A New Permanent Invisible Champion

BLACK REALM GOD··2 votes·671 views

will use fury to attack his opponent, but it will be called "Lifeline" "Lifeline" will only build while invisible and ONLY when near an opponent approximately the range of evelynn's visible range.

While Invisible all player abilities will become passives that affect player and allies alike.

q will be a passive that provides 1 gold for n number of neutral and lane monsters killed.

w will be a passive that provides a movement speed boost to both him and the nearby enemies.

e will be a passive that grant enemies and allies bonus flat damage.

upon moving in for the kill at max Lifeline the player will be granted a small window to capitalize from the shadows and damage his opponent directly by toggling R to become visible. While visible all passive traits will become actives

q will be a single target silence

w will be a cone shape slash that causes bleeding and movement speed debuff.

e will be a magic based skill shot that does % max health damage equal to (opponents kills+assists -- deaths = greater than 0) +10% and restores lifeline on kill

passive will be whenever near an enemy while stealthed that enemy is granted a debuff as you feed from their lifeline. Upon killing an enemy after feeding from their lifeline ALL players suffer decreased morale and are given a debuff that lowers stats

so... yeah. Some math guy get on here and tell me if this is broken and why. Be descriptive not rude. I'm just trying to help come up with a new gameplay style that's fun and cool for everyone.

14 Comments

Lionsblood12 votes

Its an interesting kit for sure. So basically this champion just follows around the enemy jungle waiting until they are low to kill then or attempts to steal camps from them. With out the ability to see if this champion is next to you makes for low counter play as you can only detect them with a pink ward.

But strangely this doesn't make the champ Op. due to the fact that your champion not only is missing and ability (his R) but he give advantages to the enemy.

I also assume that Q and E have flat and damage scaling stats as well. but the fact that your champions damage relies on doing well makes him weak because he doesn't have other abilities to fall back on.

BLACK REALM GOD1 votes

correct. essentially the player will stalk and benefit from every kill an opponent or friendly champion makes. the champion isnt meant to be limited to a jungle although i would recommend it. the champion in it's truest form makes those who have lived off the battlefields regret every action. the main counter play is self sacrifice. he cannot be solo'd against without proper critical thinking, but at the same time it would be more beneficial for this champion to not attack a solo player straight away as for example waiting for a chance to smite at a camp. this would put both enemies and allies alike at risk as weakening a dragon for example could have extreme reprocussion, but the upside is considering how long the player would have to wait for that someone to actually injure the dragon and so being slow and unable to attack in stealth mode would fall behind. i cant remember all the details simply because this idea is a few months old, but in a few days i will gather my thoughts with some input from other players and try to compile a better focused idea. that is if people are willing to comment thoughtfully. i enjoy the idea of feeding off of the success of another player. thematically this champion would be the ultimate form of that. We could even call him something like "Greave" or a play on the word greed or grieve. it would have an appearance of a shadow figured ghoul. i'll google some images and post one that i like. im not a great drawer/artist.

dont forget that it doesnt have to be a jungler. it could be a support or a mid. i dont know about top. at support you'd get the benefit of helping your team farm gold quicker if you can manage to stay away from the opponents and with the second and third passive you can help them deal more damage and move quicker. then as a mid you could help mid farm faster and faster and faster jumping them ahead just to punish them for their k/d/a. and for counter play remember that junglers gank. so if you're sitting in bottom helping your adc farm and all of a sudden 3 people show up in your lane on top of your adc and you're giving them all movement and damage buffs... all you can do is watch unless you want to risk a 3v2 without the buffs, but you'd have to have enough lifeline for that. ON THE FLIPSIDE. if the jungler gets greedy it wont matter how much he's leveled above you because you can smack him down for all those kills he's gotten when he comes in looking for that next gank.

Akenero2 votes

It's good in a vacuum, but adding players to the mix would encourage toxic gameplay, where you literally take every kill because fuck you i scale off kills

Thats why you dont get ip, lp, or anything based purely off of kda, it generally promotes toxicity

BLACK REALM GOD1 votes

the champion doesn't scale off of his kills. the global debuff is the only thing that is affected by his kills. the scaling of the E is based off of his opponents kills. so if what you're saying is true then it would actually promote less toxicity because fuck you i dont wanna die from taking that kill.

BLACK REALM GOD1 votes

make sure to leave a comment to keep this idea alive

Jayle271 votes

This is OP because it's like stealthed Twitch with 6 item 3068

BLACK REALM GOD1 votes

sunfires do damage. the passives wont harm their opponent. instead the passive will help their opponent. how is that anything like 6 sunfires? the only way that the player can attack is by unstealthing and would have to commit to a single attack stream with long cooldowns. at best it's like a stealthed teemo that acts as a nuetral mobile item 3301 item 3050 item 3671 buff. upon unstealthing it's basically a Chogath in reverse mixed with a Gnar in reverse. you want to stay in physical form for as long as possible once you commit to it. the silence is a SINGLE TARGET vs chogaths cone silence and the damage is a CONE that slows and applies bleeding Darius the only thing that MIGHT make this champion op is how well the team builds specifically around the passives or if the lifeline exchange/E attack is too generous, but i think all that's going to do is cause them to feed the global debuffs making it less and less effective overall. i really really really would like someone to make a mathematical model to represent this and share the data.

also even if you were to buy sunfire cape, all you could do is chase your opponent around until they're close to death. that could take forever especially if they have magic resist. you'd have to commit to magic penetration and even then you'd be better off just fighting them 1on1. think how much damage sunfire does. it doesnt stack anymore either. good luck doing that to a tank or fighter jungler with sustain.

