[Champion Concept] Lyle, the Electromancer

sneezing slug··37 votes·5,080 views

#Lyle, the Electromancer

Reference art (Not absolutely accurate, but it'll work) http://4.bp.blogspot.com/-rQbP27PpWvQ/UFMxEgdGjwI/AAAAAAAAAW0/lYfXtT6V6AU/s1600/Counterflux-Scott-Fischer.jpg illus. Scott M. Fischer https://www.youtube.com/watch?v=-nBW6Xh4Mu8

Primary Role: Support Secondary Role: Mage

http://outoneear.com/wp-content/uploads/2012/09/Vecror-page-decor-and-text-deviders_08.png

#General Information/Gameplay

Base Stats--------------------------------------Growth per/level-------------------------------Stats @ 18 Health: 480--------------------------------------------------(+85.5--------------------------------------1933.5 Mana: 350--------------------------------------------------------(+75-----------------------------------------1625 AD: 72------------------------------------------------------------------(+4--------------------------------------------140 AP: 0---------------------------------------------------------------------(+5----------------------------------------------85 HP/5: 3.55-------------------------------------------------------(+0.8------------------------------------------13.6 MP/5: 7.5-------------------------------------------------------------(+2------------------------------------------41.5 Range: 0 (Melee)-----------------------------------------------(+0-----------------------------------------------0 AS: 0.5---------------------------------------------------------------(+2%-----------------------------------------0.67 Armor: 20-------------------------------------------------------------(+1---------------------------------------------37 Magic Resist: 30------------------------------------------------(+0---------------------------------------------30 Movement Speed: 335------------------------------------(+0-------------------------------------------335

Lyle is a mage who relies on linking electric flows from allied structures into the lane, creating power grids and shock-fields that dish out damage, as well as shield and even increase the speed of her fellow teammates. With her generators, Lyle is able to push forward and stake their ground to make sure they do not get pushed back so easily. With abilities such as Q: Short Circuit and E: Reactor Field, Lyle can strike wherever the energy flows.

Design Philosophy: General Information/Gameplay

Lyle really is one of my most unique concepts and I feel like Lyle is great at supporting not just the ADC but her entire team--- Wherever the energy flows, Lyle's abilities have influence. This, however, often requires Lyle to have great map awareness, and realize where there might be a hole in the power grid. While also a great support, Lyle will be able to unleash quite a bit of damage in great effect.

http://outoneear.com/wp-content/uploads/2012/09/Vecror-page-decor-and-text-deviders_08.png

#Passive: Static Shock http://cdn.warcraftpets.com/images/wow64/icons/inv/misc/stormlordsfavor.v7337.png Bonus Attack Range: 800 units AOE Radius: 300 units


"Lightning never strikes twice? Who said that?"

Whenever Lyle walks nearby a Generator, Lyle gains one stack of Static Shock. After 5 stacks, Lyle's next basic attack gains increased range and deals 40 (+3 per level, capping at 91) (+15% AP) additional magic damage to enemies along the way to the target, as well as in a small area around the target struck. This effect has a 12 second cooldown.

If Lyle walks nearby an Overloading Generator, Lyle is given full stacks of Static Shock.

Design Philosophy: Passive

Lyle's passive is to add a bit more aggression to the laning phase, primarily on clearing lanes. As a support, this allows Lyle to weaken minions for her ADC to finish off, as well as striking the enemy laner from afar as a moderate poke.

http://outoneear.com/wp-content/uploads/2012/09/Vecror-page-decor-and-text-deviders_08.png

#Q: Short Circuit http://vignette4.wikia.nocookie.net/wowwiki/images/c/c5/Ability_siege_engineer_magnetic_lasso.png/revision/latest?cb=20130912011819 Cost: 90-110/100-124/110-138/120-152/130-166 Mana Cooldown: 4-9 seconds Casting Range: 400 units Ability Width: 100 units


"Zap zap!"

