A Bunch Of Ideas I Had
These are a bunch of character ideas I had for a game I was working on that was very MOBA-like. Many of them have similar features and/or themes to some League characters. I don't mean these as my ideas that I think should be in the game, but rather a junk yard of ideas and concepts that can be used for new champions. I'm sure Riot can put these ideas to better use than I can.
There are a few things that may seem strange:
-Dodgeable Basic Attacks- I had the idea that some ranged basic attacks could act like skill shots that could only hit the selected target and were thus, dodgeable. Things like arrows and bullets would fit best in this category.
-Aspects- These were a choice of two (or at times three) different "mini" passives that were meant to help whichever character you were player fit into the role on the team you were playing them as a little bit better.
Current Fully Fleshed-Out Characters (this will grow as I move characters from the idea stage in my mind, to my notepad)
Fate- Destiny's Sovereign Ranged: Staff, Hexing Circle, dodgeable Aspects -Reoccurring Misfortune :Judgement deals additional damage based on damage dealt by target hero: :Increased mana regeneration after dealing damage; Ramps down over two seconds: -Twisted Demise :Reap causes the target to bleed; lasts for five seconds: :Indicted minions' basic attacks increase the duration of the bleed and increase its damage: Passive -The Unforeseeable future Fate is permanently invisible, but creates a stationary image of itself every few seconds. Only one image can be present on the battlefield at one time. This image is attackable and its health is shared with the invisible Fate. Kill the image, kill Fate. Whenever Fate uses a basic attack or ability, a new image is conjured at Fate's location. Abilities -Reap: Basic Attack Modifier Fate's staff pulses, becoming a scythe that lasts for five seconds, granting it a small bonus damage buff to its basic attacks. Fate will also slice on its next basic attack target, dealing additional damage in a cone in front of Fate. If the target dies with the next two seconds, the duration of reap is refreshed and Fate may splice another victim. -Judgement: Single Target :On hero use: Fate judges an enemy hero, dealing damage. Additionally, Fate will slow the hero based on how much damage that hero has dealt since that hero's last death or the last cast of judgement on them. :On minion or jungle neutral use: Fate judges a minion (can be from either team), enslaving it for its deeds. The indicted minion's damage and movement speed is increased based on how much damage was dealt to it pre-judgment, but its health is decreased. Fate may have up to three minions, each lasting until they die. Additionally, whenever Fate uses reap on an enemy hero, one of its minions will leap to the target and bite them for bonus damage. -Avoiding the Inevitable: Self Targeted AOE Fate briefly channels while rooted. After the channel, Fate slams its staff to the ground creating a dark, rippling zone that Fate can move faster within. Any unit on the enemy team that stands in this zone for more than a few seconds will be slowed and walk in the opposite direction that Fate is to them. -A Twisting of Destiny -Ultimate Ability-: Single Target Fate hexes an enemy hero, causing them to loose three levels, all of their level-up bonuses, and all of their item stat bonuses (actives still remain usable), but not their ability levels (mana costs revert to their costs three levels ago), for fifteen seconds. During this time, they receive mildly lowered experience gain. After the duration expires, they gain back their levels.
Ajax- The Forsaken Champion Melee: Shield, bashing Aspects -Undying Wrath :Ajax receives greatly increased health regeneration upon reaching five percent of maximum health: -Crimson Shield :Dealing damage grants stacks of Crimson Shield. Stacks increase percentages on Frontliner's defense up to a cap. Half of stacks will be lost upon death. Passive -Frontliner's Defense Ajax takes fifteen percent reduced basic attack damage and five percent reduced ability damage when hit from the front. Abilities -Shield Bash: Self Targeted Ajax's movement speed slowly ramps up over four seconds. If Ajax hits an enemy hero, they are knocked back and stunned for half a second. If Ajax does not hit an enemy hero, he is greatly slowed for four seconds. While slowed, Frontliner's Defense has only five percent reduced basic attack damage reduction. -Defense Formation: AOE Ajax enters a protective stance. While in this stance, he guards nearby allies, applying Frontliner's Defense to opposite the side that Ajax is to them. (Crimson Shield does apply here, but the effects are lessened) -Rallying Call: AOE Ajax channels for five seconds (can be canceled). After the five seconds, Ajax and all nearby allied units gain bonus movement speed for twelve seconds and basic attack power for thirty seconds. The more units within the area while the ability is channeled, the greater the effects. Minions will additionally flock to the radius once cast. Minions only give a tenth of the bonus that heroes give. -Raging Madness -Ultimate Ability-:Self Targeted, AOE Ajax enters a state of rage for fifteen seconds, pulling the sword embedded within him, and dropping his shield (deactivates Frontliner's Defense). In this state, he deals greatly increased basic attack damage. Additionally, if he was in a defensive formation, he creates a large burst that shields allies (excluding Ajax) for a decent amount that lasts for as long as Raging Madness is active (breaks if Ajax dies). When the shield breaks or expires, it explodes, dealing damage to nearby enemy units. If Ajax had the basic attack power buff from Rallying Call, his sword lights on fire, applying a DOT to all enemy units he attacks.
