Old Champ Concepts (Gavid)

sourpower351··2 votes·711 views

Look, I'm not telling riot right now to put these champs back in the game (although I'd love it, and I'm sure we'd all love it), this is sort of my spin on old champion concepts. Please enjoy! And if it's a balance problem, don't down vote, just tell me what's wrong with it, so we can fix it, together! (The Icons and names are from the LoL wiki, this is just my interpretation of them).

http://vignette2.wikia.nocookie.net/leagueoflegends/images/f/fc/Thorns.jpg/revision/latest?cb=20091225180824 Thorns (Passive): Taking damage will reflect 20% of the damage back to the owner of the damage in true damage.

http://vignette1.wikia.nocookie.net/leagueoflegends/images/0/05/AnimateThornspitter.jpg/revision/latest?cb=20091225180823 Animate Thornsplitter (Q): Creates a 'Thornsplitter' Plant at the area for 8 seconds. 300/400/500/600/700 (+30% AP) Health 12/24/36/48/60 (+10% AP) Armor and Magic Resist 35/60/85/110/135 (+35% AP) Magic Damage 0.875/1/1.125/1.2/1.375 AS 300/325/350/375/400 Range Prioritizes Champions (30/50/70/90/110 Mana) (22/20/18/16/14 Second Cooldown) (650 Cast Range)

http://vignette2.wikia.nocookie.net/leagueoflegends/images/2/25/AnimateVitalis.jpg/revision/latest?cb=20091225180823 Animate Vitalis (W): Creates a Vitalis Plant at the area for 8 seconds. If Gavid steps on it, he destroys it, and heals himself for 40/70/100/130/160 (+40% AP) and grants +55/60/65/70/75% Movement Speed for 1.25 seconds. (50/55/60/65/70 Mana) (16/15/14/13/12 Second Cooldown) (500 Cast Range)

http://vignette2.wikia.nocookie.net/leagueoflegends/images/5/5e/AnimateEntangler.jpg/revision/latest?cb=20091225180822 Animate Entangler (E): Creats an 'Entangler' plant at the area for 8 seconds. 200/250/300/350/400 (+20% AP) Health 9/18/27/36/45 (+7.5% AP) Armor and Magic Resist 25/40/55/70/85 (+40% AP) Magic Damage 0.6/0.65/0.7/0.75/0.8 AS 400/450/500/550/600 Range Prioritizes Champions (Roots enemies hit for 0.2/0.4/0.6/0.8/1 seconds). (30/50/70/90/110 Mana) (22/20/18/16/14 Second Cooldown) (650 Cast Range)

http://vignette1.wikia.nocookie.net/leagueoflegends/images/d/d5/Entrench.jpg/revision/latest?cb=20091225180823 Entrench (R): Entrench a target enemy, stunning them for 0.75/1.5/2.25 seconds, dealing 150/250/350 (+50% AP) damage. Any enemy champions near the target at cast (450 Units) takes 75/125/175 (+25% AP) damage, and is stunned for half the time as the target. (70/100/130 Mana) (130/110/90 Second Cooldown) Synergy: Gavid works really well with champions who dominate a certain area of the map for themselves, like Trundle. He is able to add on the pressure in that area.

Countering: While Gavid does extremely well in lane and closed spaces, forcing him away from his plants will cause him to not be able to deal any damage at all. Or killing the plants.

11 Comments

Juggernaut6281 votes

Sounds like Zyra.

Vesarixx2 votes

pretty sure this is based on the champ that was eventually reworked into Zyra before they were released, There are a few old champs that this happened to, prescilla became elise, voodoo shaman became swain, and there was a water champ from forever ago that was apparently the basis for Nami, Azir was also in the concept phase for quite a while as a champion called seth from what I've heard.

sourpower3511 votes

[{quoted}](name=Raith alghul,realm=NA,application-id=A8FQeEA8,discussion-id=WOupxnAT,comment-id=00000000,timestamp=2015-12-08T03:40:24.528+0000)

pretty sure this is based on the champ that was eventually reworked into Zyra before they were released, There are a few old champs that this happened to, prescilla became elise, voodoo shaman became swain, and there was a water champ from forever ago that was apparently the basis for Nami, Azir was also in the concept phase for quite a while as a champion called seth from what I've heard.

Indeed he was. This (like my Averdrian one) is just a spin of champions who got cancelled. This is what I would think they looked like. I'm not gonna work on Priscilla, but I am gonna work on Tabu, Omen, and Well.

sourpower3511 votes

{quoted}

Sounds like Zyra.

He was Originally him, but then re-worked into Zyra. This is my idea of what he would have looked like.

Teslablade1 votes

Passive is way too strong

sourpower3511 votes

{quoted}

Passive is way too strong

Originally, the passive was just a flat 20% damage returned. Should I return it to that?

Teslablade1 votes

I'd say: taking damage causes 5% over the next 3 seconds to be transferred to attacker. Cannot occur again for 8 seconds.

sourpower3511 votes

{quoted}

I'd say: taking damage causes 5% over the next 3 seconds to be transferred to attacker. Cannot occur again for 8 seconds.

5% damage over 3 seconds (5% Total, or 5% per second?) is still kind of weak, however. Let's just do some math here:

20% damage back vs. 15% over 3 seconds total. Gavid's Health = 1200, enemy health = 1000

20%: 20% of 1200 is 240; that's not reasonably enough damage to get anywhere, considering one can walk out of his Q and R.

