[Champion Concept] Ren & Rei, The Forsaken Twins

Jakenator7·12/10/2016, 5:35:39 AM·3 votes·1,470 views

Ren & Rei: The Forsaken Twins

The Idea: I designed this champion to fill the role of a form changing champion that actually lets you play as two separate champions, and also to fill the role of twins in League of Legends. Unlike the canceled champion concept of the twin yordles, Ren & Rei have very synergized kits, and it would feel as if they are working together in game rather than working independent of one another. It is also worth noting that the two are not yordles, and would most likely be from either Zaun or the Shadow Isles, depending on how I develop their lore. When designing this champion, I had Ren in mind as a more serious guy who fills the role of a tanky mage, whilst his counterpart Rei is much more free spirited, and she’s closer to an AP assassin. Both Ren and Rei are AP.

Primary Roles: Ren & Rei would most likely be played in top lane or in the jungle.

Items: Ren & Rei would most likely build a bunch of tanky AP items such as Rylai’s.

Abilities: R: Soul Swap Cooldown: 30s/25s/20s/15s Cost: No Cost Range: 300 Active: Ren & Rei possess two bodies but only one soul. Upon activating soul swap, the twin who currently possesses the soul transfers it to their sibling, allowing them to materialize from where they are in orbit (see passive) and cast abilities. Passive: When Ren is active, 20% of his bonus Ability Power is given to him as extra Armor and Magic Resist. When Rei is active, 20% of her bonus Health is given to her as extra Ability Power.

Passive: Twin’s Blessing Whichever twin is currently in spirit form will orbit around their twin, protecting their sibling by absorbing incoming enemy projectiles. Upon absorbing a projectile, Ren & Rei gain a stack. After receiving 3 stacks, Ren & Rei are healed for 100(+25% bonus Ability Power) health, and their stacks are reset.

Ren Q: Soul Flare Cooldown: 10s/9s/8s/7s/6s Cost: 30/35/40/45/50 Mana Range: 500 Active: Ren conjures a burst of damaging aura in front of him, dealing 100/120/140/160/180 (+60% bonus Ability Power) magic damage. This ability also burns its targets for 2% of their maximum Health in magic damage over 4 seconds.

Ren W: Unending Shield Cooldown: 18s Cost: 80 Mana Range: 1 Active: Ren shields himself for 50/65/80/95/110 (+60% bonus Ability Power) damage. This shield lasts for up to 8 seconds. Passive: If Ren casts Soul Swap during the 8 seconds that Unending Shield is active, he transfers the shield to Rei who then gains a shield worth double the original’s value. This shield lasts for up to 1.5 seconds.

Ren E: Pulsing Aura Cooldown: 20s/18s/16s/14s/12s Cost: 60/70/80/90/100 Mana Range: 450 Active: Ren sends three pulsing rings out around his body, each dealing 50/65/80/95/110 (+30% bonus Ability Power) magic damage, with each pulse having a 1 second delay. If an enemy champion is hit by two pulses, they are slowed by 40% for 2 seconds, and if they are hit by all three, they are stunned for 1 second.

Rei Q: Essence Thief Cooldown: 12s/10.5s/9s/7.5s/6s Cost: 30/40/50/60/70 Mana Range: 400 Active: Rei fires a blast of aura at a target champion or minion, which bounces to up to 5 enemies, dealing 30/40/50/60/70 (+40% bonus Ability Power) magic damage and marking each enemy hit for 5 seconds. Ren or Rei’s next auto attack to a marked minion or champion then deals 80/100/120/140/160 (+60% bonus Ability Power) magic damage. If the target minion or champion is killed by this attack, Ren & Rei are healed for 10/15/20/25/30 (+10% bonus Ability Power) health.

Rei W: Swift as the Night Cooldown: 15s Cost: 70 Mana Range: 1 Active: Rei gains 60/70/80/90/100 (+30% bonus Ability Power) in a percent movement speed bonus for 6 seconds. Upon activating this ability, Rei’s next 3 basic attacks deal 100/125/150/175/200 (+70% bonus Attack Damage) (+50% bonus Ability Power) magic damage.

Rei E: Leap of the Soul Cooldown: 20s/18s/16s/14s/12s Cost: 40/50/60/70/80 Mana Range: 600 Active: Rei dashes to a designated target (champion or minion), leaving a trail which slows enemy champions by 50% and lasts for 2 seconds and dealing 30/40/50/60/70 (+30% bonus Ability Power) magic damage to any minions and champions hit during the dash. Upon reaching the designated target, Rei deals 65/80/95/110/125 (+60% bonus Ability Power) magic damage to her target.

And that concludes my champion concept for Ren & Rei! Let me know what you all think and any changes and improvements that I can make, or any cool ideas that you may have. If you liked this concept, please do me a favor and upvote this thread! This is my first time attempting to design a champion, so if some of the numbers seem off, or seem like they are too OP, please let me know and I can adjust them, also I’m planning on adding concept art as well as some lore for Ren & Rei in the future. Thanks again for all of you who took the time to read (or skim) my concept, and hope you enjoyed! -Jakenator7

13 Comments

Brutalitops0112/10/2016, 5:39:04 AM1 votes

Long...

Although, I once made a champion concept that literally took up 6 pages on Word, so that was a thing.

Jakenator712/10/2016, 5:52:42 AM1 votes

Update I removed a lot of my notes and some smaller things to make this concept more digestable, if anyone wants to see what I removed, just ask and I will comment them below :)

ROYIcelord5512/10/2016, 7:21:38 PM1 votes

I love this concept I think it takes a tired old idea as in the form changing champion and changes it enough to make it interesting and would love to see some form of it as an actual champion

Cryptekz12/10/2016, 8:19:13 PM1 votes

This is an interesting concept, but I have several questions:

What are their stat totals and progressions? Do their stats change aside from their passive? Do they share a health bar or is their HP separate? Does the healing proc have an internal cooldown? Why, if Rei is the mage/assassin, are her AP scalings so poor on everything but her E? Why, if Rei is an assassin, does she also have a heal?

I understand that your concept is designed to make the two champions synergistic, but there is also a lot of overlap where there could be much more room for individuality. Abilities don't have to be similar to be synergistic, they just have to play off of one another in a way that flows well.(Like Elise's Ensnare into Rappel)

Moreover, why did you specifically pick a tank and an assassin to combo together? While there's nothing inherently wrong with either of those things, I feel like together this champion may be a bit of a balance nightmare, given that mixing those two concepts is extremely hard to justify. If you can turn an assassin into a tank, you can freely kill a squishy, swap forms, and walk away laughing as the enemy team has no real way to retaliate. Similarly, you can walk in as a tank, soak a bunch of damage for your team, then swap forms when the enemies have blown their cooldowns and pick off any stragglers.

This is one of the main reasons why Tank Ekko and Tank Elise were so cancerous, and why assassins building tank items has been universally moved away from as a balance philosophy. It was one of the biggest issues at the start of last season's meta, so I would like to hear how you intend to balance these factors with the champion so we don't wind up with another abuse case.

GerAvos12/10/2016, 8:25:29 PM1 votes

OP passive. It basically negates all ranged auto attack damage, so this champ never gets damaged by enemy adcs?

CRYOATIC0112/12/2016, 5:23:04 PM1 votes

Well done man. might be a bit hard to balance but so is my champ XD im actually going to be posting sometime past 4 today so if you could keep a look out for him and possibly give some feedback that would be great! his name is Delyora, The Starheart Blacksmith. also you better continue this champ because it is awesome!