generator running, but also how to defend it. Thus, she was given a formal education in how to fight against the Zaunite threats that now come to destroy her father's work. She even made her own weapons to ensure she would not fail.

One night however, she wasn't able to protect the generator, and Piltover fell into the darkness. Street criminals and plague infested men came crawling up from Zaun to try to take over Piltover. The generator was in a state where repair was no longer able to be done, and she would have to build a new one. Yet that could take ages to make and Piltover didn't have much time without their defenses prepared. Taig knew that she would have to leave the underground chamber that she called home, and go to the surface to defend her home. That is exactly what she did. Whenever someone would try to crawl up from the trench, they would be struck right back down by Taig. Even after exploding the area a few times over with some home made bombs, and electricity running its currents through her tech, Taig still couldn't hold off everyone that came up. So she decided to do one last attempt. She began to over load the core temperature of the mini generator that powered her weapons, and threw it down into Zaun. No one knew what would happen, except that the bang would probably kill civilians, criminals, and Chem Barons many times over.

"Getting electrocuted isn't painful... you know, once you've gone through it once or twice" -Taig

Probably more of a TL;DR, but of course I haven't done some story relating in Runeterra for a while... but any questions that need to be answered should be asked.

I wanted to make her like an AP fighter, so kind of like Ekko but less burst damage, more sustained damage, and a bit more sustain in fights.

Kit

Passive: Core of Reaction Taig does not use mana, instead she uses the core reactor on her back to power up her abilities. Her secondary resource bar is called Charge. It goes from 0-100% and has a percentage of it consumed every time that Taig uses an ability. When used in an ability, that ability will deal extra damage depending on the amount of Charge you currently have. When not at 100% Charge is refunded by 1/2/3% every 12/7/2 seconds at levels 1-8, 9-15, 16-18. It is also refunded by 1% whenever Taig kills an enemy minion or small monster, 5% when killing a Large Monster, and 10% when killing an Epic monster or Champion.

Q Ability: Power Cell Cost: 0-35% of maximum Charge Taig takes a Power Cell from the reactor on her back and preps it to overload. During the time of prepping, Taig is not able to use any other ability, but has her movement speed increased by 10/15/20/25/30%. Prep time can only last up to 3.5 seconds, and if the Power Cell is not released before 3.5 seconds then Taig will take half of the damage. If the ability is thrown in this time, it will become a projectile that deals AoE damage to the first enemy unit it hits. If it hits a wall or other terrain (Including champion terrain) it will explode prematurely. If it does not hit anything, it will explode at the end of its thrown range. The ability consumes up to its maximum Charge over 1.5 seconds. Range: 600. AoE: 200. Missile Speed: Probably a bit slower than what LeBlanc's E is... not really sure how fast that is. Magic Damage: 100/125/140/155/170 (+50% of AP) (+1/2/3/4/5 Damage per Charge consumed)

W Ability: Current Toggle Ability. Cost: 0-5% of maximum Charge per auto attack When toggled off: Taig's blades will have no electrical current running through them. During this time, all damage done by her blades is purely physical damage, and any items that would give her auto attacks bonus magic damage on them is instead converted to bonus physical damage. (The Bonus physical damage can not critically strike, and instead will simply be added on after the critical strike is done. The Bonus physical damage can not proc life steal.)

When toggled on: Taig's blade will have electrical current running through them. All damage done by her blades during this time will be purely magical damage, and every auto attack will drain a certain amount of Charge to deal bonus magical damage. Any items that would give her bonus physical damage on her auto attacks are instead converted to bonus magical damage on her auto attacks. Bonus Magical Damage Damage Per Charge Consumed: 10/12/14/16/20 Per Charge consumed. (Min-Max damage deal. Rank 1: 10-50. Rank 2: 12-60 Rank 3: 14-70. Rank 4: 16-80. Rank 5: 20-100.) (When W is toggled on, Auto attacks can not critically strike. Any damage converted to magical damage can not proc spell vamp effects, but the regular damage from draining Charge can.

E Ability: Electro-Pulse Cost: 0-25% of maximum Charge Taig lets out a pulse of electricity, and boosts herself forward. (Literally a dash on E.... don't judge me -.-) The ability does no actual damage to any units hits, but will briefly give them the CC effect of Electrified. This effect works simply. Over the course of 1.25/2.5/3.75/5/6.25 seconds, all units affected by this ability will go into a mini stun for 0.25 seconds every one second. This ability does not gain damage per Charge consumed, but instead gains range from charge consumed. Range: 500 (+10 per Charge consumed) Max Range: 750 (This ability's dash can not be stopped, kind of like Galio's E or WW's R. You go as far as this ability can take you

(Explaining the Electrified CC) To put it simply, one second after the effect is applied, they will be stunned for 0.25 seconds. (Hence why those numbers seem so long.) Then the one second timer until the next mini stun will happen after the 0.25 seconds if up. So there will be 1 mini stun per every rank put in. now while this does seem a bit OP, keep in mind that even at rank 5, this ability would only stun for a total of 1.25 seconds. Also, this ability does no damage at all, so it is not something that you would rank up until later into the game. Effectively making the ability only grant 0.25 seconds of stun until around 25-30 minutes... or sooner depending if she gets fed or not.

