New Champion concept - Flook - The Creator

Drodarin··4 votes·549 views

Flook - The Creator

No mana, second bar is used to count his current unit charmed (MAX 12)

PASSIVE: Creator's Charm

Flook obtains 1% (or 2%) max health damage for each minion or monster he controls. (Minions controlled turn yellow in color to better see the effect.) Q: Minion Control CD: 20/18/16/14/12 FIRST CAST:

  • ON MINIONS: Flook controls minions (also enemy minions) at a target location for 4/5/6/7/8 seconds. (eventually Q could also grant a buff on charmed minions +health, +armor, +mr)
  • ON MONSTERS: Flook controls monsters at a target location for 20 seconds. At the end of the charm duration monsters die granting you full exp but half gold, if they die before charm end they grant you full exp and full gold. (eventually Q could also grant a buff on charmed minions +health, +armor, +mr)

SECOND CAST: Recast to control units charmed or using ALT+ Click

W: Creep Persistance CD: 14/13/12/11/10 (passive effect disabled on active use and recharge) PASSIVE: Minions deals 10/20/30/40/50% less damage to you. ACTIVE: You are immune to minions damage for 3/4/5/6/7 seconds.

E: Protect me! CD: 13/12/11/10/9 PASSIVE: You obtain 2/3/4/5/6% movement speed when you have minion charmed. ACTIVE: For 2/3/4/5/6 seconds 17/19/21/23/25% of the incoming damage is redirected to nearby charmed minions.

R: Rally The Righteous CD: 180/150/120 Permanently control units charmed. For the next 20/25/30 seconds empowers charmed minions and monsters. Minions get Baron's buff (or no inhibitor buff), Monsters get a 25/50/100% buff on all statistics.

Please add your thoughs about this, any visual graphic help is appreciated! Of course statistics, numbers and so on could be adjusted

TheRealTD & Drodarin

9 Comments

And î oop3 votes

its very risky because you can get into situations where you have no minions and die instantly, imagine brand or lux or veigar, they aoe and burst down all your minions and you left with nothing, i like the concept of creating minions etc and i tried to develop a champion concept with it myself but i always fail cause it is always to weak or uniteresting :(

Drodarin1 votes

Well, as I said this is an early bully champ, in early phases noone instantly delete the wave and you have your wave to manage and the enemy one(s) (think about singed managing abilities).

So in early you can harass your laner killing or forcing lot of backs with your damage empowered and with minion damage. Even with your wave destroyed by a good wave clear you still have enemy wave 6 or more minions ad so empowered attacks. You can also use the bonus ms when minion charmed to force short lethal trade and escape to the opponent.

Think also about the potential dive in early with more than 10 minion under tower or when u force opponent wave to go back in tower range with the bonus ms.

As a support you can manage enemy's wave in order to attack the enemies and let your adc to farm really easy.

As a jungler you can use jungle camps to gank or to clear other camps.

Edit: we can also think to give a sort of small buff (maybe + health + armor + mr) to charmed minions

And î oop3 votes

{quoted}

Well, as I said this is an early bully champ, in early phases noone instantly delete the wave and you have your wave to manage and the enemy one(s) (think about singed managing abilities).

So in early you can harass your laner killing or forcing lot of backs with your damage empowered and with minion damage. Even with your wave destroyed by a good wave clear you still have enemy wave 6 or more minions ad so empowered attacks. You can also use the bonus ms when minion charmed to force short lethal trade and escape to the opponent.

Think also about the potential dive in early with more than 10 minion under tower or when u force opponent wave to go back in tower range with the bonus ms.

As a support you can manage enemy's wave in order to attack the enemies and let your adc to farm really easy.

As a jungler you can use jungle camps to gank or to clear other camps.

Edit: we can also think to give a sort of small buff (maybe + health + armor + mr) to charmed minions

i know what you mean but its not Fun to be ahead by forcing minion waves, thats like ulting with yorick and then standing still and doing nothing while maven of the mist goes around, imagine having yorick or malzahar but remove all spell that dont summon minions and you will get something that isnt quite interesting

FloRaider422 votes

if they die before charm end they grant you full exp and full gold

Shouldn't the enemy that killed the monster get that gold and XP?

Overall very snowbally. You could amass a big horde of minions after 6 and run down the enemies tower, but with no ability that works outside of minions you will be useless upon death for some time and against good wave clear.

Considering that the charmed minions have to replaced by neutral or allied minions your abilities can also feed your opponent.