Jayle272 votes

that's very good point, I misinterpreted the lifeline idea that you had. it's a really cool concept. Honestly this could become an amazing late game teammate because if your champ built item 3068 item 3001 item 3190 and item 3056 . turrets would become a non-entity and your character could basically be a jg support that assists the jg in ganks. this would make ganking enemies like Darius alot easier/safer

BLACK REALM GOD1 votes

right but you have to get to late game first. as it stands the champion is committed to helping either an opponent or an ally or both. this champion is closer to an assassin support than anything else. upon taking the adc's support away you're left with a weak bottom. if you've got a mage/tank or marksman/fighter you can hole up bottom and farm minions by buying the new refillable potions and maybe an income item to make up for lost farms under turret. bring teleport definitely and either barrier heal or ignite. the jungler support idea means two people are living off of the camps and because of that there's lost xp meaning you would HAVE to gank. there's no other option. with the new early game baron though that might be enough to make up the difference since it only takes 2 people. the bonus flat damage passive is to make up for the lack of damage that the spirit form would be putting out in a two man fight, but since it would be overpowered to have only teammates getting flat damage and since he's invisible permanently i figured it would be better to have him have to at least judge distances while avoiding random aoe's so that his opponent doesnt get the bonus as well. the movement speed passive is specifically meant to cause enemy champions to move faster around the map while granting basically a free captains bonus to the spirit form. faster movement means more gold for both champs. it also can be used to lure opponents away from the group thanks to the short lived physical form as a sort of bait tactic. remember the champion is meant to be a burst damage assassin with low hp so once the enemy starts to get decent damage a well placed set of aoe's could mean a free kill. on the other end of that confrontation if you do manage to bait a single opponent away from his group in a team fight you're pretty much guaranteed to kill them as long as you dont miss your shots or get careless. if you do get the kill then everyone gets a debuff. yay global debuff. turrets become scarier minions become scarier camps become harder to clear. and since it's global that means that everyone will be essentially the same while the world becomes a scarier place. i havent decided if it should be temporary or permanent but im thinking temporary would be better otherwise it would unbalance the game. in combination with the physical form E that grants more damage against better players if you get to late game and you're already powerful because of the fact that you're an assassin with a gold generator you're bound to be the first to full build so stacking kill after kill after kill debuffs would make it almost impossible to complete a game unless there was a limit to how many can stack - like chogath or if at the final stack you get a new form or maybe a bonus to your stats and the counter resets - like bard and dragon or it could just be a single debuff with a counter that starts upon getting a kill and counts down until you can get the debuff again. i would like to keep the global debuff though regardless of how it needs to be adjusted because it's part of the main theme. the theme is that you're an apparition that allows players who are good at killing to be even better at killing until it's almost like an addiction. they start relying on you a little too much then you just take everything away from them like a parasite or a loan shark. like a grim reaper that grants extra power at the cost of selling your soul. the mechanics are totally interchangeable with some of the newer and older champs. i feel this champ at its very core could fill a void for a very special and unique playstyle that maybe some people are looking for. someone who maybe likes old kassadin and evelynn and nocturne but enjoys a more tactical or support style gameplay.

BLACK REALM GOD1 votes

ONE THING THAT I NEED TO POINT OUT ABOUT SOLO LANING AGAINST AN OPPONENT WITH THIS CHAMP

How do you get xp from last hitting? you'd have to leave the comfort of permanent invisibility. you will never be able to keep up with your opponent in xp if you dont last hit at least a few minions or camps unless you're playing support bottom in which case you get xp from your adc's kills. so you have to stay near your opponent and wait for the lifeline ability to change forms. upon changing forms you will only be able to basic attack or use the single ability you've purchased at the start of the game. meanwhile what ability you purchased will determine how your opponent levels do you get more gold at the risk of only being able to silence or do you go with the bonus flat damage to counter an opponent who maybe gets a double on the early mid gank or do you go with the w's movement speed to help you get back to lane quicker when you go to buy your second items or so you can leave lane to roam... there's a lot of counter play all around with this champ i think.

BLACK REALM GOD1 votes

so there are definite counters for this champ such as but not limited to karthus, amumu, and mundo. simply because of their ring of death passives. if you have to be as close as evelynn you're bound to be destroyed. especially by mundo and amumu because they're tanks. to have a chance you'd have to either buy liandrys or one of the last whisper builds depending on ad or ap. karthus might not be so bad if you can stay in his circle early game and transform before he kills you. once again - not OP

BLACK REALM GOD1 votes

So I couldn't find a proper image for it so could someone draw me one? I REALLY would rather not try to use paint or my terrible pencil sketches that make me look like a blind victim of parkinsons whose hero is van gogh.

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