Community Champion Concept: True Storm Embodiment

FlameHalbrdOkido·5/14/2016, 3:28:44 AM·2 votes·993 views

Hello Community FlameHalberdOkido here resident champion concept creator, lore writer, and splash artist

Lets get down to business

Weather is SOOO much more than Lightning (used) Thunder (not used) Wind (used) Snow (used) and Rain (not used). These are some simple weather tropes in lol and some that could be, BUT WEATHER IS SO MUCH MORE.

It kinda annoyed me just a bit when some Riot members said one of the reasons they didn't make a storm/ weather related champ was because of the champs, already had the "storm" area covered in a way. COME ON guys those champs on cover ONE aspect of weather each, not a STORM or WEATHER as a whole which encompasses A LOT.

For example There's Atmospheric Rivers, Fog, Mist, Deluges, Floods, Flash Floods, Heat Waves, Cold Snaps, Rising Thermals, Thunder, Jet Streams, Wind Shear, Wind Tunnels, Cloud Banks (and all kinds of clouds), Humidity, Dryness, Wind Storms, pressure damage, limnic eruptions (death fog), evaporation, acid rain, hail, dust storms, Mirages, Mammatus Clouds, Virga, Ball Lightning, Super Cells, Droughts, Rain, Squall Lines, Updrafts, Downdrafts, Penitentes, Downbursts, rain Downburst, Heat Burst, Derechos, Straight Line Winds, Anticyclones, Sun Dogs, Solar Shortwave Radiation, Diamond Dust, Rainbows, Upper Atmospheric Lightning (Elves, Sprites, and Jets), High Pressure Areas. Hook Echos, atmospheric pressure

Weather is so much more than Tornadoes and Lightning

Weather is the derivative of HEAT, AIR and MOISTURE, thus this is what the champ should basically entail but theres a crap ton of stuff to cover. Heated air creates wind, wind moves weather systems, weather is also moved by temperature, air pressure and moisture differences. Updrafts in warm moist air can cause storms to form. Weather covers an immense area of ground, not small areas, and can be a persistence long lasting effect that moves across the globe, its not a one shot and done.

Sometimes weather has a build up time as it gathers heat and energy as it rolls in but once it hits, it hits powerfully hard, and its a overwhelming force that hardly nothing can withstand, ur only choices are to run or take cover. Weather can hit hard but it hits hardest and reaches its zenith of power when all conditions of set up are perfect, this can take time. Weather is unpredictable don't forget that, it can grow or destroy things. It can vary and sometimes changes on a dime.

I want a Weather champion like that, forget the storm, give me WEATHER.


IFB If Dey Asian had some amazing ideas for a storm champion

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Zc4OW8vy-ao-shin-kit-concept-crits-and-suggestions-encouraged hear me out

The kit was ok, but what really struck me was their W and R Basically W allowed the champion to create clouds that lasted 10 minutes. The champion could dash to the clouds within 400 units at anytime. Or he could leave them for later for his R. R allowed him to dash between clouds at a range of 880 becoming a lightning bolt that dealt damage before, after and during the dash.

I thought that this was an amazing and cool concept and decided to try to help him develop it more we worked together for a little while off and on, but work made it hard for them to commit to continue. I really thought that the potential for this paper kit was too good to let it die,

I do like the LoL's offering of storm-like users: Yasuo, Janna, and Kennen (didn't miss any did I?) But I think that they all are only able to capture only one aspect of wind or weather, not it in it's entirety. That's what I really didn't like about the Riot's members' argument for not pursing a storm champion a while ago. I don't really care that they didn't do it or that "he who shall not be named" wasn't made when we thought he was coming. (Please dont let this thread turn into one of those please, this can be our own new champ). What I didn't like was that there was potenial for a FULL ON STORM/Weather champion, but one of the reasons was that 2 champs that used wind, and 1 that used lightning were "acceptable" placeholders.

Man, thats not enough, why not a Champ that IS the wind, IS the thunder, IS the lightning IS THE STORM.

So I've brought this back to the community. Please help me out to create the best True Storm Embodiment champion that League could have to offer.

Ill be posting my ideas in the comments seeing as this is a community champion design challenge, and not just mine.

BUT I will post the kits and ability ideas that get the most upvotes. again thanks to IFB If Dey Asian, their inspiration made this possible.

10 Comments

FlameHalbrdOkido5/14/2016, 3:54:35 AM1 votes

Here are the basics for my version of the concept. Gud luck, may the BEST ideas win!!

Mana Ranged 500

P: Storm Front A steady AoE wind in a 600 radius that blows in the direction that he is facing and interacts with his abilities.

Q: Thunderburst 330-600 range/ 65 degrees/ 250-600 knock back Unleashes a powerful pressure blast in a cone in a target direction damaging and knocking back enemies, If he has been facing the same direction for 3 sec, Q will travel to the end of Storm Front's radius pushing enemies along the way.