Drodarin1 votes

Shouldn't the enemy that killed the monster get that gold and XP?** ->** No because the monster is under your control (you are the creator :D) think him like a summoner in a mmorpg

Overall very snowbally. You could amass a big horde of minions after 6 and run down the enemies tower, but with no ability that works outside of minions you will be useless upon death for some time and against good wave clear. -> The idea is basically this, try to use the good windows to do damage and escape (ms bonus) while you still have some charmed minions. This is a snowbally early lane bully (try to think about the dive potential in early phase). For sure a good waveclearer is a counterpick, as Flook u have to be smart harassing him in early.

Considering that the charmed minions have to replaced by neutral or allied minions your abilities can also feed your opponent. -> Good point, we can consider to a. enemy minions charmed could not be attacked by the opponent b. gold and exp from enemy minions charmed goes to Flook if the enemy kills them

FloRaider421 votes

No because the monster is under your control

That's not how pets work in LoL. If you kill Tibbers, Shacos clone, Illaois tentacles you gain the associated gold and not the person that summoned/controls the pet.

a. enemy minions charmed could not be attacked by the opponent b. gold and exp from enemy minions charmed goes to Flook if the enemy kills them

a. Has no Counterplay b. Bad Counterplay and not how Pets work

Drodarin1 votes

That's not how pets work in LoL. If you kill Tibbers, Shacos clone, Illaois tentacles you gain the associated gold and not the person that summoned/controls the pet.

I do not get your point, they are not pets, they are literally under your control. So Ivern does not kill camps and gives red and blue to his teammates.. no other champ does it... and? This is a new champ with his own rules (see Ivern or talon with his jumping ability)

a. Has no Counterplay b. Bad Counterplay and not how Pets work

Again, why no counterplay, it denies only more gold to the enemy, he can attack your minions receiving gold and exp but if he attacks his charmed attacking minions (a. invulnerable or b. gives gold and XP to you instead) of course allied charmed or enemy charmed minions are different (colors... icon or whatever)

FloRaider422 votes

{quoted} I do not get your point, they are not pets, they are literally under your control.

You have to convert them into pets (which kinda ruins your idea of a time limited conversion), since otherwise they would be unable to deal damage to the enemy (think Mordes R). Even Ivern, Talon etc. don't change the basic code of the game, whereas a mechanic like this would require it.

Again, why no counterplay

A. Once you are level 6 you can just amass charmed enemy minions, which are unable to get attacked by the enemy and can just swarm towers. How is that supposed to be fair?

B. Is unfun to play against, since if you don't attack the minion they will push you in or deal damage to you, but if you attack them you actually give your lane opponent gold and XP. You can't deal with this mechanic without getting a disadvantage, which isn't fun or fair.

Terakali1 votes

I made a champion similar to this one, but yours is, for lack of a better term, completely unbalance-able.

For an example of this does reasonably, here's mine.

Antek, the Minion Lord HP: 493-1518 HP Regen: 8-19 No Secondary Bar AD: 59-117 Attack Speed: .645 (+2.3% per level) Movement Speed: 325 Attack Range: 125 Armor: 36-78 Magic Resist: 26-43

Passive - Suar Kekuatan: Minions within 600 units Antek gain 6/10/14% of his bonus attack speed and AD, 2/3/4% of his max HP, and 50% of his bonus movement speed. HP and damage are doubled on siege minions, and all effects are tripled on super minions. Additionally, Baron Buff extends this abilities range to match with its own.

Q - Sasaran: Antek's next basic attack embeds a small flag within the enemy (regardless of what it is) for the next 4 seconds. Allied minions within 400/450/500/550/600 units of the marked target automatically target it and gain doubled bonus movement speed from Antek's passive for the duration. This attack has 25 increased range, and this ability resets Antek's auto attack timer. 10/9.5/9/8.5/8 second cooldown.

W - Perdamaian: Enemy minions will not attack Antek if he is outside of combat, even if he is the only thing to target. Actively, all enemy minions within 600 units lose 60/70/80/90/100% of their AD (50% for siege of super minions) for 4/4.5/5/5.5/6 seconds and allied minions within the same range deal that much reduced damage to enemy minions, though do not lose AD. This does not stop attack animations or affect targeting. 28/25/22/19/16 second cooldown.

E - Pemuka: Antek promotes an allied minion within 250 units, making it spread his passive (effects do not stack), gain 6/7/8/9/10% of his max HP, and giving it complete immunity to magic damage. The promoted minion counts as Antek for the sake of Takhta. Only one minion can be promoted in a lane at a time, with a total of 3. 42/38/34/30/26 second cooldown.

R - Takhta: All allied minions, everywhere on the map, gain 5/10/15% of Antek's attack speed and AD, 5% of his max HP, 20/25/30% of his bonus armor and magic resist, and 100% of his bonus movement speed for the next 8/10/12 seconds. Enemy minions within a 600 unit radius of Antek are converted into allied minions and given the same effects.

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