Creative and unique ideas for new champions!
Hello! I am happy to say that I have a few creative ideas for champions. I think adding these champions will really add some unique experience and ultimately more fun for all players. So before I go on about my ideas, let me say that I am only going to put a few of my ideas on this post, which are the ones that I believe are my best ideas. Another thing--I am not a visual artist, so I will not be showing any graphics, but will instead be comparing with other will known characters from any video game (including LoL) and will be describing my ideas to the best of my ability. These will, however, be fairly manageable champions in terms of programming, and not something very crazy. Other than that, I hope they are appealing and interesting to you!
This is a lot, but trust me I think it will be worth reading all, and it will be easier to understand everything. Thank you! ALSO disclaimer, I am about to add champion pictures next to the word "enemy" and will use a variety. No hate or anything, just making the read a little more colorful, and to help with categorization. Champion 1) Elemental wizard
Lore (Layout): A mysterious and anti-social man who attended some magic school in Runeterra who possessed great skill and knowledge even before enrolling in the academy at the age of seven. Rumor has it that the permafrost during summer and the blazing fires during the winters were all his doing, which is a logical conclusion, since he has the ability to harness four different elements: Air, ice, fire, and lightning. But no one dares to confront him, since it is also believed that he killed few of his colleagues and any by-passer that "got in his way". Till this day, it is all a mystery.
Abilities with description: Passive (3 parts) - _**
- Omnipower_ : Elemental Wizard (EW) is able to change elements (Wind, ice, fire, lightning) during or out of combat, and at the start of the game. [Below are the Elements and their unique properties.]
_2. Gaining Fire_ : Each Element has the ability to stack up to five times on enemy champions
, large monsters
, and epic monsters
--all types of minions excluded. At five stacks, the effect of the _Element_ is greatly enhanced, and if the Element is max rank, the ability has a special effect as well when the max stacks are achieved. Also at max stacks, the special effect has a duration of 5 seconds, then goes on cool down for 8 seconds before that specific Element's stacks can be reapplied. However, there is only a 4 second cool down before any other _Element**_ can be stacked on the enemy
, and each enemy champion has their own "cool down". During the Cool down period, all enemy units will suffer the BASIC effect of each element. Any amount of stack stays on the enemy target
for 5 seconds, and using the same Element within that period will reset this timer.
3. Gaining Fire Part 2: In order to achieve max rank in any of the passive abilities' Element, the user must attack an enemy champion
or take part in a champion kill with that element used. If the player uses multiple Elements during combat, only the CURRENT one used will gain the kill/assist bonus, so plan well. Below the champion EW's profile pic will be the Elements in four 2-D, dull, conical icons, and the progress for each Element will rise--bottom to top obviously--and eventually highlight the entire cone, in which after completion the cone will "unlock", which should be made clear to the player.
WIND: The basic of all four elements, thus it does not use mana per auto-attack. However, it gives bonus Attack Speed and increased out-of-combat Movement Speed. Stacked effect: Further increased attack speed per auto-attack, Max A.S--(28%/35%/45%/55%/65%) at levels (3/6/9/12/15). PASSIVE Max Rank-- Air auto attacks will grant EW bonus movement speed.
FIRE: Drains mana per auto-attack, and burns enemies
for magic damage over time, both flat and scaling per level, buffs, and items. (I will probably do a terrible job at determining balanced stats so will leave for the developers or community to decide--I only filled the WIND stats for a general layout for the level-to-stat ratio).
Stacked effect: Deals magic damage based on enemy's missing health.
PASSIVE Max Rank-- Deals true damage instead of magic, still as missing health.
ICE: Drains a little more mana than FIRE. Also slows the enemies
movement speed and attack speed (more movement speed decrease than attack speed per rank--see WIND part of passive for general layout of ranking).
Stacked effect: Enemy target
will gradually come to an absolute halt over a 1.5 second period, and will be frozen in place for 2 seconds, or until attacked by any source--ANY.
PASSIVE Max Rank--At 5 five stacks, will instead become frozen IMMEDIATELY, and the frozen effect will instead last 2.5 seconds. Additionally, if the frozen target
breaks free from either of the mentioned reasons above while there are enemy units
near the frozen target, they too will receive stacks of the ICE passive.
