Goblin Champion Concept
**Preface: ** Hello I am the Basement Goblin. Over the years I have been playing this game, I have felt that there was a fantasy missing throughout newer champions and their design. Many champions demonstrate some kind of power fantasy like Darius-- the epitome of warrior, or even Yasuo-- the posterboy of the great nippon steel samurai. Some are there to be cute, like most yordles. But there was one kind of design that I wish was in League more, and that design is that of a fool. I love designs of older champions, such as Dr. Mundo or old pre-rework Trundle. They don't necessarily fit within the now tightly-knit universe that League is trying to be, and I like that about them. They aren't white and gold faction, they aren't black and red faction. They weren't from the ice or the sand or pirate bay. They were not machines, not purple aliens, green ghouls, and they aren't furry. Just purple muscle man and disease troll. I like that, but League has turned away from simple character troupes to more worldy unified ones. And that is why I decided to make a goblin champion concept.
The Goblin Champion: (Drawn by me, with big goblin nose or a more orcish nose hole design) https://imgur.com/dQzRugm https://imgur.com/NJAiFsQ
The idea to the Goblin Champion was to make him a common goblin troupe, a bandit that hides behind rocks and ambushes travelers and steals their good. If lore is a must, just imagine goblins being from the Kumungu Jungle and raid Noxians that try to expand or just pass by. Maybe that's too simple, but eh. Gameplay wise, he should be a jungle assassin. The main identity is an invader, just to go into the enemy jungle and mess around with him. These are some ideas of what his abilities would be.
Ideally, the whole set would be composed of Q: Idea 2, W: Idea 1, E: Just the one, and R: Idea 2 . Overall the abilities are pretty tame, with the exception of R: Idea 2.
**Passive: **
Ambush: After being unseen for a short period of time, the next auto attack gains 25 range and stuns the enemy for 1 second dealing (set amount of damage per level)bonus damage. Gain 20%/30%/40% movement speed for 2 seconds. Enemy champion cannot be stunned again for the next 4 seconds.
Bandit: Gain 3+(1 per level) gold after stunning champions with the passive.
Q Idea 1: Recycled Rengar's old 3 part Q. Slashes enemies in an arch followed by a pierce dealing physical damage per strike. Dashes 150 units when cursor is outside the range. Unlike the Rengar Q, this will not have an empowered version.
Idea 2: Rengar's Old # Part Q + Camille W A 3 part strike composed of 2 slashes and a stabbed. It is as slow as Camille's W and can move while slashing. The final strike will deal max %hp damage and heal a flat amount.
Idea 3: Stabbing Frenzy An autoattack reset. During 5 seconds increases attack speed for the next 3 auto attacks. Each auto deals a set amount of extra damage. The third auto becomes a jabbing 3 hit strike in a cone that applies on hit effects. The range of the cone is around 300 units.
W Idea 1: Caltrop Trap Shot A 500 range skill shot that hits the first enemy unit hit dealing damage and slowing the target. Once it hits, it bursts into a triangle of caltrops in front of the target. If the caltrops hit a wall, they will bounce back dealing damage instead of remaining on the floor. The bounce back travels half the distance. Stepping on a caltrop will ground enemies for 2 seconds.
Idea 2: Clumsy Cuts/Clumsy Traps Passive: every 5th attack becomes an aoe. Active: Set an invisible trap. When the enemy steps on it, after a delay, spawns a ring of caltrops around the traps that, when stepped on, ground the enemy.
Idea 3: Sling Star Shot The next 3 auto attacks become ranged and slow for very little.
E Idea 1: Mad Dash Strike Slowly gain movement speed for 4 seconds. Reactivate for a short skill shot dash that deals damage based on missing health that increases the farther one runs, similar to Deadman's Plate. The movement speed disappears upon attacking, but the dash will remain.
R Idea 1: Super Star Sling Hold and charge a great sling shot with 3 different effects depending on charge time. 1 Second Charge: Low range shot that damages and slows first enemy hit. 2 Second Charge: Medium range shot, does more damage and goes through units, but deals less damage the more enemies hit up to 30% less. 3 Second Charge: Long range shot, does damage based on missing health
Idea 2: Goblin Jockey Leap towards an enemy and control their movement for 4 seconds, followed by a short toss displacement by reactivating the ability. Abilities other than ultimates can be cast without cooldown penalty for the enemy, which means abilities used by the Goblin are not put on cooldown for the enemy after dismounting.
Final Words: And that is my champion concept. I initially did not want to post this because I know my thoughts are in the minority. People like lore. People like their powerful character. But i feel like there are fewer champions that can stand on their own without a faction banner made into their design.
Just a few hours ago, Riot released a new road map, and I am happy there will be a new environment finally being explored with the announced AD assassin they plan.