Lyle connects her two rods in front of her to unleash an electrical surge infront of her, dealing 45/55/65/75/85 (+40% AP) magic damage on the first second, then 25/35/45/55/65 (+20% AP) magic damage each consecutive second. Lyle may channel this ability for up to 5 seconds to continue the surge, increasing the duration of the ability as well as the duration of the cooldown the longer it is channeled, as well as adding 5/6/7/8/9 mana to the cost for each additional second. If an enemy is struck by this ability for 3 seconds or longer, they are stunned for 1 second.

Striking a Generator with this ability will send the surge down the line instantaneously to each generator connected through power lines, and Overloading all Generators connected on that Power Line

Design Philosophy: Q

The Q is Lyle's main attack when it comes to damage, allowing a bit of map control in the event an enemy is nearby her generators as well. It is also great for locking the enemy into place in the middle of one of your power lines, or even striking them up with a stun for your fellow ADC to finish off the trade or even the kill. It's charge up allows the user to do it for a desirable time, allowing Lyle to chose between the full five seconds, or just one quick burst to leash out a bit of damage as a fast poke. Note that Lyle cannot move while she is channeling this effect, so moving will cut the ability short.

http://outoneear.com/wp-content/uploads/2012/09/Vecror-page-decor-and-text-deviders_08.png

#W: Hex-Tech Power Generator https://hydra-media.cursecdn.com/wow.gamepedia.com/0/0e/Ability_siege_engineer_magnetic_crush.png?version=b8ab224515efbdc005ca1b1619b4e6de Cost: 50/60/70/80/90 Mana Cooldown: 16/15/14/13/12 seconds Casting Range: 400 units AOE Radius (Damage): 600 units AOE Radius (Buff): 800 units Power Line Link Range: 800 units


"Clean and efficient energy!"

Lyle places a single Generator at target area, which connects with nearby allied structures, allied champions (including Lyle) and other Generators. Depending on circumstances, these Generators have a variety of effects. Each Generator has 2 hit points of health.

Whenever an allied champion, pet or minion walks near a Generator, that Generator lashes out a bolt of lightning at them, giving them one stack of Electron Pulse. Each stack of Electron Pulse gives them a shield that absorbs 15/20/25/30/35 damage and grants 3%/3.5%/4%/4.5%/4/5% movement speed, capping at 5 stacks. A single Generator cannot give the same target a stack of Electron Pulse for 10 seconds. After, 8 seconds of not receiving additional stacks of Electron Pulse, all stacks will disappear from said target. (Being given a stack even when at max stacks will still reset the duration.) Allied champions in combat near a Generator have 20%/25%/30%/35%/40% increased attack speed.

When a Generator is nearby other Generators, allied structures or allied champions, it connects a flow of electricity, or a continuous Power Line between two or more Generators in a consecutive line.

Generators not connected to allied structures have a Stage 1 Energy State. Generators that are connected to allied structures have a Stage 2 Energy State, causing the Power Lines to deal 35/45/55/65/75 (+30% AP) magic damage to enemies that pass through them. If a Generator is struck by Q: Short Circuit, E: Reactor Field or R: Electrical Storm it becomes Overloaded for 6 seconds, causing it to deal 25/35/45/55/65 (+70% AP) magic damage per second to all nearby enemies. If an enemy is standing in multiple fields, the damage from additional fields beyond the first is reduced by 75%.

You cannot place a Generator closer than 800 units to another Generator or allied structure.

Design Philosophy: W

This is the ability that makes Lyle what she is. Because generators function whether she is around or not, this allows her to make devastatingly large impacts across the map. With proper set-up late game, Lyle can make sure her entire team is buffed, and makes pushing, defending and navigation easier.

http://outoneear.com/wp-content/uploads/2012/09/Vecror-page-decor-and-text-deviders_08.png

#E: Reactor Field http://vignette3.wikia.nocookie.net/wowwiki/images/b/bd/Ability_vehicle_electrocharge.png/revision/latest?cb=20090228012217 Cost: 95/105/115/125/135 Mana Cooldown: 16/15/14/13/12 seconds AOE Radius: 650 units


"Bzzzzrt!"

