Minionmaner Champion concept: The puppeteer

Bukakkayee··2 votes·1,125 views

Passive At level 3/9/14 gets the ability to have 1 more puppet on field and gets a buff based on puppets on field

at level 3 grants + X perent mana regen from ammount of puppets on field 9 gains X AD and AP from ammount of puppets at 14 doubles bonuses given

each puppet has 10% of champion health and has 50% of champion AD/AP

Q summons a spear soldier with a shield that does AD damage and each fourth auto does an AoE auto that does consecutive swift strikes(think pantheon E) blocks every other auto with shield but can only block 2 autos. when summoned/reactivated refreshes shield

W Summons a mage puppet with a ranged auto attack and every 2nd auto increases auto size and penetrates. When summoned/reactivated shoots a laser in all directions

E summons a healer puppet that has a melee auto and every 5th auto heals all champions/minions in an area for 10% of missing health when summoned/reactivated heals in an AoE for X.

R latches onto enemy champion and drains their life. slowing their movement speed if they die while tethered you get a puppet of the champion and lose all current puppets on the field and gain access to enemy champs QWE ability for X time. if you die while puppet is active you gain complete control of the puppet


The idea was to create a true minionmancing champion that has a high skill cap and id say has lee sin levels of combos but has massive mana costs so he cant constantly be spamming puppets making you think about their location the puppets last indefinately until they are summoned out of movement range, or destroyed by enemy/neutral monsters/champions qw and e summon the puppet and they auto similar to an azir soldier and control like tibbers or mordes ghost. when you have more than one puppet on the field you can activate it by pressing its corresponding ability button.
just a concept i came up with any feedback would be fun to tweak and work out at least in concept art.

13 Comments

Ballton1 votes

I really like all the basic ability ideas here, though I don't see any synergy between abilities beyond the passive. The ultimate kinda can't be in the game while Mordekaiser has his current one too, even though I much prefer your idea for the possessed champion. I feel like this concept has a ton of potential to become an amazing champion one day, though it might take a lot of work in terms of careful thinking to come up with a full kit that could be balanced well within the game along with being cool unique and fun.

I suggest thinking some more about each ability, specially the ult. I have no specific changes I can suggest right now but I'll definitely be thinking about this from today onward.

About the art: I can't draw for my life, sorry, but we have tons of talented artists in the league community, some of who may take interest in this. It would be cool to have this idea evolve into a sort of community project.

Bukakkayee1 votes

Have you ever seen naruto? maybe do something like a kakuzu combo? i couldnt think of much synergy without being extremely hard and clunky to program but maybe the ult summons all other puppets and creates a shield if you become the puppet? this is a guy ive been working on a lot and would love to see him drawn to life

Ballton1 votes

I don't know much about this Kakuzu character, sorry(couldn't find much helpful footage either). Not sure what you mean by becoming the puppet when talking about his ult.

My idea is an ultimate that buffs a puppet on a short cooldown. I also rethought each puppet to have a more controllable active skill rather than depending on an AA rotation for half of their effectiveness. If you prefer your own versions maybe we can think of similar buffs that the ult could give them. As for what I did to them, I wanted to keep the high skill cap you talked about while trying to make it feel more like you're controlling their every move yourself like puppets rather than just ordering them around Azir style.

Here's what I ended up with:

Passive: While a puppet is active, the ability that summons it can be reactivated to channel for 1 sec before making the puppet perform a special skill. This costs half the mana and has double the cooldown of the ability that summons the puppet. Each puppet will also generate stacks when performing certain actions, giving them bonus effects.

Q: Summons a melee puppet with a lance and shield who can proc your own on-hit effects. Cooldown:5s Cost:/60/80/100/125/150 Mana

Gains 1 stack when it is auto attacked by a champion or large minion. When it has 3 or more stacks, the next auto attack that hits it will be blocked by the shield, consuming 3 stacks.

Special Skill: It dash up to 400/500/600/700/800 units in a chosen direction. The 1st enemy or neutral unit hit stops the dash and is impaled by the spear dealing 70/90/110/125/150(+ 50% of the puppet's AD) Physical Damage and is snared for 1sec. If there is another target behind them within melee range, the spear extends to stab them dealing the same damage.

Puppet Stats(they scale with your stats): HP- 500/600/800/1100/1500 (+ 60%AD, +40%AP) Attack Damage- 65(+100% BONUS AD, +50%AP) Range- 125 Ability Power- 0 Attack Speed: 0.654(+0.2692 per rank) Armour- 20/30/35/40/50 (+10%AD, +5%AP) Magic Resist 30(+10%AP) Movement Speed 310(+10% AD, +10%AP)

W: Summons a wizard puppet whose Auto Attacks instantly damage the target and deal an extra 40/40/60/100/150(+20%AP, 60%AD) magic damage. Cooldown: 4s cost: 80/100/120/150/180 mana

Gains 1 stack when it auto attacks. When it's special skill is used, its cooldown will be reduced by 1 sec per stack. That many stacks are consumed when this happens. Any excess stacks will be consumed to restore 5% of your missing mana to you for each.

Special Skill: Creates an explosion about the size of Soraka's silence thing. The explosion deals 80/85/95/110/130 (80% AP, 10%AD) The cast range of 550 units is centered around this puppet.

