Champion Concept: Anitiko - The Jailer of Zaun

Hay5eed·1/20/2020, 7:44:39 AM·2 votes·1,824 views

Origin: Mystery, often seen in Zaun/Piltover

Physical Description: Humanoid shape, covered in a dark suit. Wears a helmet that obscures his/its face, glowing dots shine through the googles. Various belts criss cross its chest, waist, and arms. Each belt is covered in a variety mechanical/chemical looking bits and bobbles and lights which will change color based on his passive. Very large/bulky

Lore: I don't want to get too much into the lore because it is late at night and I know that once I start I'll be at it for hours, but the idea is for Anitiko to be some sort of batman type of character. Someone who grows up in the middle of Zaun, the city of crime and is disappointed in the lack of attention that Zaun is getting from police authorities like Caitlyn or Vi. So he either becomes Anitiko (or perhaps BUILDS Anitiko) to purge the streets of Zaun of evil once and for all. As this is supposed to be a batman-esque role, he/it will be a support character.

Intended position: Support

Range: 150 (melee)

Passive: Modular Mail - Anitiko can customize his armor to different configurations to meet his needs. Modular Mail has 3 passives, but only one can be active at any given time. Anitiko must be in fountain to switch modes.

 1.) Defensive Structure (Green glow, bulky armor like an exoskeleton): Gain a 5/10/15 percent bonus to your armor and magic resist. Enemy projectiles that pass through you have their damage reduced to whatever damage you took and then their type of damage converted to true damage

 2.) Lithe Build (light blue, form fiting): Gain 5% movespeed. This movespeed bonus increase to 10% whenever you get hit by or narrowly dodge an enemy projectile. 

3.) Offensive Loadout (Red, average bulk, menacing gauntlet on left hand) : Your attack speed is set to 0.70. Whenever you first auto attack an enemy you shred 10/15/20% of their bonus armor and fling an armor packet on the ground in a random location near you. Allies can walk over this armor packet to pick it up and gain 5/10/15% of the armor shredded 

Each mode will cause Anitiko's armor to glow a specific color, letting the player, allies, and enemies know which mode he is in. The passive icon will glow when Anitiko is in fountain with a small menu letting him choose what loadout he wants (like Ornn passive).

Q: Grapple Stakes (this is going to be fun)

First Cast: Anitiko throws a stake into target location. If it hits an enemy it impales them. If not, than it sticks into the terrain. After a short duration Anitiko can recast Grapple Stakes.

Second Cast: Throws a second stake, behaving exactly like the first. A line tethers the two stakes together. Grapple stakes can be casted a third time after a short delay.

Third Cast: The tether connecting the two stakes collapse, pulling them together. If two enemies are staked then they are pulled together. If only one enemy is staked then the enemy is yanked towards the grounded stake. If no one is staked then nothing happens.

  Notes
  Staked enemies can walk a distance away from Anitiko or other stakes to break the tether, incuring a .25 second snare
 If two stakes are left into the ground without Anitiko recasting Q, then one stake can be grabbed by an ally (like a Thresh lantern) to dash to the other
 Planted stakes have health similar to Teemo Shrooms. 
 The cooldown on this ability will only start after it has been casted 3 times OR the recast timer has expired

W: Changes based on passive Defensive Structure: Ripcord - Anitiko pulls a emergency cable letting him leave his bulky armor and switching to Lithe stance. He cannot re-equip his armor, but it stays behind as a standing suit of armor that has its own health and applies its passive to enemy projectiles that connect with it.

Lithe: Clense - it's a clense Offensive: Suffer - Shoots four blades in a tight cone that deal damage and inflict grevious wounds for a short time.

E: ok i spend wayyyyy too much time on this I need some freaking sleep ill come back to it i swear. leave your thoughts in the comments, but please only constructive criticism. I wanted to make a fun and engaging support that still does traditional support things unlike pyke or senna

3 Comments

Chembaron Yamada1/21/2020, 1:33:06 PM1 votes

Okay, here we go again.


Character design and lore

For me personally, Camille is the Batman of League of Legends, so I don't really see a need to fill this role.

However, I can understand that you want to go the route of someone who grew up in the slums of Zaun and tries to fight for justice there. His desire to purge the evil on Zaun's street also is something that we already have with Warwick, tho.

Kinda like the idea for his appearance. I enjoy belts as accessoires and him having that suit with different colours for his modes is nice.


Gameplay and kit

It isn't finished yet, so I will just talk about what you got so far.

The idea of being able to switch between modes is interesting, even if I think that it will turn out that way that you mostly stay in the same mode for the entire game because it fills the role you are playing for your team (for example, if you are the frontline tank).

The Q seems like a great concept and pretty versatiles, but on the other hand it seems fairly difficult to use it efficiently in clutch situations. It will take some time to use both stakes and then reactivate it to yank the enemy, so this might be a problem.

And one thing I have to point out: The defensive mode passive is counterproductive, it has anti-synergy with itself.

Let's say you want to protect a squishy carry in your team from a skillshot by bodyblocking it. If you have built tanky (which you should to get the benefit of your defensive mode), which will also get enhanced by 10% from your defensive mode itself, then the squishy standing behind you will take more damage.

Because with high defensives, you just take little damage from the skillshot. This little damage gets substracted from the skillshot damage, then it is converted to true damage, which the squishy doesn't reduce with his own armor further. If your squishy has 70 armor at the end of the game and you have 250 (easy to do with 10% extra armor and full build), then he will take mor damage in the process.

Just some thought. Maybe instead of reducing the damage by the damage you took and converting it to true damage, you could make it flat damage reduction for every target hit by the skillshot after you.


Facit

This isn't really fleshed out, still needs ton of work. Hope you will keep adding stuff here.

711LeveN Z1/22/2020, 7:11:26 PM1 votes

You should make his R some type of utility or he will turn into a Pyle type support