500 AP: 45% back: 45% of 1200 is... 600 - 60 = 540 damage... that'd leave an opponent at 460 after killing a VERY FED Gavid.

15% over 3 seconds total.

15% of 1200 = 180; 60 per second. Not a noticeable amount of damage. Maybe 20% flat amount but can't be increased?

Vesarixx2 votes

It's a really low interaction passive, not really an issue with numbers, thornmail can be worked around by building lifesteal as well as MR, or using abilities, there isn't really an easy answer for this as a caster since spellvamp isn't really something every caster can use effectively.

sourpower3511 votes

[{quoted}](name=Raith alghul,realm=NA,application-id=A8FQeEA8,discussion-id=WOupxnAT,comment-id=000100000001,timestamp=2015-12-08T04:17:24.550+0000)

It's a really low interaction passive, not really an issue with numbers, thornmail can be worked around by building lifesteal as well as MR, or using abilities, there isn't really an easy answer for this as a caster since spellvamp isn't really something every caster can use effectively.

I removed the scaling AP, but it now deals true damage. Should it also SHORTLY inflict Grevious Wounds?

Vesarixx1 votes

That just lowers the counter play, it doesn't do anything about it being low interaction, I can tell you this would not be implemented as a passive because of how it feels to play against, the enemy can't really do muck against it aside from try to out damage you by enough to make up for the 20% you're getting for free off of their own damage, there is also no work around since it is damage taken and not damage done by either abilities OR auto attacks.

Try something like this instead: http://vignette2.wikia.nocookie.net/leagueoflegends/images/f/fc/Thorns.jpg/revision/latest?cb=20091225180824 Thorns (Passive): Taking damage equal to 5% current health before resistances within 4 seconds will store a charge up to a maximum of 10, at 5+ dealing damage with an ability to an enemy champion will expend the charges to deal increased magic damage based on level and enemy missing health over 3 seconds. Charges last for 6 seconds and fall off one at a time. can only occur once every 6-3 seconds.

This increases the threat your champion has when at low health, as taking damage while low will stack this passive much faster, it also encourages players to theory craft around the ability, do you build standard AP and just play them like Brand/Zyra where you might get blown up but you deal so much damage on the way down that your team still wins the fight, or do you stack resistance items to allow yourself to survive longer at low health and get more passive procs off. For your enemies do they try to CC you for a pick or wait for you to get low before CCing you to deny the passive. You and your opponents are both encouraged to think about the ability to play effectively and it offers plenty of opportunities to create synergy with the rest of the champions kit.

With this passive You could consider a healing kit, maybe a drain tank mage

http://vignette1.wikia.nocookie.net/leagueoflegends/images/0/05/AnimateThornspitter.jpg/revision/latest?cb=20091225180823 Q: Thornspitter: Passive: heals for 2.5% max health for each unique enemy champion hit by an ability. Healing is doubled vs mulched enemies Active: Fires a projectile in an 600 range line(missile speed 1200), when hitting terrain the projectile will bounce, extending the range by up to 400, can bounce up to 2 times. When encountering a Vital plant the projectile speed increases to by 800 and the gains 400 range, colliding with a wall after passing through a vital plant will cause the projectile to explode dealing AOE damage. low cooldown as this would be the main damage ability.

http://vignette2.wikia.nocookie.net/leagueoflegends/images/2/25/AnimateVitalis.jpg/revision/latest?cb=20091225180823 W: Vital plant: Creates a plant in a target area that reveals up to 400 units, Allies who walk over the plant are healed for a portion of their max health and gain flat burn damage against enemy champions for 6 seconds. Enemies will destroy the plants by standing on them for 1.5 seconds but are revealed for 0.5 seconds afterwards. When hit by thorn spitter the vital plant will be modified to a pierced vital.

http://vignette2.wikia.nocookie.net/leagueoflegends/images/5/5e/AnimateEntangler.jpg/revision/latest?cb=20091225180822 E: Entangle: after a brief delay vines grasp at enemies in a target area, slowing their movement speed. When hitting a vital plant it will explode, causing enemies within the blast range to take initial magic damage and become poisoned, taking damage over time, pierced vitals will retain the initial blast damage butinstead of poisoning the enemy they will release a sludge in a slowly expanding area, enemies that pass through this area are heavily slowed and eventually rooted if they stay within the effect for too long

http://vignette1.wikia.nocookie.net/leagueoflegends/images/d/d5/Entrench.jpg/revision/latest?cb=20091225180823 R: Entrench: (short cooldown, available at level 1) lashes out in a cone, grasping at enemy champions, enemies hit are dealt damage and "mulched" temporarily. Mulched enemies have their magic resistance reduced for 3 seconds, hitting a vital plant with the same cast will deal a % of the enemies total health in magic damage after shredding their magic resist.

So I may have went a bit overboard with this since I meant to only rework the passive, but now you have a mage/tank that excels at controlling space, and does well at setting up fellow magic damage casters with their CC and resistance shred. This champion will likely do well in the top lane using their % damage and MR shred. A tanky AP build would likely benefit them, making good use of items such as item 3060 item 3027 item 3116 item 3001 item 3157 item 3146 item 3068 to both stack up AP and resistances as well as reduce the enemies ability to kite them.

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