Lyle emits a field of electricity around her for 6 seconds, dealing 30/40/50/60/70 (+50% AP) magic damage each second to enemies inside the field. Allied units inside the field are given full stacks of Electron Pulse each second, and the movement speed buff from Electron Pulse is twice as effective inside the field.

Nearby generators upon activation are Overloaded.

Design Philosophy: E

This ability allows Lyle to have a good amount of harassment in lane, creating areas of constant damage all around the lane to keep the enemy back. With the speed stimulant as well, this allows for effective chasing and pushing nonetheless.

http://outoneear.com/wp-content/uploads/2012/09/Vecror-page-decor-and-text-deviders_08.png

#R: Electrical Storm https://hydra-media.cursecdn.com/wow.gamepedia.com/b/bf/Warrior_talent_icon_thunderstruck.png?version=5c1b02ba44a65934f7e07ea08a833cb3 Cost: 150/200/250 Mana Cooldown: 110/100/90 seconds Casting Range: Global AOE Speed: 1500 AOE Radius: 1600 units


"This is gonna make your hair stand on end!"

Lyle creates a large storm of electric energy from her generators, from the opposite direction the storm is cast, starting from the edge of the map and going completely across, dealing 80/130/180 (+45% AP) magic damage per second to all enemies inside the storm, and reducing their vision to only the area of the storm. The storm continues past the position it headed towards in the first place until it heads off the map.

After the storm begins moving, all Generators on the map become Overloaded for the duration that the storm is on the map. The damage radius for Generators inside the storm is also doubled, and deal 20% more damage inside the storm.

Design Philosophy: R

Although it has an incredible delay and a mildly slow speed, Lyle's electrical storm is a force to be reckoned with, dealing large amounts of damage in an incredibly large area, allowing for large push potential. Although easily avoidable, as the storm would be able to be seen at all times on the map by both teams, being in it's wake is still an incredible price to pay, and can change the entire sway of a teamfight. It is also an amazing pushing tool, allowing Lyle and her team to aggressively rampage through the lane with the storm coming through.

http://outoneear.com/wp-content/uploads/2012/09/Vecror-page-decor-and-text-deviders_08.png

#Lore

Even as a child, considering Lyle anywhere near sane would be naturally implausible. Nearly burning her house down as an infant in attempts to make a ceiling fan spin faster and produce more wind power by hooking it up directly to the local power generator in downtown Zaun, she was most definitely not stupid, as she was in fact, incredibly ingenious. Developing a suit that keeps her hyperactive and never tired by constantly energizing electrons throughout her body by the stark age of 7, she was considered an inventive savant. Of course her intelligence did not persuade her out of her devious pranks and general mischief, especially as her suit only fueled her to try and get away with even more shenanigans.

By her teens, a sincere issue began to arise in the midst of Zaun, where the environment was, for the first time in Zaun's history, taken into effect. Constant use of energy and fumes being emitted has caused detrimental smog to the area and destroying much of the natural flora in the area. Several researchers concluded that in coming years, Zaun's air would become so toxic that it could very well poison those who inhaled it, or even burn exposed skin. While quite a dozen inventors had constructed machinery that purified some of the air, the constant feed of methane into the atmosphere in the city was still stomping forward in progress.

With this in mind, Lyle sought in research of the perfect energy resource, spending days and nights up in her room, scavenging through books and research notes of prior work of other inventors and researchers but also her own designs. She was testing out a design that used friction as a way of generating energy when her finger touched the side of the device, static electricity zapped out into her finger, causing her to recoil in pain for a moment. But then the lightbulb turned on, and that's where things began to change.

