Oleer, Child of the Forest. [Requesting Ideas]
Drew this one with a great storyline in mind but I'll upload everything in an upcoming post.
A ranged mage/support type of champion. Would love to see what you guys can come up with for his spells.
Drew this one with a great storyline in mind but I'll upload everything in an upcoming post.
A ranged mage/support type of champion. Would love to see what you guys can come up with for his spells.
dear god its lamb's brother
Well he definitely MUST carry a flute. And must have a channeled ability where he plays a melody and heals allies in a radius, on a long cooldown of course, kind of like sona. The ult could be called "Woodland Call" and it could summon a large area of daisies that slow enemy champions while inside and grant him bonus resistances when inside. BTW I love the idea of a satyr champion!!!
That staff is really interesting. What if he could commune with forest spirits and grow plants? I've hit a bit of a block recently when it comes to abilities. Honestly, I think he could be really interesting in the jungle. He could provide a lot of vision and awareness, as well as blocking enemies. He could drain the souls of the jungle monsters and make something stronger about himself. I don't know, what do you think?
Awesome job on your drawing! Just a few suggestions:
I wanna start off by saying I love the design of this champion. I really like when the more mythical/spiritual kinds of champions (i.e. tahm, kindred, etc) are released as far as worldbuilding goes, so I'd be happy to see more. However, as pretty as the art is, I'm getting conflicting messages from the picture itself, so I'm going to list out some general ideas in regards to specific influences or design choices rather than trying to go for one straightforward kit. I apologize in advance for taking up a lot of room in the comments.
Tl;dr Although I think everything that should influence your gameplay is already shown in your art, I think you should definitely stick to a "supernatural shaman/spiritual/mystical" kind of vibe. I can imagine thematics based around nature, fire, ice, or a mystical life force kind of ideal (though this could also tie in with nature). My personal thoughts for this character are that at least one AoE ability is a must, and that vision and movespeed are options that would fit with ease into their kit.
As far as gameplay goes, I believe that this character should be viable in the jungle as well as as a support (though this may be difficult to accomplish, as a ranged champion). I only suggest that due to the heavily natural thematic that they bring about, what with the bark and skull/antlers, and goat legs. I think that they would have a good amount of utility, primarily in the forms of movespeed alteration (slows or accelerates) or vision. I could definitely see DoT effects being a part of their kit, and possibly heals, though I think I'd shy away from that idea, personally. I'd like to see them as the type of champion that would be able to catch people out and whittle them down before finishing them (if you want them to have the capability to). I think that the blue kind of flow emanating from their hand would be a good idea to turn into a skillshot, if you so wish, and that the staff absolutely deserves its place among the abilities somewhere.
I hope I was of some use, and happy designing! [slayer-jinx-catface]
P: Staff of the Forest
Passively, Oleer's basic attacks deal 10 + (2 per lvl) + (0.15 AP) bonus magic damage to minions, monsters and champions. The damage dealt to large and epic monsters, as well as champions, heals Oleer, over .75s.
Q: Living Armor CD: 16/14/12/10/8
Oleer targets himself or an allied champion, shielding them for 60/75/90/105/120 + (0.75 AP). After 4s the shield dissipates, healing the target champion for 15/15/30/30/45% of the shield when it ends.
W: Satyr Swiftness CD: 24/22/20/18/16
Passivly, Oleer gains 15/15/20/20/25% bonus MS, when out of combat. Actively, Oleer jumps in target direction, 600 units. This ability cannot be used to jump over walls. Instead, Oleer will latch onto the wall for 1.5s, resetting the skills CD, allowing him to leap again. On its second cast, this ability can be used to jump over walls. Jump deals 50/70/90/110/130 + (0.80 AP) in an 150 unit AOE.
E: Frostfly Swarm CD: 14/13/12/11/10
Actively, Oleer unleashes a swarm of Frostflies from his staff, 800 unit line skillshot, slowing enemies hit by 50%, and dealing 45/55/65/75/85 + (0.45 AP). After reaching the end of the line, the Frostflies return to Oleer, igniting themselves. Enemies struck by the burning Frostflies take 30/40/50/60/70 + (0.40 AP) Enemies struck by both are stunned for 1s.
R: Spectral Horn CD: 120/100/80
Passively, Oleer pulses every 10/9/8s, healing allied champions for 10/20/30 + (0.30 AP) within 550 units of Oleer. While this skill is on CD, this passive is disabled. Actively, Oleer channels for 0.75s, regenerating his lost horn. For the next 8/12/14 + (2s per 100 AP), Oleer becomes ghosted, grows in size, and gains a new set of abilities. Reactivating the ultimate ends it early.
P: Mace of the Forest
Doubles the current damage of Staff of the Forest, but reduces Oleer's range to 150 units.
Q: Spectral Armor CD: 18
Passively reduces the damage, magical and physical, that Oleer takes by 8/12/16%. Actively, Oleer gains a shield for 80/120/140 + (1.00 AP). The shield lasts until destroyed.
W: Wild Wrath CD: 18
Actively, Oleer gains 60/70/80% AS and 30/40/50% MS for the next 3/4/5s.
E: Frostfly Storm CD: 18
Passively, a swarm of Frostflies circles Oleer, in a 350 unit AOE. The Frostflies deal 10/15/20 + (0.10 AP) magic damage every half-second, slowing enemy champions struck by 30%. Actively, the swarm ignites, dealing 15/20/25 + (1% max health + 1 per 100 AP) every half-second, for 4/5/6s. When the duration is up, the swarm returns to its passive state.
How about this?