R Ability: Over Load 0-50% of Maximum Charge Taig preps her mini generator, for 0.75 seconds, to explode in a large area around her. After 2.25 seconds, the pack will explode to deal massive AoE damage, and slow any target hit. The pack, once it is placed, is counted as a unit, and is able to be affected by displacement effects. (Can also be grabbed by Syndra's W). If Taig uses Electro-Pulse over the generator, she will carry it with her to where ever she lands. Radius of explosion: 550 units. Magic Damage: 200/300/400 (+70% of AP) (+5 per Charge consumed). Slow: 40/55/70%

So that's it for Taig for now, I will update her as I see fit. Any and ALL feed back is appreciated. Until next time, peace late!

11 Comments

Papa Andrei4/11/2017, 2:22:29 AM2 votes

So the general combo would be to throw in Q, Charge R, jump in and go boom? Honestly sounds like Assassin mode Zilean :D

The lore is odd... last time I checked the Pilt/Zaun was symbiotic not warlike.

Also how i LOOOOOVE the w. Makes a her be able to go Tankt/AP/AD/Hybrid all in one without losing any viability!

CobaltTheMadMage4/12/2017, 12:29:30 AM2 votes

I kinda like the concept of a maintenance worker turned vigilante, but as others have said it's less that Zaun is out to get Piltover and more that Zaun is basically the slums of upper-crust Piltover. It's a strange symbiosis; Piltover looks down on Zaun as full of dirty peasants, but can always rely on it as the place to go when they need dirty work done without getting their own hands dirty, literally or metaphorically. Zaun, meanwhile, resents Piltover on a good day as a bunch of smug uncaring pr*cks living luxuriously off the works of the lower class, but Zaun still depends on them as the fruits of their commerce and innovation still inevitably trickle down to Zaun one way or another, possibly to become something new and uniquely Zaunite that will make for more business and trade with the Pilties.

Having said that, I still do kinda like the concept of a sort of Piltovan "friendly neighborhood" heroine who appears at first to just be a harmless maintenance worker to the lowlifes of Piltover and Zaun alike but ends up being a lot more dangerous than she appears due to her cleverness and extensive knowledge of Piltover's inner workings.

Now for the kit:

Passive: I'm not certain I understand how this works- it appears to me either like a fusion of mana and cooldowns in that she can cast any ability she wants as long as she has the Charge to power it though the Charge itself builds very slowly, or alternately she can cast her abilities whenever she wants but they are stronger if she meets the Charge requirement to boost it. Either way, it looks to me like she'll be depending mostly on her AA's for damage early game as her Charge seems like it ramps up very slowly.

Q: I like the novelty of having it behave like a real grenade, but I'm not sure what the point of it is it it explodes on contact anyway. Unless the idea is that it can be used as either a mobility tool OR a weapon, i.e. you could just overclock a core purely for the speed boost and just make a mental note to dump it before it goes critical even if there's nothing for it to hit.

W: Now this is interesting- the conversion could boost her AA damage to almost Yasuo or Tryndamere-like levels, but at the cost of overspecializing in one damage type over another and needing to manually toggle either. Only problem I can think of with that is either A: not knowing when to toggle either to make the most of your victim's weakness without manually checking their stats in the heat of battle, or B: boosting the damage of one type so high that it wouldn't matter how much Armor or MR they had anyway, so switching could be rendered redundant.

I still like the theory behind it, I just can't help but wonder how good the idea would turn out to be in practice.

E: Ok, now I can tell more clearly that this is in fact an AA-based champ with that second mobility tool and interesting form of CC. It looks to me like it still telegraphs itself a bit, so at least there's a bit of possible counterplay to it, which is nice.

R: I'm not sure how I feel about this one, probably because the notion of taking 3 seconds to output damage, during which time an enemy could theoretically get rid of it, may make this a bit tricky to use reliably in a teamfight. That's just me though; I like the notion of it synergizing with her E, I just don't know about letting Syndra or other such champs basically crap entirely on your plans for it.

Raxistaicho4/12/2017, 4:55:37 PM1 votes

Hey there, review time.

Passive: Not to sound mean, but could you please pause a moment and ask yourself, "So, aside from thematic reasons, why can't my champion just have mana and then be allowed to have an actual innate ability?"

Notice that when a champion has an alternate secondary resource that gets consumed in a manner similar to mana, it's generally energy or health, and both are basically already out the door in terms of Riot's design philosophy. The other secondary resources, such as fury, flow, courage, ferocity, and so on, aren't generally consumed to activate every skill you cast.

The game's long-since handwaved why mana's used to power abilities that are blatantly non-magical. Why does Darius need magical power to swing his axe around himself? Why does Caitlyn need magic to put beartraps on the ground? Who knows, it doesn't matter.