In the midst of an arguement on how to solve the ongoing crisis, Lyle kicked open the door to the room, pulling the ears and eyes in her direction. She carried a large, coiled device that rest upon a small stand. She lowered it to the ground, as plenty of figures raised questions to what it would do. Plugging it into the wall and flipping the switch, the contraption began humming and buzzing with electricity, as it slowly got larger inside the generator. As Lyle explained, she had created a device which harnesses and incubates energy, causing the energy itself to reproduce indefinitely. As this breakthrough reached the rest of the city state, all of Zaun within the next few weeks had begun to run purely on this groundbreaking deviations she had produced nearly by accident. While some praised her as a hero, it did not stop her felons and mischievous pranks as most youngsters do.

http://outoneear.com/wp-content/uploads/2012/09/Vecror-page-decor-and-text-deviders_08.png

#Quotes

Upon Selection "People are like lightbulbs. Put too much power into them, and they POP!"

Moving "On the way!." "Mhm! Gotchya, gotchya." "In a jiffy!" "I'll see to it!" "Oh for goodness' sake, I'm coming." "Clean and efficient energy!"

Attacking

"Zap zap!" "This'll hurt. A lot!" "This is gonna make your hair stand on end!" "Bzzzzrt!"

Joke

"You must construct additional pylons!"

Taunt "Lightning never strikes twice? Who said that?"

Interactions with Viktor Blitzcrank Rumble Mordekaiser Nautilus Urgot "I hope that isn't conductible..."

Dance https://media.giphy.com/media/7Pl4xc5Tj3kxW/giphy.gif



Like this concept? Be sure to check out my other champion concepts, as well as other featured champion concepts here.

50 Comments

ModEchoing5 votes

Quick note: the best way for people to leave the long, detailed feedback you're looking for on your champions is to leave long, detailed feedback on their champions. You're a frequent entrant in the CCOS, so I looked up some of your Good Neighbor posts and they're incredibly lacking - you should probably put some more detail into them.

Anyhoo, this champion's all over the place in terms of kit. The generators themselves are going to end up mostly ineffectual on the offense due to their 2 HP. Nearly every laning opponent you'll face can easily scrap something with less HP than a ward. Unless you were planning on trolling top lane melee champions, the generators won't see any practical use, barring just stacking five of them next to your turret and pushing hard with your toughened minions. The Q seems nice on paper, but you need another ally's CC if you're ever going to get that stun, and if you're playing support as you intended, your ADC will not have that CC available in most cases.

With that said, the ratio on the Q is far too much. The best case scenario pretty much disintegrates a target in one move, and the stun doesn't help matters. The E's shield is immensely powerful, especially early game, given that it's on top of a PBAoE field, meaning you can easily make trades. The generators may be easy to take out, but the 4 second cooldown on a placeable object is absurd - there's barely a cost to these generators. The end result is that by stockpiling some generators near your turret, you've made your lane self-pushing, your lane partner nearly indestructible without a good gank, and you unable to be tower dived due to the simply absurd amount of damage those generators can put out once you tap them with another ability.

The mechanical clunk on the generators really, really doesn't help, either. It puts a lot of complexity into a simple building, and makes it do way too much.

My suggestions: Trim the Q ratio. Either cap the generator amount or dramatically ramp up the cooldown/mana cost, and remove the Electron Lash mechanic entirely. If the generators have a longer cooldown, give them at least 3 HP so they're not chumped instantly. Give yourself some actual CC on the E so you can combo that into your Q stun more easily. I'd suggest scrapping the ult altogether - in its current incarnation, it is incredibly hit-or-miss since you need to have a generator in the right location and plan 5 seconds ahead, yet its AP ratio for a DoT is just as absurd as the Q ratio and the radius makes it totally unavoidable if you're stuck in its path.

The generators are a pretty cool idea, I'll grant you that, but right now this champion is a defensive nightmare that wins the game through attrition by setting up an unholy amount of generators, creating an impenetrable web of AoE death and shielding. It's not the most dynamic thing for the player, and it's the absolute stupidest thing to run into as the enemy.

sneezing slug1 votes

{quoted}

Quick note: the best way for people to leave the long, detailed feedback you're looking for on your champions is to leave long, detailed feedback on their champions. You're a frequent entrant in the CCOS, so I looked up some of your Good Neighbor posts and they're incredibly lacking - you should probably put some more detail into them.

Understood. I'm very bad at giving that big analysis on other people's stuff, but I'll definitely be sure to try and do that more often.

