Champion Concept - Jodi, The Ricochet

xdDXDxdXDdxdxDdx·3/20/2019, 9:51:42 PM·0 votes·606 views

concept I had for a champion that's kit is based off of knocking an object around the map with virtually infinite different combos. kinda like Orianna in design. also trying to make a super complex champion. I want something harder than Azir while also being interesting and adding something new to the game.

passive - The Ball (might be a different shape, who knows) Jodi has a ball that is always on the map, if Jodi hits the ball with an auto, the ball travels 300 units in the direction that Jodi is facing. the ball gives his abilities different uses. and is integral to his damage output, the ball has 500 hp at level 1 and increases by 50 hp every level + 35% bonus hp. the ball cannot be hit by abilities but can be hit by autos and camps. the ball will reform 20 seconds after being destroyed, time for ball respawn reduced by 4 seconds for every level in r. the ball respawns at the nearest tower (or jungle camp with smite). Jodi's auto attacks deal 60 damage flat. not scaling unless his auto hits the ball. the ball deals 40 + 10% ap and 10% ad, ball applies on hit effects when hit with an auto, the on hit effect empowers the ball until the ball hits an enemy unit or camp. dealing the damage on the next auto that hits an enemy or the next ability cast

Q - Collision Jodi kicks out, dashing 150 units in a line, if Jodi collides with the ball he can kick the ball after a .5 second channel, with a channel time of up to 2 seconds. the ball travels in a line going 550 units. bouncing off of terrain up to 2 times. the first bounce sends the ball Airborn, travelling 700 units in a line and stunning enemies it passes through for 1 second. the second bounce hits the ground 3 times in the same spot, going Airborn between bounces. dealing area of effect damage around the point of landing. champions can be hit by multiple bounces. up to 5 hits if everything connects. damage (direct hit / ball kick 30, 40, 50, 70, 100 +70% ap. first bounce 40, 50, 60, 80, 120 +90% ap. second bounce 20, 30, 40, 80, 140 +50% ap per hit.) champions can be hit by multiple bounces. up to 5 hits if everything connects.

W - Meteor Jodi dashes to his ball. if the ball is Airborn Jodi dashes to the ball and after a 1 second channel kicks the ball into the ground in a line skillshot anywhere within a 180 degree cone infront of Jodi's orientation to the ball, rooting for 1 second. if Jodi activates W during the Airborn dash he will hook the ball and send it flying to wherever the cursor was at the time of reactivation up to 500 units away from the balls location dealing 110% damage in an aoe and knocking up enemies for 1.3 seconds. Jodi can't dash to his ball if it's 1000+ units away from him. if the ball is 1000+ units away from Jodi he will instead throw a rock, dealing 20% ap in damage and stunning the enemy for 1.5 seconds. damage (Airborn 130, 150, 190, 220, 260 +65% ap).

E - Air Ball Jodi throws the ball straight upwards, staying Airborn for up to 3 seconds, when the ball hits the ground this ability can be reactivated to throw the ball in the ball up again. after the ball hits the ground for the second time it goes on cooldown. using w while the ball is Airborn gives the ball a shield for (30, 50, 70, 100, 120 + 10% ball max hp and 20% ap) and the ball shatters into pieces. exploding outwards dealing 50% of the shields remaining hp after 3 seconds.

R - obliterate passive 1 - obliterate. hitting his r on enemies stacks obliterate up to 3 times. on the third stack the passive converges and explodes on the inside of the enemy hit dealing 120, 230, 350 + 40% ap and 30% missing hp, consuming the passive and removing all stacks, hitting an enemy with another ability while obliterate stacks are on the enemy causes the ability to deal 30% of the bonus damage and 10% missing hp damage.

passive 2 - not much of a passive but whatever if the original ball is not Airborn. he can place obliterate stacks on the ball to empower his next ability

R - first activation creates 3 objects in a triangle around Jodi, these objects do not work with Jodi's other abilities.

R - second activation Jodi pulls and throws the closest ball and throws it in a line skillshot travelling 900 units. stopping on the first enemy champion hit. putting a stack of obliterate on the enemy. this ability does 0 damage + 40% ap and can be used 3 times. this ability can be used during the channel of other abilities without interrupting the channel.

Counter Play I decided to think a lot about how you would counter Jodi. and the answer is dependent on both the Jodi and whoever is against him. if the Jodi plays really aggressive with his ball (which he shouldn't) you can poke it down and then kill him before it can respawn. if the Jodi doesn't use his ball because he doesn't know how then it's basically a free lane. he lacks a ton of damage without his ball and is virtually useless when his ball is down. his gameplay relies on using his ball to zone instead of poke, and wait until level 6, because he gets a decent boost in damage with plus 40 after every ability. he gets a power spike after his q is fully leveled, with it doing a total of 640 damage base + 310% ap. in 3 seconds if you hit everything. so to beat a Jodi you must play really aggro in lane. he loses auto trades with virtually everyone in the game unless he puts his ball at risk. and if you dodge his q and w he's completely screwed. champs like Darius, Yasuo, Zed, Pantheon, Talon and most other assassins. any early game champ that isn't played poorly can destroy him in lane and can stay away from spots on the map where he can 1 shot with his q by hitting all 5 hits. a Jodi 1 trick is a slightly worse Jodi's worst nightmare.

1 Comments

SteelDefender3/21/2019, 3:13:08 AM1 votes

I like this idea, very cool concept with the auto attacks being the way to move the ball around.