[Character Concept] Oski, the Rumour

Dessem·2/18/2016, 6:07:04 PM·1 votes·442 views

> CONCEPT

The concept for 'Oski' is to create a mage-like character who focuses on crowd control. While intended to fit the mid lane, there's probably some elements of support in the kit. A challenge is to try and ensure the crowd control isn't overbearing. I've tried to eschew a mini-game, and attempted to make the entire kit feel like a cohesive whole that 'fits'. I'd be very pleased to discover if I managed to achieve exactly that.

> APPEARANCE

Oski is a one-eyed, robed man with one horn. His robe does not have a hood. He has a cane, but does not need it to support him as he can walk perfectly fine. His hair is already grey and rather long. These traits combine to give him a unique silhouette. As an older gentleman, he also opens up new storytelling possibilities.

> LORE

Across Valoran, there are stories of a mage who knows every spell known to man. A master wizard capable of the most fantastical feats of magic. There have, however, been very few accounts of the man actually existing. A legend, a myth, a rumor, an old wives' tale. That's how people regard the story of Oski. After all, the world of magic was infinitely diverse. There were mages who could call on dark energies, light energies, fire, water, wind, earth... how could there possibly be a single man who knew each and every one of these spells?

> BASIC STATS

I like eschewing exact numbers. However, I imagine Oski to have middling AA range to compensate for his kit, but a slightly higher movement speed than normal in order to actually be able to use it. Fragile, probably.

> KIT

Passive - Centred Whenever Oski's abilities hit a(n) enemy champion(s), Oski gains a stack of Centering. Oski gains only one stack per ability used, regardless of the number of enemies hit. At maximum stacks, all stacks are consumed and Oski becomes Centred. While Center, Oski can use one of his basic abilities, ignoring the cooldown. After becoming Centred, Oski can't gain stacks of Centering for a little while.

Reasoning: Oski's a combo mage. When he manages to hit his spells, he should be rewarded for it. I've not stated a number for the spells, but it'd probably be a three-hit mechanic (sorry!). Hitting his spells lets him follow-up by casting one of his basic abilities again. It's a cooldown reset, pretty much.

Q - Coursing River Oski creates a river path that follows the cursor for a short while. Enemies that enter the path take magic damage over time and are pulled along the river's path. They can escape this path by moving back, and cannot pass the path.

Reasoning: Imagine Viktor's Death Ray. Now imagine it can be made winding. It acts as a sort of wall, but enemies are dragged to the end of the path instead of taking additional damage or some such. Good zoning tool. Can set up things. They can't move over the path except with dashes.

W - Great Typhoon After a short delay, the winds in a targetted area build up into a typhoon. Units caught within the area take magic damage and are dragged into the centre, then slowed for a brief time.

Reasoning: Clusters up enemies. With the delay, you need to focus on hitting the skillshot right. Slight damage and a slow attached so enemies can't just immediately walk away, though numbers would probably be small on those. Primary crowd control, as it also helps to zone or open up wombo combinations. It'd probably need a small AoE, but differentiates itself from Orianna's Shockwave and Viktor's Gravity by not having a stun/knock-up attached. Just dragging over the ground.

E - Raging Fire Hurls a flaming ball at the targetted area. After a brief delay, the ball hits the area, then moves forward a slight distance. Enemies who touch the ball take magic damage over time. Enemies hit by the initial hit take additional magic damage.

Reasoning: Damage. Everyone needs some. This one's kind of like Velkoz's E, except after impact it continues moving forward (away from caster) and does AoE DoT damage.

R - Farside Traps the targetted area in a dome that denies enemies outside the dome to view inside, and denies allied vision from enemies inside the dome. Enemies that leave the dome take magic damage and are slowed for a brief time, rapidly decaying over the duration.

Reasoning: Tool to keep enemies together. You can combine with your Q to force enemies to take the magic damage and slow from leaving the dome. Basically, as an enemy, you can only see inside the dome if you're in it, and can't otherwise. It's already incredibly powerful utility-wise, so it doesn't punish enemies who willingly charge into it. Enemies who try to escape are punished, however. Not entirely sure about this one, but I feel it needs some damage and soft CC in order to remain relevant. Intended use scenario is to isolate some enemies and leave them guessing whether there's a 1v1 inside, or a 5-man gank.

> KIT COHESION

The idea for the kit is to combine Coursing River and Great Typhoon to manoeuvre enemies into spots where you can Raging Fire them. You can use your Centred Passive to launch two Raging Fires, or maybe even use Coursing River twice to expand it or to deny enemies movement paths. You can also chain Great Typhoons for zoning purposes. Farside encourages enemies to stay inside the dome where it's easier to hit them with your AoE damage.

The damage having Water, Wind and Fire aspects is to tie in with Oski "knowing every spell", though those rumours may be exaggerated. He brings a lot of CC to the field, but outside of his E, Oski's spells shouldn't do a great amount of damage and should instead focus on controlling the battlefield.

> QUESTIONS?

That's... pretty much the end of the concept! I hope I achieved a goal of a kit that works well with itself. Please let me know what you think.

1 Comments

LeifTheExplorer2/18/2016, 6:57:31 PM1 votes

This guy's CC has such a high skillcap, but can become a legend if used right. I'd like to see the numbers for his abilities.

He'd be good as a support. I could even see him as a jungler!

However, I would make his Q do no damage. Rivers tend to not hurt people unless they can't swim, and the pick potential is too high with damage on this spell. The UI may be tricky to construct though.

Could you check out my champion idea? He's more of a bad guy, but he has a unique kit that needs some critique. Comment what you think about him! Nefalz, The Herald of Silence