Anyhoo, this champion's all over the place in terms of kit. The generators themselves are going to end up mostly ineffectual on the offense due to their 2 HP. Nearly every laning opponent you'll face can easily scrap something with less HP than a ward. Unless you were planning on trolling top lane melee champions, the generators won't see any practical use, barring just stacking five of them next to your turret and pushing hard with your toughened minions. The Q seems nice on paper, but you need another ally's CC if you're ever going to get that stun, and if you're playing support as you intended, your ADC will not have that CC available in most cases.

Gotchya. I was think two hits would be okay due to Illaoi's tentacles having only 2 health, but I suppose they're powerful in their own way and that makes up for it.

With that said, the ratio on the Q is far too much. The best case scenario pretty much disintegrates a target in one move, and the stun doesn't help matters. The E's shield is immensely powerful, especially early game, given that it's on top of a PBAoE field, meaning you can easily make trades. The generators may be easy to take out, but the 4 second cooldown on a placeable object is absurd - there's barely a cost to these generators. The end result is that by stockpiling some generators near your turret, you've made your lane self-pushing, your lane partner nearly indestructible without a good gank, and you unable to be tower dived due to the simply absurd amount of damage those generators can put out once you tap them with another ability.

Would you say that it's the damage ratio or the AP ratio? Would you trim the damage on the initial hit, or the ongoing damage? And finally would you remove the stun?

The mechanical clunk on the generators really, really doesn't help, either. It puts a lot of complexity into a simple building, and makes it do way too much.

I suppose that's what makes up for there being a lot of them/low cooldown/low cost? Again, I'm going to take your advice on this, so I'll see to it about toning it down a tad.

My suggestions: Trim the Q ratio. Either cap the generator amount or dramatically ramp up the cooldown/mana cost, and remove the Electron Lash mechanic entirely. If the generators have a longer cooldown, give them at least 3 HP so they're not chumped instantly. Give yourself some actual CC on the E so you can combo that into your Q stun more easily. I'd suggest scrapping the ult altogether - in its current incarnation, it is incredibly hit-or-miss since you need to have a generator in the right location and plan 5 seconds ahead, yet its AP ratio for a DoT is just as absurd as the Q ratio and the radius makes it totally unavoidable if you're stuck in its path.

Would rather not have a cap, as I want to encourage overtime large amounts of set-up, but I'm not sure where to put the cooldown/mana cost at to equalize that. Ideas?

As for the ult, I really want to keep the base concept-- would there be a way to tone it down start up wise? Maybe make it start at the edge of the map from behind her current position when she casts it, then it passes over that way? Even possibly speeding it up so it actually has a chance to hit? (Remember this thing is huge, probably as big as Trundle's W or even bigger)

The generators are a pretty cool idea, I'll grant you that, but right now this champion is a defensive nightmare that wins the game through attrition by setting up an unholy amount of generators, creating an impenetrable web of AoE death and shielding. It's not the most dynamic thing for the player, and it's the absolute stupidest thing to run into as the enemy.

Honestly, as bad as that is, that kind of made me laugh a bit with just the thought of the enemy team walking into a minefield of generators overloading as her ult passes through.

Thank you so much for the feedback, I'll see to it to make some changes as well as working on giving better feedback. C:

Papa Andrei2 votes

I think over a 18 second cooldown rank 1 would be plenty for the generators, think CD on things like illaoi passive. The Q, can tune it a wee bit so that way the initial damage is okay, but the damage increases by a percentage each second its held. The stun part is very rewarding though. Generators are fine though a bit confusing and FAR to small of a cooldown, something that the entire kit revolves around shouldn't be so spammable. I like the E, makes me think of a nice supporty Jayce E. The ult is cool, but doesn't seem to fit thematically, Lyle harnesses generated electricity, not summoning it. Perhaps something that lets her supercharge her Generators?

All in all a very wonderful character, seems like a great midline tanky support that would mesh well with people like Heimer.