W: Cloud Walk 300 range/400 dash/200 cloud radius/100 drift MS Passive: Fully developed clouds within Storm Front's radius that he is not inside will slowly drift in Storm Front's direction. Clouds hit by Thunderburst will be pushed along. Active: He creates a small stationary white cloud that builds up over 1 second at a target location. Once fully manifested he can dash to a cloud by recasting while the mouse is over a cloud at no cost on a 0.5 static CD. Once inside, the cloud will turn grey and start raining, granting a small HoT buff to allies over 5 sec. While inside Clouds will last 5 sec before dissipating. Clouds last 10 minutes if left alone and a max of 16 can be on the map at once. Clouds can be destroyed by 3/3/4/5/6 AA's. Clouds occupied by him cannot be destroyed. If he actively attacks or leaves the cloud it will instantly dissipate. He always has sight of active clouds.

E - Atmospheric River: Range: 3000/4000/6000/8000/10000 Width: 575 Passive: Allied buffs and allied applied debuffs duration are increased by 50%. Active: After a short cast time he creates a long, wide blast of directional weather for 8 sec. Within this AoE the Storm Front winds are replicated in the direction that that ability was cast: His Q will continue to travel through E's range as long as it remains in the AoE. Clouds within the AoE instantly become developed and automatically rain, they also will drift in the direction that E was cast (but the direction of his MAIN passive radius is prioritized if the cloud is within it).

NOTE: (It would be nice if someone could inform me of a bit of info. I am not sure how wide SR is but I kind of wanted E to be able to reach from the middle of top lane to the middle of bot lane, which demonstrates how far reaching his/her power is, they don't even have to be near you for them to affect you.)

R: Dark Skys - Global For 5/7.25/8 sec he increases Storm Front's radius by 200 units and causes all active Clouds on the map to become black and rain and triples cloud MS within Storm Front's radius. The entering range for Cloud Havens is increased to 880 units, they do not dissipate on exiting or attacking and the CD is decreased by 75%. If he dashes between 2 Cloud Havens, his dash becomes a linear lightning AoE, damaging enemies he passes.

FlameHalbrdOkido5/15/2016, 1:56:18 AM1 votes

Other ideas that I have that could replace Atmospheric River.

E - Humidity Expansion: Range 1050 Sends a haze of hoy humid air to a target location latching onto the 1st enemy champ hit. Upon contact or at the end of range the ability will expand and AoE over 5 sec dealing a minor DoT. Q's entering the AoE will gain range to travel across, passing through units and increase E's duration by 1 sec, but will NOT knock back. The passive's winds are replicated in a circle causing clouds to revolve around the center (the main passive still take priority). Clouds automatically rain within the AoE.

Note: The ability will latch onto any enemy champ that touches the ability at any time. Basically the heated water vapor fuels his abilities, just like how weather works in real life


E - Climate Tides/Weather Surge Passive: Every time he hits and enemy champ with Q or E he gains a stack of E for 8 sec. Stacks have a 20- 30-50% chance of maxing at 2, 5, or 8 stacks respectively.

Active: Releases a pulse surge of hot humid air in a 400 unit radius around him damaging and slowing enemies. At max stacks the next E cast consumes the stacks to significantly decrease E's CD for 8 sec, while increasing E's range to 600 units and Q's damage by 5 (x # of stacks). Clouds hit by E will automatically rain for 8 sec. At max stacks the passive is deactivated until off CD again.

Note: The Max Stack calculation begins and is selected the first time he damages an enemy when E comes off CD. The max number of. Stacks will NOT be revealed to any player

FlameHalbrdOkido5/16/2016, 9:35:43 PM1 votes

Another kit idea with a different passive

Passive - Weather Effect: Every ability cast leaves an AoE that is activated for X seconds as long as he is within 1200 units of the AoE, extended by 15% of his CDR. If he leaves range the AoE it's effect will be paused until he re-enters.

Q - Pressure Damage: Range: 600 width: 250 He blasts area with high winds pushing Clouds ahead, damaging enemies and activating a 40% slow AoE that increasing by 12% capping at 80% for 6 sec everytime an enemy enters, The AoE lasts 60 sec.

W - Cloud Jumper: He creates a small white cloud that builds up over 1 second at a target location. Once fully manifested he can dash to a cloud by recasting while the mouse is over a cloud at no cost on a 0.5 static CD consuming the cloud. While clouds are in E's range clouds will rain. Allies within clouds gain a small HoT buff for 5 sec while inside. Clouds last 10 minutes if left alone and a max of 16 can be on the map at once. Clouds can be destroyed by 3/3/4/5/6 AA's. He always has sight of active clouds within his range.