Ka'la- The Purging Flame Melee: Brazen Finger Claws: Scratching When Ranged: hand magic, long cast time (attack speed will not affect Ka'la's ranged form), purple orbs (will 'o the wisp-esque) that go to enemy hero's location, if they dodged, it travels to their new location, slower projectile. Semi dodgeable. Does NOT follow enemies if used with an ability. Aspects -Drain Them :For each nearby enemy hero, Ka'la gains bonus health regeneration: -Boiling Blood :When Ka'la is below forty percent health, her ranged basic attacks have a shorter cast time: :When Ka'la is below ten percent health, her basic attacks apply a slow for one second: :When Ka'la is below five percent health, her basic attacks apply a mini stun: Passive -Life Force Instead of mana, Ka'la has Life Force. She is only able to regenerate Life Force while near any unit. The more units, the more regeneration. Enemy heroes grant the most regen, then enemy minions, then allied heroes, then allied minions. Life force gives Ka'la bonus basic attack resistance, and when at max life force, she gains bonus ability resistance. Abilities -Spirit Fire: Basic Attack Modifier Ka'la's next basic attack will apply a DOT that lowers the target's basic attack damage for three seconds. Once DOT expires it spreads to three nearby targets. If used on or spread to an enemy hero, it burns four percent of their current mana. If Ka'la uses her basic attacks on them again, two percent more is burned. (Mana burn can only happen twice)(cannot be used on the same basic attack as Hungering Strikes or Essence Burn) -Hungering Strikes: Basic Attack Modifier :When Melee: Ka'la's next basic attack causes the target to bleed for three seconds, leaving a trail of blood as they walk and dealing damage. If Ka'la walks on this trail, she gains bonus movement speed. :When Ranged: Hungering Strikes becomes Essence Burn. Ka'la's next basic attack applies a slow (does not stack with Boiling Blood) for two seconds and grants Ka'la twice the life force regeneration from that target for fifteen seconds. The life force regen can stack twice to gain three times the life force. This does not renew the duration. -Shadow Rite: Self Targeted Ka'la's basic attacks become ranged. While in this form, she has health and Life Force degeneration that slowly stacks up. She can cancel this ability half a second after activation. -A Deal with the Devil: Self Targeted Ka'la begins to sacrifices her health quickly, but gradually. At twenty percent lost of her max health, she gains fifty percent of her max Life Force. At forty percent lost of her max health, she applies Spirit Fire to nearby enemies. If she sacrifices to sixty percent and applies Essence Burn as well. At eighty percent, she activates Shadow Rite for fifteen seconds, without the health or Life Force costs. At ninety percent, she begins to deal her Life Force amount as damage per second (max one hundred damage per second) and regenerates health equal to the damage dealt. Ka'la can move (with a ten percent slow) and cast all spells except for shadow rite during this time.
Nico- The Sonic Virtuoso Ranged Aspects -Heightened Frequency :decreased damage on all abilities, but lowered mana costs and cooldowns: -Deeper Beats :increased size of all projectiles and AOE's as well as a brief slow with Crescendo Pulse: Passive -Sonic Boom As Nico moves, he gains bonus movement speed up to a cap. When this cap is reached, he gains bonus mana regeneration, basic attack speed, and decreased cast/charge time on abilities. Abilities -Crescendo Pulse: Skill Shot, Ground Targeted AOE On first activation of skill, Nico begins to charge up a sound bubble. On second activation, depending on charge time, two different attack types can be used. On a very quick charge time, Nico fires repeated bursts of sound, in a line, over two seconds. During this time, he may walk or dash with a small movement speed buff (if Nico changes moving direction, the direction of Crescendo Pulse does not change). On a longer charge time, Nico is rooted in place for a brief amount of time and launches the sound bubble into the air. An AOE soon rains down on target location. The AOE is longer ranged. Both attack types deal the same amount of damage. If Nico is within melee range of an enemy hero while casting, he jumps backwards and continues the cast with heavily decreased damage as well as the inability to move if using the line attack type. He will also receive damage that would've been caused by the basic attack. This can only happen every thirty seconds. -Resonance Field: Ground Targeted AOE Nico generates a pulsing field. All enemy units that enter the field receive health and mana degeneration equal to Nico's health and mana regeneration. Heroes are also marked with a resonance debuff, causing Nico's Crescendo Pulse to home in on them (a separate AOE ring is made directly on the for the AOE attack type). -Cacophonous Dash: Ground Targeted Dash Nico dashes in the direction of the mouse cursor. His next basic attack will deal AOE damage. -At Sound's Speed -Ultimate Ability-: Ground Targeted Dash Nico dashes toward a selected area anywhere he has vision on the map at maximum movement speed. Once at target location, Nico exits the dash and knocks back all enemy units in a moderate range. Nico can gain Sonic Boom with this ability.
My poll isn't working, there were more options :/