Lore tip also, maybe Piltover instead of Zaun? Seems to me Zaun is so much more about the individualistic advances while Pilotver wants the community inventions.

sneezing slug1 votes

{quoted}

I think over a 18 second cooldown rank 1 would be plenty for the generators, think CD on things like illaoi passive. The Q, can tune it a wee bit so that way the initial damage is okay, but the damage increases by a percentage each second its held. The stun part is very rewarding though. Generators are fine though a bit confusing and FAR to small of a cooldown, something that the entire kit revolves around shouldn't be so spammable. I like the E, makes me think of a nice supporty Jayce E. The ult is cool, but doesn't seem to fit thematically, Lyle harnesses generated electricity, not summoning it. Perhaps something that lets her supercharge her Generators?

All in all a very wonderful character, seems like a great midline tanky support that would mesh well with people like Heimer.

Lore tip also, maybe Piltover instead of Zaun? Seems to me Zaun is so much more about the individualistic advances while Pilotver wants the community inventions.

18 second cooldown? Holy bologna, thats a high cooldown. Not sure how I feel about it.

Her ult, thematically, is her summoning the storm from a collection of overloaded electricity from her generators.

Reason I chose Zaun over Piltover is because I felt like Zaun needed a bit of justice due to it-- We see a lot of the evil dark parts of Zaun-- Viktor, Mundo, all that, yet we never see much of the good parts-- the other half of the morality spectrum. The most we see this with is Ekko, but that is it.

And I also like to think that Zaun does take in the community inventions every so often, but only by pure procrastination, as they'll only consider it right before they'll need it, as greatly described in her lore.

ModEchoing2 votes

It's 18 seconds because the generators are meant to be a strategic emplacement, much like another champion's traps. Check the cooldowns on Shaco's boxes, Jhin's flowers, and Teemo's mushrooms for a somewhat similar comparison. Also, it's only the level 1 cooldown - if you went with 1 second off/level, you'd end at 14 seconds, which is more reasonable. Don't forget CDR plays a part of builds too - with just 20% CDR, that 14 seconds drops to 11.2 seconds.

If you wanted a different ult mechanic that still preserved the original intent, instead of selecting a generator, have ALL active generators donate a storm cloud that gathers up to you, with each storm cloud slightly increasing the damage and range and having it be a persistent PBAoE around you. The new problem then is that nothing's stopping you from filling up your base with generators unable to be hit safely. If you took that idea, you may want some limitations on where you can place a generator.

Actually, you'd probably want some limitations on where to place a generator anyways - even without the shielding, it's really easy for you to stockpile generators everywhere. You don't worry about this problem with traps because even Teemo mushrooms expire after awhile, but your generators are persistent beings that have to be targeted to be destroyed. Nothing is quite so unpleasant as trying to gank from tri-brush and finding there are five AoE deathballs turning your health bar into a Guinness world record.

I saw your review, by the way, and that's definitely the kind of stuff that would merit full marks in the CCOS. Keep that stuff up. Don't be afraid to comment on lore, either.

jaythebluejay3 votes

This is great and so unique! I love it.

sneezing slug1 votes

{quoted}

This is great and so unique! I love it.

Thank you! C:

FillyPhlyerz3 votes

I knew I recognized that artwork from somewhere. It's from MTG. It's an Izzet guild card called counterflux. What a dope guild.

sneezing slug2 votes

{quoted}

I knew I recognized that artwork from somewhere. It's from MTG. It's an Izzet guild card called counterflux. What a dope guild.

Naw man, it's all about that Dimir :^)

https://goyfwars.files.wordpress.com/2014/10/dimir-charm-banner.png

TTK Dreadnought2 votes

came here first for the image upvote, second for the concept

FillyPhlyerz2 votes

[{quoted}](name=Metal Gear Roses,realm=NA,application-id=A8FQeEA8,discussion-id=a1fUGIEO,comment-id=000e0000,timestamp=2016-05-30T05:19:58.866+0000)

Naw man, it's all about that Dimir :^)

https://goyfwars.files.wordpress.com/2014/10/dimir-charm-banner.png

As long as you aren't talking about broke a** Orzhov, it's all cool. [slayer-jinx-wink]

Ària2 votes

Very good concept some number tweaks for that bonus range may be necessary but overall I think it's a decently balanced kit with interesting mechanics. Definitely have a red look at it.

sneezing slug1 votes

[{quoted}](name=Lusty Loli Aria,realm=NA,application-id=A8FQeEA8,discussion-id=a1fUGIEO,comment-id=0002,timestamp=2016-05-29T23:21:23.168+0000)

Very good concept some number tweaks for that bonus range may be necessary but overall I think it's a decently balanced kit with interesting mechanics. Definitely have a red look at it.