E - Weather Surge: He releases a pulse surge of hot humid air in a 500 unit radius around him dealing DoT to enemies in range over 5 sec and Leaving an AoE for 3 minutes. While in E's range he gains an additional 5% CDR, Q deals bonus damage, and Clouds rain. E AoE's can be stacked on top of each other increasing Q's damage and W's HoT.

R: Dark Skys For 8 sec he causes all active Clouds on the map to become black and rain. The entering range for Cloud Havens is increased to 880 units, they do not dissipate on exiting or attacking and the W CD is decreased by 75%. If he dashes between 2 Cloud Havens, his dash becomes a linear lightning AoE, damaging enemies in both clouds and in the dash. Dashes cause Clouds to become charge striking nearby enemies every 3 sec.

FlameHalbrdOkido5/30/2016, 2:06:37 PM1 votes

Passive: Storm Front Radius: 600 He constantly generates steady gusts of wind in the direction he is facing that interacts with his abilities. Clouds within range slowly drift in the direction of the passive. Clouds that he is within will not move.

Thermal Geyser: Casting Radius: 900 radius AoE Radius: 150-500 CD: 8 sec 1st cast Creates an area of heated air at a target location that expands over time up to 3 sec slowing enemies inside. Left for 13 sec it will activate automatically. While in AoE W has a shorter CD. Clouds within Qs AoE automatically rain. 2nd cast Causes area to blast upwards, damaging and knocking up all enemy units within AoE increased based on size of AoE. If an enemy is within the AoE of Q and his Passive AoE when hit they will be knocked in the direction of his passive.

Note: Right off CD it will barely knock up, but after 3 sec it will be a huge knock up

Clouds Cast Radius: 900 Cloud Radius: 200 Creates a cloud at a target location that interacts with other abilities. If he enters it, it will rain increasing the health regen of those underneath. He can knock clouds up into the sky with Q. If he is inside the cloud, he will get knocked up with it for up to 1-3 sec becoming untargetable depending on Q size. Clouds last 10 min. If knocked up W becomes Thunderous Descent. Thunderous Descent He descends from the sky to a target location gaining range and damage based on how high he was and dealing damage in a medium radius.

Lightning Shock Cast Radius: 900 Range: 750 He blasts lightning in a linear AoE to a target location that originates from any clouds in a large radius around him. If one lightning strike hits another cloud the CD is refunded and the ability can be cast again from that cloud, even if it is outside of his range. Clouds in the sky can only shoot directly down dealing damage in a small radius, dealing increased damage based on how high they are.

Atmospheric River: Range: 4000/6000/9000/12000/15000 Width: 575 Passive: Grants Allied Units MS in the same direction as Passive and direction of R Active: After a short cast time he creates a long, wide blast of directional wind for 8 sec. Within this AoE the Storm Front winds are replicated in the direction that that ability was cast. Clouds within the AoE rain and drift in the direction R was cast, and rain, increased healing if with Q AoE. (but the direction of his MAIN passive radius is prioritized if the cloud is within it). Casting R while the mouse is over a cloud within the AoE will cause him to dash to it within 875 units. Lightning strikes range is increased by 200 units. Enemy units within range of of his passive take a small DoT when his passive is lined up with Rs direction.

FlameHalbrdOkido6/8/2016, 9:26:11 PM1 votes

OK all of these passives can work with the same kit below, the first Passive is the first 1 that I developed for the kit below, the others came along later but still work with the same kit in similar ways, so maybe read the first passive then the abilities and then come back and read the other passive ideas.

1.) Passive - Storm builder Aspect Ability AoEs last 45 sec. When 2 Aspect AoEs intersect, attempting to cast a 3rd that intersects all 3 will instead cast a Weather Ability originating from the intersection center. More than 3: Nothing will happen. The Weather Ability will change based on the 3 Aspects used. A Weather AoE can no longer combine. Weather Abilities consume Aspect AoEs. Weather Abilities have no CD. (Or each could be 10 sec)

2.) Passive - Storm Resident Aspect Ability AoEs last 45 sec. When he enters an Aspect AoE he gains access to new basic abilities called Weather Abilities based on the Aspects he's in. Weather Abilities share the same Aspect Ability CD length but are separate. Entering 1 new Aspect AoEs shortens his Ult CD by 1 sec. Entering Weather AoEs shortens Aspect CDs.

3.) Passive - Storm Generator Aspect Ability AoEs last 45 sec. When 2 Aspect AoEs intersect, upon entering the intersected area casting a 3rd will instead cast a Weather Ability. More than 2: Nothing extra will happen. The Weather Ability will change based on the 3 Aspects used. A Weather AoE can no longer combine. Weather Abilities consume Aspect AoEs. Weather Ability CDs are 10 sec on the ability used.

