III Champion Concept - Genisys, the Rift Herald III

NiteStrykr··2 votes·540 views

Genisys, the Rift Herald

Who or what is Genisys?

Genisys is the deity and overseeing being behind the Summoner’s Rift, and is a stationary champion, casting abilities from behind his allies in the fountain, whether on minions, allies, or turrets. He has a ton of utility to make up for the lack of presence in a lane, and can bring so much to the fight. Building damage items boosts the power of his E. Building defense items boosts the power of his shields and the armor of his Influenced targets. Building support items boosts the health, healing, and restoration effects of his abilities on Influenced targets. I picture him to start out in the bot lane to support the ADC, but he can easliy "roam" if necessary or confident in the ADC's capabilities.

Passive: Omnipotence

Genisys’ abilities change based on who or what is receiving his Influence. Has increased gold and experience income to make up for not being in a lane. Abilities that earn the kill for enemies grants experience and gold for Genisys and the nearest ally champion (or the current champion that is under Influence). Abilities do not cost anything, but there are cooldowns, and cooldowns for turret abilities are longer than those for champions, which are longer than those for minions, with the exception of Q, which has no cooldown (cooldown for the ultimate is the longest). Gains true sight on enemies for 1, 2, or 3 seconds every 15 seconds.

Q: Influence Selects an ally minion, champion or turret structure and bonds to that target, and reactivation dissolves the bond. The bond automatically dissolves 5 seconds after the target has died or been destroyed. Binding to a minion provides bonus health and armor against enemy minions, champions, and turrets, and W and E change accordingly, but cannot change its attack target. Binding to an ally champion changes W and E abilities, and boosts the base stats of the target. Binding to an ally turret structure changes W and E abilities accordingly and boosts the turrets attack range, but cannot select attack targets. Binding to Tower Remnant grants control and increases movement speed and attack speed.

W: Shield If Influencing an ally minion, grants it and nearby allies and minions a small shield for damage reduction that detonates after 2 seconds, damaging all nearby enemies. If Influencing an ally champion, grants a magic shield that begins rapidly healing the target for a small duration. If Influencing an ally turret structure or Tower Remnant, grants a shield for damage reduction, and burns nearby enemies for the duration.

E: Wrath If Influencing an ally minion, fires a beam of energy, dealing armor-piercing physical damage to first enemy in line of fire (can deal reduced damage to turrets). If Influencing an ally champion, fires a long range burst of energy, dealing AOE magic damage and revealing enemies upon impact with the first enemy in line of fire. If Influencing an ally turret structure, fires a beam of energy, dealing true damage to all enemies in a line. If Influencing Tower Remnant, emits a pulse that damages and heavily slows nearby enemies.

R: Arise! Select the Nexus to instantly spawn a normal minion wave (will not spawn super minions even if enemy inhibitor is down). Select a deceased ally champion to revive them at their current location at 30% health. Select a destroyed ally tower to spawn a powerful Tower Remnant which moves slowly down the lane (only) and attacks nearby enemies and towers. Spawns with 80% Turret Health and armor/resistances and deals 70% of Turret damage and can be damaged by attacks and spells. Deals reduced damage when attacking turrets, and after minions, it's the the Turret’s first priority. Has a long duration, and immediately dies after destroying a turret, killing a second enemy champion, or destroying an enemy turret or inhibitor. Does not have Turret True Sight.

If Influencing a minion, converts all nearby minions to ally minions and they become enraged, having faster movement speed and attack speed. If Influencing an ally champion, they cannot be killed for a duration and receive increased attack and movement speed. If Influencing an ally turret structure, it cannot be destroyed for a duration and has increased attack speed.

Lore and statistics are still under development, but please, share your thoughts! I'd love to hear what you have to say! I am working to develop new and unique ideas to contribute to this game that I hope others and myself would love to see and play in-game.

5 Comments

Cute Traps 1 votes

so does he replace a jungler or a support? because if its the support he cant easily "roam" because ally ADC will get bullied out and destroyed

NiteStrykr1 votes

Sorry if that was confusing! I'm going with replacing the jungler. This will allow instant presence in a lane to provide support to laners.

It will leave the jungle wide open, but that gives laners that want the buffs a little extra edge in the start of the game. Also, Genisys' passive allows him to get moderately frequent updates on the enemy.

Adc's are some of my favorite champs, and so I would hate to take away their support. Also, we've all had moments where we need the jungler, but he/she is somewhere else. I feel this could help that out.

Thanks for your feedback!

[slayer-pantheon-thumbs]

Cute Traps 1 votes

Just anther thing, how do summoners affect him or masteries or runes for that matter :D

NiteStrykr1 votes

Great question!

I'm gonna go with saying that Runes and Masteries should not have to change. I would like to think that these bonuses will apply to the champions that Genisys influences, and the masteries that are activated will benefit himself and the allied champion.

These bonuses should be at a reduced effect to avoid overpowering the Influenced champion.

NiteStrykr1 votes

I'm gonna add to this by using a few examples:

Similar items- If the Influenced champion and Genisys have an item(s) in common with passive effects, only one should take place (for example: Hexdrinker magic shield only apply once and no doubled effect or anything).

Similar masteries- Like Thunderlords, I'm gonna say it can only be activated once for the Influenced champion, but if Genisys has it, it can be activated while Influencing the Tower Remnant. But other masteries that increase lifestwal, permanent health, or provide shields or bonus damage I think would be fine to stack onto the Influenced champion (in most cases not Tower Revenant), but at a reduced effect because we don't want to overpower the champion (it would be like having double items, masteries, and runes on top of boosted stats from the Q. I want to have a champion that can fight from the sidelines but keep the playing field equal for the lack of presence; not have 3 champions and a busted 4th.

Runes- Runes should double up on the Influenced Champion, but at a reduced effect for them and the Tower Revenant. This will likely mean that's Tower Remnant will have to be adjusted to compensate.

Sorry if I wasn't clear!

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