Jen'ya, Transcendent (Champion Concept)

TheSlogs·3/21/2015, 1:08:04 AM·2 votes·540 views

I am a serious fan of Magic: The Gathering. I feel like league has had inspiration from MtG before(such as Rengar being very similar to Ajani) however there is one part of Magic that i believe should have given more inspiration: control. The idea of control in Magic is where you win by countering/killing your opponents spells until you find your winning card. It is my favorite type of way to play Magic, so I have decided to make a champion based around the idea of anticipation.

Vision is one of the most important keys to winning over your opponents. To a player new to League this champion may seem not the best. To someone who has played for long enough this champion may seem overpowered, which may be true.

Lore: Unavailable

Base stats: idk

Passive(innate): Future Sight - Jen'ya has vision equal to 125% of the normal range of vision on champions. When looking at a bush or wall, Jen'ya will see through it. Allied champions don't see any extra vision. (I feel this would make it not too overpowered, and make your allies have to trust you) Jen'ya's attack damage does not scale with levels, instead Jen'ya deals extra magic damage with her basic attacks equal to some% of her ability power.

Q: Catch - Jen'ya pulls all enemies in her 25% extra vision range towards her, dealing magic damage.

W: Throw - Jen'ya pushes back all enemies in normal vision range, dealing magic damage.

E: Anticipate - Jen'ya dashes in target direction. For the next 1.5 seconds, Jen'ya will counter the first basic attack or ability that she is hit with, gaining life equal to the damage prevented.

R: Final Counter - When activated no visual effects happen. However the next time an enemy champion hits Jen'ya with a basic attack or ability, Jen'ya hovers untargetable next to the champion dealing damage plus extra damage based on enemy champion's missing health.

I really like the idea of countering opponents moves, however I don't know if I did that very well here. I may continue attempting to make champions based on the idea of countering.

4 Comments

bad arcade kitty3/21/2015, 1:16:37 AM1 votes

i dunno if you know or not but jen'ya (' shows where to palatalize the consonant, you would do it anyway though since 'y' supposes that) it's a short (cuter) gender neutral form of eugeniy (masculine name) or eugenia (feminine one), the russian form of the name eugene

Sir Viktor7/9/2015, 1:55:57 AM1 votes

I just recently started dabbling around with making Champion concepts. With the Bilgewater event upcoming I was inspired to make a Bilgewater character: an Explorer, Ship Navigator, and (most importantly) a cartographer. He is a Support who's kit is based around vision and revealing enemies, with various unique interactions with revealed enemies and the fog of war. I had a similar idea of the increased vision range, and interactions with that, though I never thought of making it exclusive to the champion, and I think that is a genius idea :)

Overall, I really like your concept of countering and prediction, but the product here is a bit underwhelming to be perfectly honest. For example, I could easily see Catch and Throw being one skill altogether (Pushing back enemies within ordinary vision range and pulling enemies in from the extra range, at the same cast). It being two abilities makes it feel like you're wasting a slot. Also, you're only way of dealing magic damage with these abilities would be either pushing or pulling enemies, or being attacked, both of which are very unreliable in many situations. I'd assume this is supposed to be a mage (since magics, and because that's what stands out with the kit), which would mean you need either strong harrass/poke (consistent damage) or heavy burst to be successful in a damage role. If throw and catch were at extremely low cooldowns I could imagine them being very efficient spells, but since they are a wide area knockback or pull, that'd have very little counterplay and make it very difficult for both yourself, your allies, and your enemies to keep track of where your enemies are.

I like the concept a lot, however it fell short... if you haven't completely given up on this project I'd love to see what you could do with it :)

(If any criticism seems a bit too harsh, I'm sorry. It's a bad habit of mine)

Kind Regards /Sir Viktor