!!! Thank you so much! C:

[slayer-pantheon-rainbows]

OmenX2 votes

This should definatly be a champion! i love this idea! good job on the creation!!

sneezing slug1 votes

{quoted}

This should definatly be a champion! i love this idea! good job on the creation!!

Thanks a bunch! I'm glad you like it C:

DeviantLoki2 votes

Great idea. Only thing I would say is ratios, the way her ratios are she would be a definitely cool mid mage more so than a support. I'd be surprised if riot didn't make her an official champ. Though she would have to be twerked so as to not be op.

sneezing slug1 votes

{quoted}

Great idea. Only thing I would say is ratios, the way her ratios are she would be a definitely cool mid mage more so than a support. I'd be surprised if riot didn't make her an official champ. Though she would have to be twerked so as to not be op.

Thanks a ton!!

I think she relates a lot to Lux when it comes to being more of a support than a mage. While she has great mage potential, her primary role would be a support, as her support play would still be extensively swell.

Høustøn2 votes

Very nice idea!

sneezing slug1 votes

{quoted}

Very nice idea!

Thank you! c:

AATTRROOXX2 votes

Very well formatted, this is so much easier to read than almost any concept I have come across. Solid work. [slayer-pantheon-thumbs]

sneezing slug1 votes

{quoted}

Very well formatted, this is so much easier to read than almost any concept I have come across. Solid work. [slayer-pantheon-thumbs]

Thank you! I like having things organized and ease of access

wangedkeyboard2 votes

I had pretty much this exact same sorta concept of a champion who used electricity as a weapon, but it was in the form of a yordle named Nikolai, The Yordle Electrician. Instead of having the magic power of casting electricity, he had a Lightning Rifle if you will. I had abilities planned out and everything, he had the playstyle of a skirmishing assassin similar to that of Ekko. I might post this idea to the boards someday, what do you guys think?

sneezing slug1 votes

{quoted}

I had pretty much this exact same sorta concept of a champion who used electricity as a weapon, but it was in the form of a yordle named Nikolai, The Yordle Electrician. Instead of having the magic power of casting electricity, he had a Lightning Rifle if you will. I had abilities planned out and everything, he had the playstyle of a skirmishing assassin similar to that of Ekko. I might post this idea to the boards someday, what do you guys think?

That sounds like a lovely concept!

My character actually doesn't use magic either, she has a generator strapped to her back, which is connected to two highly conductive metal rods she uses as melee weapons.

NotLikeThis002 votes

I love the passive lol

sneezing slug1 votes

{quoted}

I love the passive lol

Thanks! I'm glad you like it~

sneezing slug2 votes

Added a dance gif at the bottom.

I'm going to hell for this.

Brimaz The King2 votes

Counter flux op.

bluegolisano2 votes

Note a way you could change the W to be better WITHOUT INCREACING COOLDOWNS is by capping the amount you're allowed to have at one time (Twenty per Lyle on the map, per say) and cause it to act like a Teemo Ultimate or Heimendinger W, then it could work.

Also, this is mandatory; YOU MUST CONSTRUCT ADITIONAL PYLONS

PS; Music sounds good, yes, but I don't feel like it really portrays her that well. Note that's based on Splash Art, not lore.

sneezing slug1 votes

Also, this is mandatory; YOU MUST CONSTRUCT ADITIONAL PYLONS

Oh my god I just noticed this.

This is great.

