Character Concept: Shaman

Morotikiasis·10/18/2019, 2:34:22 AM·1 votes·1,078 views

I should first say that my design philosophy is rather straight forward. Everything has a tradeoff. The higher any particular stat is (mobility, damage, defense, etc.) the lower other stats will be as well, some more than others. A character designed for teamfights (aoe damage and effects) can't handle the 1v1 rather well and vice versa. A character who can take a beating can't at the same rate dish it out without taking hits to their mobility. High damage means a higher likelihood of dying from a passing slap to the face. And so on.

Also, I don't design characters that end fights in a matter of seconds and expect multiple rotations of ability to be used in order to take out an opponent. No design of mine ever one-shots or half healths at early to mid-game and even at late game it takes a bit of work to secure a kill on one's own. Outplay's occur when players have time to react and adjust, rather than just a split second before getting blipped from the map.

One last thing. I didn't create this character with league in mind. I refer to champions as destroyers, ap = attack power, and mp = magical power. Carry on.

For those that have read my previous concepts, those were the mid-tier for complexity in my mind and now I want to show you the depths of my insanity.

Elemental characters are interesting. There's so much potential, but there are just so few buttons. How can anyone create a character that can use the various elements to harm and help without having twenty different buttons to press? Easy. Just slap multiple abilities on one button and set conditions. Now we can have some real fun! So let's make a ranged, magical character that's a jack of all trades and just helps round out any team comp. Numbers can always change.

Passive- Using a hostile ability increases your damage by X%, stacking up to three times. If you use an aiding ability, your healing increases by X%, stacking up to three times. Cannot have both buffs at the same time.

Ability 2- Passive- A spinner is located next to your resource bar that determines which totem will be spawned when this ability is cast. Active- Summon one of four totems. Air- After 2s stuns all nearby enemies for 2s. Fire- Deals aoe damage every second for 5s. Earth- Lowers the protections of nearby enemies. Totem lasts for 2s. Water- Heal allies every second for 5s. You may only have one totem at a time. Each one has their own internal cd.

Ability 1- On enemy use- Target an enemy and shoot chain lightning at them, dealing max hp damage. It will then bounce to three other enemies nearby, preferring those with low hp. Use on air totem- Trigger the stun early and deal damage. Use on ally- Target an ally and heal them and three other nearby ally destroyers. Use on water totem- Cause the totem to explode and heal allies for double the total of the totems healing.

Ability 3- Use on enemy- Deal damage and slow. Use on ally- Place a heal over time. Use on earth totem- Deal aoe damage and increase the totem's duration by .2 for each enemy hit. Use on fire totem- Deal aoe damage based on double the totem's total damage.

Ult- Unleashe the elements for your allies. Increase defense, offense, apply bonus magic damage to aa and spells and heal everyone for a flat amount.

That's a lot of words and a really powerful ult. Meh, just slap a long cd on it and call it a day. The point is that the shaman can do a lot for a team that's already well rounded. They have plenty of tools, but they need to think about what's the most important thing at that moment in time. Does his team need healing? Should he focus on damage? Perhaps he needs to throw in some cc instead or the enemy team is really tanky. Let's not forget the power of the ult, but if used at the most improper time you might lose the next teamfight and thus the game. Mastering this requires mastering patience. An impatient shaman will screw over their team by being dead weight and might just get themselves killed for mispositioning.

Anyway. If you like it, cool. If you don't, hey. At least it ain't in the game.

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