4.) passive idea Each ability cast generates its own stacks maxing at 6. First ability to reach 6 changes other basic abilities, to respective type for the next 6 sec.

Aspect ability shared info Same Cast radius: 975 Same AoE radius: 225 Separate but same CD: 10 sec - Begins 6 sec after 1st cast or after the 3rd

Q - Aspect of Heat Increases damage dealt to enemy units

W - Aspect of Air moves Weather AoEs it touches in the direction he was facing when cast

E - Aspect of Water Increase all allies within resistances by 20%

H H H = Heat Wave 700 85 degrees unleashes a wave of heat in a cone from the AoE reducing MR. The first Aspect AoE touched by it gains a Heat Aspect AoE.

H H A = Rising Thermal radius: 500 Knocks up all enemy units and himself into the air for 2.5 sec if within, he becomes untargetable. He can dash while self knocked up.

H H W = Humid Deluge radius: 500 Massively slows enemy units, negates any type of enemy health regen or enemy healing.

A A A = Jet Stream range 14000 width 575 creates a long wide AoE of directional wind. All AoEs within start moving in the same direction. Dashes within knock enemy units back 200 units.

A A H = Super Cell: radius 750 sends the AoE to a target location lasting 15 sec, if it collides with a enemy champ it latches on. If makes contact with other AoEs they will get dragged along within the AoE. All dashes within take on a lighting effect damaging enemies in his path.

A A W = Thunder Burst range 1000 width 150 blasts a linear AoE of thunder in a target direction pushing AoEs ahead

W W W = Rain Cloud radius: 250 increases ally health regen

W W H = Fog Cloud radius: 500 causes allied units within to become stealthed for 5 sec. Dashes nearsight enemies.

W W A = Cloud radius: 250 increases ally mana regen

R - Storm Front: CD 60/50/40 For the next 20 sec he dashes to AoEs within 600 unit by clicking on them. If he dashes from one Aspect AoE to another he will trail a link of the previous behind him, linking them for combination. Dashes gain special effects in Weather AoEs. Dashing shortens ability CDs.

FlameHalbrdOkido6/8/2016, 9:28:04 PM1 votes

Other ideas Other passive idea Ability cast generate stacks maxing at 6. First ability to reach 6 changes other basic abilities, to respective type for the next 6 sec Or Passive: Weather intergration Casting abilities grant stacks and reduce the CD of his ult by 1 sec. Stacks have a 20-50-30% chance of maxing at 3, 6, or 9 stacks respectively. Stacks are displayed as buffs with the number of stacks for each ability cast. Casts of abilities share the same amount of stacks so max stacks can only be gained with 1 ability, if max stacks had been reached combining 2 ability's stacks, casting another replaces the oldest stack with the newest. Casting his ult reduces his basic ability CDs. On the first cast(or first cast after the ult is over) the max stacks will be calculated but not revealed.

Q - Heat Wave Passive: Boosts his damage by 2% per stack He blasts a cone of heat in a target direction,

QQ = Heat Syncope He blasts a large area with heat increasing damage to units inside QW = Thuderburst Blasts thunder in a target direction, reducing armor and magic resist QE = Humid Deluge negates any type of enemy health regen or enemy healing

W - Air Passive: Increases his MS and CDR by 3% per stack. He unleashes a gale in linear AoE granting CDR to allied champions inside

WQ = storm sends the AoE to a target location lasting 15 sec, if it collides with a enemy champ it latches on. He can dash to enemies and the edge of the circle. All dashes within take on a lighting effect damaging enemies in his path. WW = Jet Stream Channels a dash, gaining range, while dashing quickly he knocks enemy units back that he passes, gains MS in the path of the dash for 8 sec afterwards. WE = shifting air pressure Channels retaining MS, pulls wind towards himself stealing MS from enemy units ahead of him in a cone in the direction he's facing and granting stolen MS to himself and allies around him.

E - mist Boosts his resources regen by 0.5% per stack. He shoots a small orb that expands an AoE that heals allied units at a target location

EQ = Fog: 500 radius causes allied units within to become stealthed for 5 sec. Dashes nearsight enemies. EW = Cloud: 250 radius increases ally mana regen EE = Raincloud: 250 radius Increase ally resistances by 20%

R - Aspect Embodiment Learned at lvl 1, doesn't rank up. After CD, when he has max stacks from the same ability his ult will become available. On cast all stacks are consumed, causing all his basic abilities to change to the respective type for 20 sec. Only the passive of the effected ability will be active during the ult x2 (+ 5% for 4 sec after every ability cast).

FlameHalbrdOkido3/4/2019, 8:50:14 PM1 votes

YO League we got a BIG problem. I did NOT delete this post but it doesn't show up in my Profile for Discussions!!! I reference this post a lot can you fix that please