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[New Champion Concept] Wallie "The Trap Master"

stormwinds··7 votes·1,533 views

My first of several ideas I have. I tried to come up with a champion who is uniquely adept in isolation tactics. Not like Kha Zix's Isolation. A champ who can isolate one or more champs from their team without being incredibly OP. However, Wallie has a complex kit that requires acute timing skill otherwise you can screw it all up. Needless to say i estimate a high skill cap. Its taken months of number analysis and careful computation. I know its not perfect so tear it apart so my next Champ concept will be up to par. Now without further ado I give you Wallie "The Trap Master"

Base Stats: Health: 581.27 (+88 per level) Health Regen: 8.44 (+.72 per level) Mana: 288 (+48 per level) Mana Regen: 8.235(+.63 per level) Attack Damage: 57.5 (+3.4 per level) Armor: 26.22 (+3.12 per level) Attack Speed: 0.641 (+1.85% per level) Magic Resist: 32.1 (+1.25 per level) Movement Speed: 355 Basic Attack Range: 125

Abilities: Passive: Tracker Tracker allows Wallie to see the footprints of enemy champions left in the ground. The footprints are visible for 5 seconds. Wallie must have to footprints in field of view. Wallie can also see footprints in bushes but not beyond them in the fog. Wards enhance this.

Q: Harpoon/ Tether: Cost: 60/70/80/90/100 Mana Range:700/ 300 Cooldown: 15/14/13/12/11 Wallie’s ability harpoon is a skill shot. If harpoon hits an enemy champion that champion is dealt 70/80/90/100/110 (+30% AD) and is slowed by 25% for 3 seconds. Wallie becomes tethered to that champion for 3 seconds. Whoever has the higher move speed will pull their opponent in the direction they walk in by the difference in move speed (+80 move speed). Wallie can fire harpoon again and if he hits a wall or object the enemy champion will become tethered to that wall or object for 3 seconds (length of tether is 800 range). The champion can move freely wile tethered to the wall but no further away from the wall than the tether will allow.

W: Tranquilizer Cost: 20/25/30/35/40 Mana Range 1000 Cooldown: 3/2.8/2.6/2.4/2.2 If tranquilizer is casted on an enemy they are dealt 60/70/80/90/100 (+30%AP) and slowed for 5% for 4 seconds. If Tranquilizer is casted on the same enemy in 4 seconds the slow effects stack, the duration time resets and the mana cost doubles. On the third cast the same enemy is stunned for 1.5 seconds at triple the mana cost. After the third cast Tranquilizer cannot be casted for 8 seconds.

E: Adrenalin Rush Cost: 20/30/40/50/60 Mana Cooldown: 23/21/19/17/15 Wallie gains a movement speed (+10/12/14/16/18/20% ) and attack speed (+5/7/9/11/13%) buff for (2/2.25/2.5/2.75/3) seconds.

R: Preservation Dome Cost: 100/150/200 Mana Range: 850 radius Cooldown: 105/90/75 Wallie places a device at his feet. After 2.5 seconds it erects a dome around him for 4/5/6 seconds That acts as terrain. No enemy or allied champions can enter or leave. No projectiles may enter or leave. It cannot be dashed into or out of.

I am currently working on concept art.

Like I said tear it apart good or bad. Let me know. I have a few more ideas in the pot I'm working on that ill reveal soon ish.

12 Comments

ralsei1 votes

It's a pretty cool concept! I think the Q and the W need a bit of tweaking though, as they're both a bit overpowered. I'm guessing both are collision skillshots, instead of point-and-click abilities or pass-through skillshots. The second Q, what happens if it hits a different champion? And I feel like the dash-to on the first Q is a bit? Odd. I don't think there would be much of a strategy to it, let alone counter play. I feel like it should just do damage, and if the second Q isn't utilized, it has a shorter cooldown (maybe halved?). And I see where you were going with the W, but I feel the W cooldown seems way too short. Maybe have it so it stacks like Ashe's E (Hawk Shot I think?), and all of them have an individual cooldown. Have them be (8/7/6/5.5/4.25), that way if someone can land all 3 at the same time, it'll be a 1.5 second stun, and then Wallie has to wait at least 1 second (if he has W maxed + 40% CDR) after the stun to stun again, but if he misses his first W, he still has 2 more stacks to shoot. All cost the same amount of mana.

Last thing, with his ult, no major changes except visual. It should probably have an indicator of the area in which the dome covers, and maybe do some damage. Low-scaling DoT would be cool, but on-hit damage could work too.

