Conundrum, the Shapeshifter
Please do not downvote without commenting your reason for disliking this champ. Also, please don't let that reason be that it is "too complicated" because that's kind of the point of this guy. Get over it if that's your problem, and comment if you have any other problems with it.
Everything on this champion is open to change and suggestions. However, I would appreciate it if you'd keep all comments along the lines of "This made my eyes bleed" and "This is so stupid" to yourselves, I'd rather just hear if you have any suggestions (besides letting this idea die, that will happen on its own after a while if I don't hear from anyone, so if you just want the idea to die, don't comment, and leave your vote in the poll to say that you want it to die)
I intend to enter this contest in the April CCOS once I finish the stats, lore and a few other details. That said, the contest is the only reason why I put in any numbers; I am typically very bad with numbers, so please comment if you have any suggestions for what numbers need to change or if you have any suggestions for what those numbers should be changed to (again, please don't be a jerk, just tell me your suggestions).
Conundrum, the Shapeshifter (My first choice for a name would have been Enigma, but I was informed by a friend that DOTA already has a character called Enigma, and the last thing I need is people telling me that I copied. That said, if you have a better name for him go ahead and suggest it, I just picked Conundrum because it was the only good synonym for Enigma that sounded like a champion name)
Role: Mage, Secondary: ???
Passive/Innate:
Innate: Shapeshift Conundrum transforms to suit his environment, and his kit changes with him. In a base, he takes on the form of a large bipedal brick-and-stone monster and gains 100 (+10 per champ level) health; in the jungle, he takes on the form of a dark assassin and gains 1 (+1 per level) movement speed and 10 (+2 per level) attack damage against neutral monsters; in a lane, he takes on the form of a quadrupedal beast with red skin and long blades sticking out of his forearms, and gains 5% armor penetration and magic penetration; in water, he takes on the form of a quadrupedal beast with blue skin, webbed feet with claws, fins on his head and back, and a whale-like tail, and gains 10 (+2 per level) ability power. (In all forms, his face consists of two thin, dark eyes.)
Q:
Base Q: Tower Construction Conundrum uses a strange magic that takes bricks from the ground and re-forms them into a small tower. Towers have the health of three minions and last for 3 minutes. Nearby minions will be attracted to the tower upon its summoning (allies to enter the tower, enemies to attack it); the first allied minion to the tower will enter the tower and climb to the top to become an archer (other allied minions are no longer attracted to the tower). The archer minion cannot leave the tower, but gains 50/75/100/125/150% attack damage and a range of 200 units around the tower. Mana Cost: 80/90/100/110/120 CD: 12/11/10/9/8 seconds Jungle Q: Treetop Assault Conundrum jumps on top of a selected wall and can now run along it like a path. Enemies can attack him from here after 0.5 seconds to make him fall off towards them. While on top of a wall, he becomes stealthed, but visible on the map to allies and nearby enemies, and can be targeted/hit by enemy attacks/spells. If Conundrum selects an enemy within 300 units of himself (not counting the wall's height) as a target for a basic attack, he pounces down on them and deals 6/8/10/12/14% bonus attack damage to the target with his next basic attack. To come down from a wall, Conundrum must click on a regular path on one side of the wall. Mana Cost: 50/65/80/95/110 CD: 13/12/11/10/9 seconds Lane Q: Slice and Impale Conundrum uses his left arm blade to slice at a target opponent, dealing 5/10/15/20/25 (+10% AD) physical and 2/4/6/8/10 (+10% AP) magical damage, and then impale them, dealing 7/14/21/28/35 (+10% AD) physical damage and dropping their armor 3/3.5/4/4.5/5%. Mana Cost: 50/60/70/80/90 CD: 10/9.5/9/8.5/8 seconds Water Q: Whirlpool A small (100 unit radius) whirlpool is opened at a target location (up to 500 units away from Conundrum) for 3 seconds. Enemies that step in the whirlpool are spun twice and dealt 5/10/15/20/25 (+15% AP) magic damage, after which they lose 3/3.5/4/4.5/5% magic resist and (if they are moving) their direction is reversed. Mana Cost: 45/55/65/75/85 CD: 9/8.5/7/7.5/6 seconds
