An Invitation to Work on a Community made Champion

Baxter900·3/20/2015, 10:58:47 PM·2 votes·974 views

Hello everyone! I'm posting here to invite you to participate in the Open Champion Project.

#To participate in the Open Champion Project, go to: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/yQ7FGcmE-the-open-champion-project-building-a-skill-set-part-1

What is the Open Champion Project? The Open Champion Project is based on the idea that we, as a community, can work together to create a champion from scratch that would be better than the work of any one person. It covers the creation of a champion from scratch, along with the appropriate game design concepts. Everyone is encouraged to chime in with criticism or ideas throughout the process.

What is the champion so far? Right now, the Open Champion Project is working on a champion with the core idea of: A Trap Master. Currently we're working the kit, but if you want to learn some of the game development ideas that are likely used in champion design, I'd encourage you to read through the whole thing.

What is the core playstyle? One of the aspects we included, that many people skip over, is the idea of a Core Playstyle, and Core Playstyle Elements. In essence these are basic things that you want your champion to do, and that you want playing the champion to feel like. The core ones we've determined for the Trap Master are:

  • Has to farm some before ganking (So pretty much isn't designed to constantly gank).
  • Traps stay around for a while
  • Should be focused on trapping, not zoning (The traps should be powerful because people run into them, not because they avoid them)
  • Potentially some conditional stealth? (This one was debated a lot, hence the "conditional" part).
  • Either damage burst, or cc burst.
  • Potentially anti-jungling (counterjungling is taking other people's camps, anti-jungling is making it impossible for them, and/or going in for the sole purpose of killing them, Shaco's often a good example).
  • Traps should NOT activate by themselves, they should require the player to press a button. (This allows for better counterplay, and we decided it was essential, that said, our current kit proposition has one that activates itself, sooooo, yea....)

What's the kit so far?" The kit so far is right now, super tentative, and will likely experience a ton of change. But I'm guessing a lot of you will want to see it, so here it is!!!


Passive: The Trap Master deals a large amount of extra damage when Auto Attacking trapped targets.

The Q: A ground targeted skillshot which attaches to the first thing it hits, including all units, champions, and terrain, or the ground if it hits nothing. The ability can be reactivated to deal damage and knock back opponents. It stays indefinitely, but does not go on cooldown until reactivated.

The W: The W is a trap which can be placed, and is visible, covering a very small area (think Nidalee trap). Upon stepping in it, a champion takes damage, and it “chained” to an object in the center. The “chained” champion can move freely in an area, but cannot leave the area (somewhere like 1.5x bigger than J4 ult is our current thought). The champion is freed if the CC wears off, they use a CC clearing ability, or the object in the center is destroyed.

The E: We don't have one yet.

The Ult: The Trap Master goes invisible after a channel. The invisibility lasts for a long time, and is not canceled by placing traps. It is canceled by Auto Attacks or by reactivating the Q (essentially, direct aggressive moves).


If you read all the way through this, thanks!!! Hopefully you’ll contribute to the champion idea, since we fervently believe that the more ideas we have contributed, the better the final result will be. At my last count, the current iteration of the champion has been directly influenced, and includes the ideas of over 18 people.

Anyway, have a good day and thank you for reading through this!

0 Comments