LIGHTNING: Drains the most mana, due to the difficulty of harnessing it (literally, will take the longest in game to Unlock the MAX rank effect. Should be the same case for all the other mentioned Elements, as listed, respectively). EACH auto attack will have their own chance of critically striking, and a separate--and smaller--chance to spread to nearby enemies
in a chain, up to a total of 7 targets. This chain will apply a stack to all enemies
hit. (Remember, Critical strike chance > chain spread chance--in case you missed it).
Stacked effect: Drastically increases the chance to critically strike and spread to nearby enemies.
PASSIVE Max Rank--Lightning chain range becomes increased and will be able to bounce to 14 in-range targets
. The Lightning Chain will also be able to bounce BACK to a formerly hit enemy unit
, but only once. If no other target is found then the Chain dies. [sg-janna]
REMEMBER--the Max Rank effect happens only when the player stacks an Element to its max (5)
Q - Primordial Discharge: Fires a small to large-sized blast towards a target AREA--so skill shot. The blast will be based on the currently set Element, and will apply its unique stack. At max rank, the missile will be increased in size and have a different appearance/color (I think this will be very good and attract many players--changing visuals are always interesting). But this isn't just for show--at max rank, Primordial Discharge will apply TWO stacks instead of just one, and the hit box will obliviously increase at max rank--just a little bit :).
W - Power in Numbers: EW creates an aura around himself, and any ally champion
that stands within the range will receive the benefits. Any all champion
that leaves the aura's circle will lose the effect and will decrease the bonus effect--mentioned in each effect below--for all other ally champions
. (Notice how this becomes problematic but also sometimes beneficial in team fights--serves as a good balance for this champion and his effectiveness). [Below are the unique properties for this ability based on the Element being used]. This ability lasts for 6 seconds.
WIND: Movement Speed of all nearby allies
are increased based on how many ally champions
there are. Additionally, all nearby allied champions
will be healed at the end of the duration, again, based on how many champions are in the aura.
FIRE: Ignites all allies in the aura, creating a burning zone for any enemy that stands within the range of the aura; damage-over-time scales per ally champion that stays within the aura. Additionally, EW will be able to cast a second part of "Power in Numbers" in the FIRE state, casting one to five fireballs (based on ally count) in a forward cone. These fire balls will apply one stack per enemy champion
, despite how many fireballs hit a single target.
ICE: Creates a aura of cold that gradually applies PASSIVE Ice stacks to enemies
within range. The end effect will result in freezing all in-range enemies in place, based on the PASSIVE rank. Can also freeze turrets and any non-epic monster.
LIGHTNING: Creates a storm aura around EW that obliterates any enemy projectile--including ranged AA--that comes in contact with the outer edge of the aura. At the end of the duration, the storm aura actually prolongs for 3 extra seconds--however this will "silence" EW's PASSIVE ability to change Elements. During the extra 3 second period, enemies will not be able to shoot "successful" projectiles inside of the storm.
NOTE: EW can change Elements during the duration of the Power in Numbers ability (except for the additional 3 seconds in the Lightning state).
E - Elemental Trap: EW lays an elemental trap on the ground that becomes invisible after a short delay. When an enemy comes into contact with it, they will receive a stack of that trap's element. FIRE and ICE traps do no initial damage--FIRE trap deals damage over time, while ICE only applies a slow stack.
WIND traps marks the enemy
for 15 seconds, allowing EW's allies to see the target enemy.
.
LIGHTNING Traps create an A.O.E. effect that continuously strike at enemies standing in it for 4 seconds. These strikes have a chance to critically strike, but altogether only apply one stack per enemy
.
ULTIMATE - Omni-discharge: Fires a massive blast at a target area that, upon arriving its destination, deals massive damage to all enemies
in the area, based on missing health.
OKAY! That is all for tonight, it is very late at night--or very early in the morning, however you look at it. PLEASE consider these two champions into the game, I really think it would add some extra fun to the game. This really did take a while to type, but I am not complaining, just really want to have others experience my ideas in LoL. Thank you so much for reading, I know it was a lot but hopefully it will be all worth it!
Also, please comment about any critiques, questions, suggestions, or maybe if you just like this idea. Help make this become real in LoL. I also have much more ideas, but this post is getting too long and it is late.