Uruz2 votes

MGR, awesome concept and i love the detail! One suggestion would be to slightly nerf your generators allowing you to decrease CDR for the w and place more on the map and they should grant vision along the "power line" thinking you could even dl stacks on the w so you can place a few at a time as you roam. I just picture an actual grid tying the lanes together. Would be cool if you could travel along that grid or allow others to travel along the grid! Just some thoughts though. Also posting on others champs doesn't mean they will post on yours. I have posted on a few and posted my own and I have yet to get any significant feedback :P this is a legit concept that could have a real cool place in league so I hope a rioter is paying attention :)

sneezing slug1 votes

{quoted}

MGR, awesome concept and i love the detail! One suggestion would be to slightly nerf your generators allowing you to decrease CDR for the w and place more on the map and they should grant vision along the "power line" thinking you could even dl stacks on the w so you can place a few at a time as you roam. I just picture an actual grid tying the lanes together. Would be cool if you could travel along that grid or allow others to travel along the grid! Just some thoughts though. Also posting on others champs doesn't mean they will post on yours. I have posted on a few and posted my own and I have yet to get any significant feedback :P this is a legit concept that could have a real cool place in league so I hope a rioter is paying attention :)

Alrighty! Thanks!

I think traveling along the grid would just be a little overpowered, though, especially if you have a network from your spawn to your lane.

Uruz1 votes

agreed but would be unique. could even be an item that either team could purchase ;) just a nifty thought though

sneezing slug1 votes

Lore should be up momentarily, I just wanted to get the concept out before I accidentally closed the tab or something haha.

That W was an absolute pain to type out

sneezing slug1 votes

Lore added!

Nulli0N1 votes

Lookin good. The splash art is great - did you make it yourself?

Also, typo in the character dev: By her teens, a sincere issue began to arise in the midst of Zaun, where the environment was, for the first time in Zaun's history, ~~was ~~taken into effect.

sneezing slug1 votes

{quoted}

Lookin good. The splash art is great - did you make it yourself?

Also, typo in the character dev: By her teens, a sincere issue began to arise in the midst of Zaun, where the environment was, for the first time in Zaun's history, ~~was ~~taken into effect.

woops!

Also no, I didn't do the art. The artist's name is Scott M. Fischer

sneezing slug1 votes

Also, going to reduce damage and AP scaling on the Q. Felt like that was a little too powerful there.

sneezing slug1 votes

Also also, I'm not too satisfied with my ref artwork-- needs more lightning. If someone knows a better splash that'd fit her for reference purposes that would of course fit her kit/design/lore, I'd love to see it!

sneezing slug1 votes

Bumping for reviews, wont be able to make edits til I get home however, posting from mobile

sneezing slug1 votes

Up'd the cost on the generators, increased the cooldown greatly, and made it so that you can only make Generators from a certain distance from other Generators, it won't let you go any closer. (It's exactly the range that they link, so it's perfect.)

sneezing slug1 votes

I fixed some things, but I'll fix the rest later.

I'm honestly surprised so many people like this tho

sneezing slug1 votes

Bumping for reviews, fixes and whatnot should be made by this weekend

sneezing slug1 votes

My plan for this weekend is to touch up Nihl Tenebris, touch up Xaj'Ahr, renew Ursilon, make Rygoras' concept, then update Lyle.

Let's see how far I get.

sneezing slug1 votes

Sorry for the lack of updates, finals are kicking my hind.

I'm going to try and do some edits this weekend.

sneezing slug1 votes

Added ability icons!

sneezing slug1 votes

Kind of proud of how this concept has the highest upvotes out of all my concepts :D

sneezing slug1 votes

Remember guys, I'm completely open to any feedback. Brutally honest/blunt? That's totally fine, in fact I prefer honesty over sugar-coated feedback, since that allows me to make my concept better ;P

sneezing slug1 votes

Changed her joke. Hehehehehe

sneezing slug1 votes

A few touch ups to a few numbers. Nothing big, but still an edit.

sneezing slug1 votes

Looking to improve on this concept as well, if you guys have any critiques I'm all ears!

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