Other than that, I love the concept!

stormwinds2 votes

Yeah instead of a traditional Skill make his W like a charge that he can hold 3 of over time rather than like a vayne silver bolts. Ill work it in change the numbers

Evil Slinky1 votes

I like the concept of building a charge on the E. LordOontz's suggested changes keep the utility of it readily available, if fully charged, while avoiding the issue of the huge mana cost after three shots. The idea of having an indicator on the ult is good as well. It gives the enemy a chance to avoid it, like Fizz's ult.

stormwinds1 votes

As for his Q if he misses an object the tether is gone. If he fires it early and misses the tether is gone. Its also has a shorter range than the initial cast which means he has to be close to cast it. Its a little shorter than a thresh flay. I wanted it like that as to make it mostly utility but utility that can be screwed up easy.

KumihoGoYangI1 votes

I really like your review here. Would you mind looking at my idea and giving your opinion? click please

ralsei2 votes

{quoted}

I really like your review here. Would you mind looking at my idea and giving your opinion? click please

Done!

sneezing slug1 votes

Definitely an expert level champion, but a very nice one at that!

Mind checking out mine?

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/ZzT459oM-warhorse-the-foundation-of-strength

PelMel1 votes

A 13% attack speed boost is way too small, it's negligible. Needs to be bigger, like 35 or 40.

stormwinds1 votes

Well i thought that because of his chase capability you would build movespeed on him. And because hes melee fighter a phantomdancer could be a thing which would raise his Attack Speed significantly. I didnt want to throw high percents at high numbers. Makes for some terrifying numbers

KotserB1 votes

Passive: Cool idea, allows for interesting gameplay.

Q: Seems overly complicated, but there's definitely something in it. I would suggest the following: you fire the skillshot and if it hits an enemy champion they get tethered to Wallie. The maximum distance between Wallie and the target cannot increase while the tether is active, they can move freely otherwise (maybe with slow). Or you could say that the target cannot move away from Wallie (and move freely otherwise). I also would like to ask you whether I could use this concept in any of my champions, because I really like it! :)

W: The slow is very underwhelming and probably barely noticable. What slows usually aim to do is make it easier to hit other skills shots (and in this case the follow-up W's). On the other hand, the slow is 4 seconds, so increasing it would make it too strong. Maybe you could decrease the slow duration and the duration in which it needs to be recast for additional effects. This way, you can say that the ability has a cooldown of 8 seconds, but that it can be recast within, lets say 2 seconds. This also fixes another problem I see: currently, you need a window of at least 3.5 seconds (at max level with 40% cdr) to hit the stun. 3.5 seconds is a long time. I would also advise you to only have 2 casts; so the first cast tags enemies, the second stuns them.

E: This ability is very simple, too simple I think. It just doesn't do much since it has no synergy with the other skills and doesn't really do anything on its own. To illustrate my point, let's look at for example Fiora's E; she gets attack speed and if she does stuff she walks fast. Draven's Blood Rush can get reset if the Draven player positions well, Skarner's movement speed boost increases if he keeps up the shield, ... All these descriptions contain the word 'if', which is because the player gets something extra if they do something. Doing this requires skill, so the more skill you have, the more reward you get, the more efficient your abilities become. In this skill, there is no reward.

R: I'm confused about this skill; the device is placed at his feet, but the dome is created around him..? Does the device move with him? Anyway, it is an incredibly strong ability; no champions can enter or leave. Imagine a jarvan ult where no one can enter or leave, with the addition of projectiles not being able to enter or leave the dome. It's just plain overpowered I'd say.

Overall this champion is very strong, mainly due to this ultimate. Apart from that, I can't really see what items you would build on him. He has one ability scaling of AD and an AS steroid (suggesting AD-build), one ability scaling of AP (suggesting AP-build) and no innate tankiness (suggesting tanky items are needed). Judging from the first paragraph, you're looking for someone to initiate a fight, locking down targets. If that is the case, maybe you can give him something to soak up damage like a shield or armor/mr. As a last note: You say you spend months on numbers and tweaks before sharing this with the world. Don't do this, if you have an idea, post the skills without numbers, some general background info and allow people to respond. Not only can you get early feedback, and do you save a lot of time, I think people also get less willing to change stuff if they work on it for so long, because they feel like the champion is done/almost done. Your champion has potential though, in my opinion. There are some interesting mechanics and that is all it takes to create something unique.

As another last note: I'd love it if you could give me feedback on my champion: Morgius, the Spirit of the Betrayed

Meep Man1 votes

I like how his Q and R are extremely powerful, but can be used against him with the right stuff. Nice! It makes insane abilities easier to see as balanced while also providing counterplay and a clear down side. I take my hat off to you sir. Also, his E seems like it could be cool if an AP or AD ratio was added onto the boosts so that it can scale. Kind of makes sense. The more AP/AD (power) the adrenaline has in it, the more boost he gets.

stormwinds1 votes

So the more ap the more potent the rush. Ok ill see how the numbers look

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