But in any case, since your innate ability purely describes your very confusing resource system, Taig almost has no actual innate ability. You could just let her have mana instead and work this all down to, "Taig's abilities deal bonus damage depending on her current mana."

That's also a design problem, for the record, as it rewards her doing nothing and punishes her actually casting her abilities. Passive playstyles are usually not the best thing for League.

Q: I like the idea, but this desperately needs buffs. Its range, damage radius, and actual damage are pathetic considering she has to charge it for one and a half seconds and consume a huge chunk of her resource to do just decent damage (for comparison, Jayce's ranged Q even without going through an accelerator gate has better damage and range than this even fully-charged).

Conceptually I like it, but it needs to hit like a truck at full charge, what with it being minion AND terrain blocked. Enemies have more than enough warning to get ready to dodge when Taig begins charging it. It could also stand to increase its range over the charge time, like Varus, Vi, and Xerath's Q's.

Also, you should probably just have the actual damage itself increase over the charge time, rather than having more damage added to it. Easier to understand.

That said, I actually kinda like the speedup on her charge period. Yes, it makes her harder to dodge, but with this she can have a poke spell (generally handy since it lets her do things at range) while also letting it tie into her general playstyle of charging in and smashing face.

W: Remove the full damage conversion of attacks to physical damage from the toggle-off version. Cutting unnecessary strange item interactions from design is generally a good idea, lest we get oddball stuff like when Riot got high enough to think Runeglaive converting the full damage of the triggering attack to magic damage was a good idea.

As for the toggle-on, remember how I described Riot as getting high when they had Runeglaive convert all damage from an attack to magic? Yeah, this is NEVER a good idea. Every item in the game that's meant to punish basic attacking are armor items. Magic Resist items just aren't designed to handle reducing damage from constant spell barrages or magical auto attacks (yet, anyways), and the fact that this would let her deal ad-scaling magic crits is the cherry on top. The interactions between this and the toggle-off also makes her completely impossible to itemize against. Trying to build armor against her? Fuck you, toggle on. Building magic resist? Fuck you, toggle off. Trying to go for both? Fuck you, magic crits!

E: There's nothing wrong with placing a dash on her E. Since she's a melee champion she kinda needs a dash.

The problem with the electrify cc is that the durations might seem small, but they're frequent enough to seriously inhibit enemy actions, and it lasts for a LONG time. Those lost .25 seconds are long enough for her to win a boxing max with other attackers, and against enemy mages or adcs it makes them unable to kite Taig's front line. This would probably be fine on an ultimate (with a reduced duration), but on a basic ability it's pretty damn crazy. That said, the idea of her static charging herself and dashing through enemies to electrify them is pretty cool thematically. Maybe make it instead that it deals damage and slows enemies, and possibly stuns instead if she'd hit them with her Q or dealt a few toggled-on W attacks?

R: Neat effect, and I like the interaction with her E. Probably no need to have it be placed as a unit, just let Taig carry it with her. Since it IS a huge electric explosion, it should probably at least slow enemies. You could theoretically reduce the damage and let it do that electrifying effect on her E. If enemies can't get away from a point-blank explosion that takes 2.5 seconds to mature, they need to be punished.

I'd increase the cast time though, so that Taig can't just cast it as easily at close range as she currently can. Make her more likely to need to cast it at a distant and flank into the enemy team to get it off.

Her gameplay design is pretty consistent; she charges in to blow people up, and she's got a few versatility options to make her not wholly binary (poke, cc on her E) but she's on the squishy side for a melee due to her lack of any built-in defensive tools, so she does pay a bit for what she gets. Overall, it's actually not a bad concept in general in my opinion.

I still stand by my idea that she doesn't need a unique resource. Her skills can just be over-charged at the cost of additional mana to increase their potency.

Fortunately, she's also got enough differences in general compared to Kennen (Kennen's about building up static energy, Taig's about overclocking her equipment) that they can stand together in the same game without issue.

Lore's a bit... ignorant on the relationship between Zaun and Piltover. They're not warring city-stats anymore, they're basically just the upper and lower class of the same city now. Both sides may scorn the other, but they realize they need each other to function. Zaunites (the sane ones, anyways) wouldn't look to destroy Piltover's energy generator.

That said, her lore doesn't need much in the way of huge changes, just make it so it was some nutjob who destroyed the generator.

And I kinda like the tragic idea of Taig becoming a crazed mass-murderer over her obsessive drive to guard her charge. It reminds me of Maiev from Warcraft.

Hey, now that I've reviewed Taig, please do me a favor and review Leilani :)

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/HEjZvV6I-champion-concept-leilani-a-new-wave-in-bilgewater

TheTarians4/14/2017, 3:57:58 AM1 votes

UPDATE

  • Passive has it's natural Charge build up increased over levels.
  • Q Damage increased on all parts except the AP Ratio.
  • W has been clarified more in what the damage conversion can or can not do.
  • E has been changed to go as far as possible, not able to go in between distance.
  • R Has had 0.25 seconds from detonation time go to prepping time.