Champion concept ideas #1, Angry Cyclops Man

N0MC4T·5/4/2019, 1:03:05 AM·1 votes·1,195 views

I can't do art, and i have no idea where these champs would fit into lore, but here are some of my champion Ideas in terms of gameplay. Any help would be greatly appreciated, as this is my first time posting an Idea as far as I can remember.

#1: Some sort of cyclops guy or something, big dude, very angry.

**Fantasy- ** The fantasy of this champion is to be a huge, hulking mass of fear and destruction. a tanky bruiser with little in terms of mobility, but massive damage and threat potential in teamfights.

World- In terms of the lore of LOL, I'm thinking some sort of Noxian freak show, or a Targonian threat, a gatekeeper to the mountain of sorts. This champ will have stories told of it's terror, and every single one tells how one should stay away from it at all costs.

Gameplay- In gameplay terms, The champ would be a melee AD caster/bruiser with low mobility and massive damage potential. A kiteable, frontliner who's main goal is to decimate the backline during offense, and aid in peel during a defensive fight. Midgame and skirmishes would be the preferred state of the game, and recommended roles would be top, with a possibility of a Jungle role. Their main defining attrobute/quirk will be their ability to cause havoc and get away with it with slow resistance, tenacity, and armor/magRes in their kit, and the ability to follow up and lock down targets (via their E). Their main weakness will be the fact they are a bruiser, and therefore kiteable, and they do not have any natural healing/regen in their kit. Early game should be weaker than most, but not all. Cooldowns are a bit on the high side, but can be decent w/cdr.

Tanky Bruiser Low mobility High burst/hole puncher Ability focused Skirmisher Low sustain Mana Based

P - [I'm a big guy and I'm really tough] gain slow resistance based on bonus health, gain tenacity based on armor/magRes

Q - [Stomp? Crunch?] stomps the ground, dealing damage and slowing enemies. Enemies closer to them are slowed for more and take more damage. -Directional target (riven, urgot, cass) -physical damage -AD scaling

W - [strength] Passive- Gain extra AD based on bonus Hp Active: Hold to charge next basic attack up to 3s. after 2s, AOE, after 3, knockback. (think Pyke or Sion) -AD scaling -Only original target suffers on hit effects (this includes the knockback) -Loses charge after not attacking for 1s -Enemies who die from a 3s charge get their bodies thrown back (whether it be target or caught in aoe, this incluides aftergrave like Sion, Karthus, Kog'maw, GA, etc. -Disgusting amounts of damage

E - [Eyebeam] Deals magic damage and slows, enemies already under cc take extra damage (magic crit) and get stunned instead. -Click to target (single target) -AP scaling (heavy) -Range scales with points into it (like 400-525 or something)

R- [Rage? Anger?] Until out of combat, a portion of damage received is gained as AD, while below 50% gain scaling Armor and magic resist as well. -Naturally high stats -Minor scaling off of AD/AP (AP leaning)

#------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Combo(s): Q for the slow, charge W, pop E stun, Auto with empowered W.

Items: Dead man's Plate, Steraks Gage, Titanic Hydra, Abyssal Mask, Adaptive Helm, Trinity Force, Warmogs, Thornmail, maw of malmortius, Death's dance

Laning: Might wanna start dorans shield or dorans blade and w or q, You're most likeley going to play as passive as possible early because your only poke is your e, however you should win most trades should they decide to get up in your face and let you pop your qwe combo. Should be very hard to get any solo kills in lane, however ganks are very strong due to your E and ability to knockback with w.

Jungle: Jungle clear will be rather slow early, most lliekley start w or q and smack the red buff. Ganks are reliant on cc chaining long enough for you to charge w and get behind the oppoonents to knock them back away from tower, and slowing them on their way back.

Skirmishes: Skirmishes are where they would shine. There is less commotion, and a good pick will spell death for any opponent. There won't be enough enemies to stop them in their tracks due to their slow resistance and tenacity breaking through the general limited ammounts of CC in a skirmish, and around midgame, this character should be chunking healthbars with their W. A prolonged skirmish might prove a bit dangerous, as even though they have their ult until out of combat, their lack of sustain will catch up with them, should the skirmish last too long.

Teamfights: In teamfights, this character is not an engager at all, but a great follow up, as their kit allows them to open up the back line. A well charged W can knock back the enemy front line, and a click to win E on an enemy squishy is basically opening a door for the rest of your team. your Q is good for keeping targets where they are, and a good support + your ult will help you stay in the fight. Cleanup is where they would find themselves lacking, as they will only have their E to help out, but any opponents unfortunate enough to be near you by that time are already dead.

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