[Champion Suggestion] Gravity-based Champion

yinyang1992·5/26/2016, 5:58:14 AM·2 votes·253 views

Basic Character Outline: Essentially a creature held captive by Viktor for the purposes of studying its gravity-affecting capabilities (eventually allows Viktor to create gravity field ability.

The idea of being grounded, stifled and chained should be resonate with his visual and literative imagery, manifesting in his lore, character model, and his abilities.

He is self-suppressed as well, because he is not in complete control of his powers, and is terrified of them (perhaps his imprisonment by Viktor started voluntarily).

This is reflected in his abilities also tending to affect himself and his allies to varying degrees.

His goal in the league is to seek vengeance on Viktor, and as a character terrified of his own power, he sees the League as a den of power corrupted abominations who must be restrained.

Kit: Innate- He constantly releases a field of gravity around himself in a radius. This passively increases his armor and mr by a percentage of his bonus armor and mr.

Q- passive- Gravity fields now deal DOT

 active- Lays down a gravity field which expands to full size and then stays for a short duration (can have up to 2 at a time, increasing with level)

W-passive- Gravity fields now slow enemies and allies and projectiles caught within them

 active- Gravity fields begin to decrease in size, and now fling enemies, and allies standing on any field towards the center of that field.
             This effect persists on any given gravity field as long as its size is contracting.
             Champions in the center of a field are grounded instead of flung.
             Innate gravity field does not affect self but other gravity fields do
             If an enemy strikes a wall, or any other object as a result of this skill, that enemy is dealt ability power scaling damage

E-active- Places a chain trap which stuns and deals ability power scaling damage This trap can be affected by W

R-He can use his R to place a single permanent gravity field.

 If he casts R on a gravity field which already exists, he will deal immediate ability power scaling damage, ground anyone standing on that field, and  teleport to that gravity field, leaving behind another one at his original location.
 If a champion is grounded in the center of this gravity field, they will swap positions

Designer Notes: To imagine the effect of his W think Orianna ult. It's important to realize the gravity field flings champions a set distance towards the center, and does not simply fling all champions to the center because the goal is for this ability to be able to chain. That is to say, with proper positioning of his fields, a good player can fling a champion through multiple fields into the center of another field. This allows for extremely interesting plays, escapes, saves, and initiations.

Another option for E because this kit might be overloaded with hard CC's is that he uses chains tied to his arms to slam down on an opponent aided by gravity. In play, this would suggest he creates a slowing field in a line skillshot, then slams down on anyone still in this field. He would deal extra damage to anyone on a gravity field (aided by more gravity). Or simply remove the grounding effect from his ult.

I don't want to get into numbers as I think this is a pointless exercise without programming and testing, but as a general idea, his base damages should be decent, as well as his ap scaling. He should be able to play as tank or damage, but not too much of either at the same time. If he chooses damage, he won't get as much out of his passive since it scales on bonus armor and mr, and if he chooses tankiness his damage won't be as rewarding.

He is a melee champion.

Playstyle: He should be played as a control mage, or semi-tanky damage. He should be able to play fairly effectively within any lane, except adc. In lane phase his main trading tool is to try to fling minions and traps at his opponent. However, his W is also his main escape tool, so if he uses it at an inopportune time he can be easily caught out. Otherwise he should be looking to roam with his CC and mobility. As a tank he contributes to teamfights with his highly disruptive CC's, while wading into his opponents for his passive damage. His ability to slow skillshots while in the midst of his enemies also gives his allies more reaction time, sort of a softer Yasuo wall As a control mage, his teamfight is similarly disruptive, but requires higher skill to land his damage tools.

Input? Opinions? Suggestions?

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