W:
Base W: Raise the Defenses A brick wall with the health of 5/6/7/8/9 minions and 50 armor is raised at a target location. This wall blocks the paths of both allies and enemies, but ranged allies can attack through the wall while ranged enemies cannot. Enemy minions within 300 units of it will be attracted to the wall. The wall lasts for 3 minutes. Enemies in the way of the wall upon its summoning will be dealt 7/14/21/28/35 (+10% AP) magic damage. Mana Cost: 60/70/80/90/100 CD: 17/16/15/14/13 seconds Jungle W: Strategic Throw This spell can target an enemy up to 500 units away. Upon casting, three selections will appear above Conundrum's head: a head, a torso, and a foot; these selections will be swapped through one at a time until Conundrum re-casts this ability (think Twisted Fate). If the target is hit in the head, they will be dealt 35/38/41/44/47 (+15% AD) physical damage (the most physical damage); if aimed at the back, the target will take 30/33/36/49/42 (+15% AD) physical damage and be slowed by 5/6/7/8/9% for 2 seconds; if aimed at the feet, the target will take 20/23/26/29/32 (+15% AD) physical damage (the least damage) but trip and be stunned for 0.5 seconds, and their armor and magic resist will be decreased by 5%. If cast while standing on a wall, the target will be slowed 5% for 2 seconds if hit in the head, stunned for 0.5/0.7/0.9/1.1/1.3 seconds if hit in the back, and slowed by 5% for 2 seconds after being stunned if hit in the feet. Mana Cost: 50/58/66/74/82 CD: 11/10.5/10/9.5/9 seconds Lane W: Slice the Legs Conundrum can cast this on a target from 300 units away. If cast on a target 300-251 units away, Conundrum dashes 100 units toward the target and slices at them with his blades, dealing 15/20/25/30/35 (+15% AD) physical damage. If cast on a target that’s 250-201 units away, the target is slashed at, dealt 19/24/29/34/39 (+15% AD) physical damage, and slowed 5% for 2 seconds. If cast on a target 200-125 units away, the target is tripped (cannot move, but can still attack/cast spells) for 2 seconds, loses 5/7/9/11/13% AD, and is dealt 25/30/35/40/45 (+20% AD) physical damage. Mana Cost: 55/70/85/100/115 CD: 14/13.5/13/12.5/12 seconds Water W: Fish in Water For 5 seconds, Conundrum gains 5/6/7/8/9% movement speed and attack speed, and deals a bonus 15/20/25/30/35% damage as magic damage with basic attacks (+15% AP). Mana cost: 45/54/63/72/81 CD: 15/14/13/12/11 seconds
E:
Base E: Castle's Rage For 5 seconds, Conundrum begins throwing rocks for his basic attacks, gaining a basic attack range of 225 units. He also gains 15/16/17/18/19% attack damage and 20/20.5/21/21.5/22% armor. Mana Cost: 45/55/65/75/85 CD: 11/10/9/8/7 seconds Jungle E: Leaving Without Me? Conundrum throws a dark rope with a blade attached to it in a selected direction (range of 475 units); the blade deals 8/13/18/23/28 (+10% AD) physical and 7/11/15/19/23 (+5% AP) magic damage to the first enemy/neutral monster that it reaches and sticks to them for 2 seconds. Conundrum can recast this to drag himself to the target and deal 5/7/9/11/15 (+5% AD) bonus physical damage and slow the target by 5% for 2 seconds. Stunned targets take 5/6/7/8/9 (+10% AP) bonus magic damage on both casts. Mana Cost: 50/60/70/80/90 CD: 17/16/15/14/13 seconds Lane E: No Mercy Conundrum gains 20/21/22/23/24% bonus attack damage and 5% attack speed for 3 seconds. If attacking a slowed target, he gains a bonus 2% attack damage, and if attacking a stunned/tripped target, he gains another 4% attack damage and another 2% attack speed. Mana Cost: 45/55/65/75/85 CD: 14/13/12/11/10 seconds Water E: Water Pillar Conundrum causes a large pillar of water to rush into the air at a target location up to 500 units away from himself, dealing 10/20/30/40/50 (+20% AP) magic damage to enemies that get caught in it and knocking them up for 0.5 seconds. The pillar of water lasts for 3 seconds and can be walked through; enemies that have already been knocked up by the water pillar cannot be knocked up again, but are still dealt the initial damage and another 2/4/6/8/10 (+10% AP) magic damage per 0.25 seconds that they remain in the pillar; Conundrum can walk through this pillar to gain back 5% of his max health and gain 2% movement speed. Mana Cost: 60/70/80/90/100 CD: 15/14/13/12/11 seconds
R:
Base R: Bulldozer Conundrum smashes the ground, dealing 50/75/100 (+20% AD) physical and 40/60/80 (+17% AP) magical damage to enemies up to 200 units away from him. He then charges forward (not a selectable direction, just whatever is "forward" to him at the time), dealing 40/60/80 (+21% AD) physical and 35/55/75 (+17% AP) magical damage to enemy units in his way and forcing them aside; enemies directly in his path are stunned. He continues charging until he hits a wall or exits the base he is in. If he hits a wall and an enemy is in the way at the time, they are dealt 10/20/30 (+20% armor) bonus physical damage. Mana Cost: 110/130/150 CD: 160/140/120 seconds Jungle R: In For the Kill Conundrum selects an enemy up to 600 units away, pounces on them, and makes a barrage of attacks on them, dealing 50/75/100 (+20% AD) physical and 35/60/85 (+15% AP) magic damage and slowing the target by 5% for 3 seconds. Enemies that are already slowed are dealt 10% bonus magic damage, and enemies that are stunned are dealt 10% bonus physical and 15% bonus magical damage. If this spell is cast while Conundrum is in a bush or on a wall, it gains 5% armor penetration and magic penetration and the enemy is stunned for 0.5 seconds instead of slowed. Mana Cost: 120/135/150 CD: 150/135/120 seconds Lane R: Hellish Onslaught Conundrum can cast this ability 3 times within 3 seconds, with each cast at least 0.25 seconds apart. If he is hit by an enemy champion's spell/skill at any point during this time, this ability immediately goes on cooldown and the targeted enemy is released. On the first cast, Conundrum digs his left arm's blade into the left side of a targeted opponent, dealing 20/30/40 (+10% AD) physical and 10/15/20 (+10% AP) magic damage; the opponent can no longer move but can still cast spells and attack. On the second cast, Conundrum digs his right arm's blade into the right side of the target, dealing 20/30/40 (+15% AD) physical and 10/15/20 (+15% AP) magic damage; the target now can no longer use spells, but can still basic attack. On the third cast, Conundrum slices through the target, dealing 30/50/70 (+20% AD) physical and 20/40/60 (+20% AP) magic damage; the target is now released, but loses 3/3.5/4/4.5/5% of its armor and magic resist (armor and magic resist decreases by another 5% if the target was slowed/stunned during the first cast) for 4 seconds. Mana Cost: 60/65/70 mana per cast (after all 3 casts it will cost 180/195/210 mana) CD: 140/125/110 seconds Water R: Water Arena Walls of water are raised in a circle 1500 units around Conundrum (they do not follow him). Enemies that pass through this wall are dealt 10/20/30 (+20% AP) magic damage per second they are in the wall and slowed by 5% for 2 seconds; while within the arena and 2 seconds after exiting the arena, Conundrum gains 10% movement and attack speed, and while within the arena he gains 20% bonus attack damage and 15/30/45 (+20% AP) bonus magic damage with each basic attack, and his basic attack range becomes 200 units as he fires magic-infused balls of water at the targets. Passing through the walls heals Conundrum for 1% of his max health per 0.5 seconds that he passes through it. The arena (the walls) last 5 seconds. Mana Cost: 110/130/150 mana CD: 120/110/100 seconds
All % stat changes are multiplicative, not additive, and if a spell goes on cooldown and Enigma goes from one environment to another, the spell stays on the same cooldown (if Base Q has a 12 second cd and Lane Q has a 10 second cd and it goes on cd while in the base, it stays on cd and stays on the 12 second cd rather than becoming a 10 second cd).
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(same person, shapeshifting)