Puppet Stats: HP- 500/550/660/800/1000(+ 105% AP) Attack Damage- 40(+ 55%AD) Range- 450 Ability Power- 0(+100% AP) Attack Speed: 0.654(+0.2692 per rank) Armor- 0 Magic Resist 30(+10%AP) Movement Speed 310(+10% AD, +20%AP)

E: Summons a ranged jester puppet who's Auto Attacks slow the target by 10% for 1sec and deal an additional 30/70/100/120/130(+ 5%HP, + 30%AP), but this cannot hit the same target twice within the same 10/9/8/7/6. Cooldown:0.5s Cost: 50/75/125/200/275

It gains 1 stack every 5/4/3/2/1 second it remains within close rage of an allied champion(let's say 300 units). The special skill is only available for as long as you have at least one stack.

Special Skill: You channel while it gains a 10% movement speed buff and plays music. While the quirky tune is playing allies within a 400/450/500/550/600 unit radius of the puppet regenerate 2/2.5/3.5/5/7(+ 2.5%HP, +10%AP) percent of their their missing HP per second. This can affect your other puppets. The Jester puppet cannot attack during this time.

Puppet Stats: HP- 500/600/800/900/1100(+ 5%HP, + 10%AP) Attack Damage- 53(+5% HP, + 5%AP) Range- 500 Ability Power- 0(+ 90%AP) Attack Speed: 0.654(+0.2692 per rank) Armor- 10/20/30/35/40(+ 5%HP, 7% AP) Magic Resist- 15(+8%AP) Movement Speed- 330(+6% HP, 4%AP)

R: Passive: The soldier needs one less stack to block an attack. The wizard's attack range is extended by 100. The Jester gains 2 stacks upon slowing a target with it's auto attack.

Active: Usable only when a puppet is active. That puppet's special skill is altered until the next time it is deactivated. Cooldown:60/55/30 Cost: 120/110/100

Alterations: Soldier: Stuns rather than rooting 1st target hit. Damage is also increase. Wizard: The Explosion increase in size greatly(to about 500 units radius). Jester: Besides the healing, each tic of the AoE applies to enemies the slow from his auto attack passive, and half the damage.

Bukakkayee1 votes

hmmm i like the ideas definately and the addition of numbers helps too. I like the on hit proc but i think that would be better on the special skill, in which it procs there instead of on hit, or the shield block would proc the on hits.

what im thinking is that you summon one puppet and move him around like a minion(like tibbers) and when you summon another puppet it deactivates the previous puppet and it sits in place (like a heimer turret) and then when you hit its corrisponding ability to resummon it thats when the special ability procs. so instead of dashing, what if we have it just extend the spear like a skill shot in a particular direction and then The 1st enemy or neutral unit hit stops the dash and is impaled by the spear dealing 70/90/110/125/150(+ 50% of the puppet's AD) Physical Damage and is snared for 1sec. If there is another target behind them within melee range, the spear extends to stab them dealing the same damage. happens

the W i like the passive proc there

E i like the ability actually much more than mine like a time bomb of healing, maybe reduce the numbers but using him really puts you on defense as well which is perfect

as for the R i like how it buffs each special and it accents the play well, it would just change the direction i had of a nightmare shadow isles puppeeter thing.

what if we still did a necromancer puppet idea but he can sacrifice one of his puppets as a medium to grant a downed ally more time to fight? similar to a yorick ult but you control the downed ally or down enemy?

Ballton1 votes

I actually like that idea, of letting only the special skill proc effects rather than any attack. Removing the dash and just letting it be a stab is also an interesting thing to consider. Originally I had it as a dash to encourage use as a gap closer to help use that specific puppet offensively, as well as body blocking things like Mystic Shot if you're trying to let another puppet play the main role. How about, it is just a stab and not a dash like you said but the puppet pulls itself to the target while it is snared?

When it comes to only being able to use the special skill upon reactivation, I feel like that's over restrictive. The way the passive and the stacks work(and we can easily change this if you want but) you are encouraged to stick with the same puppet for a moderate amount of time at least before switching to another one, so it can become really hard to determine where to let your current one rest so you can get good use out of its ability later. The actual deactivation mechanic as you described it as a whole is exactly what I had in mind though.

Your new idea for the ult is pretty cool where you can take control of any champion corpse for a short time. What if you could also use that champion's basic abilities through them during that time? Maybe with reduced effectiveness?

I also have another take one the more Morde-esque version: You cast your ult on an enemy champion. After a short delay (during which any active puppet is deactivated) you ensnare them with magical strings, channeling as you suppress them. You deal a wave of magic damage when the suppression starts, then again when it ends. If there are any puppets nearby, you can reactivate the ability during the suppression to destroy them all, then when the suppression ends you will continue to channel(the duration is extended more for every puppet destroyed), the target will be drastically slowed and take magic damage over time for as long as you channel. Once you stop channeling you retract the strings and the ult goes on cooldown. If the target dies while the strings are attached to them they become your puppet and behave as discussed above.

Bukakkayee1 votes

a gap closing dash could be useful but i was thinking of it from a programing point of view. the abilities only activate when the puppet is summoned or reactivated from a passive state, so the time it would take to cast the reactivation and then second cast for the destination seems a little moot for me but then again you can always program the speed of the dash maybe have it as a dash and the champion shoop to it at a predetermined distance? or have the puppet get suommoned to you when reactivated? i like the idea of it being a body blocker for abilities like a binding or mystic shot as for pulling itself i do like that idea.

it is a little restrictive, but how else could we allow them use of it? right now for controlling each puppet we have Q to summon and then Q again to ractivate and ctrl+right click to move and attack... OH so then maybe pressing Q again to use the ability if the puppet is active?

for the ult: what if we do allow basic abilities to be used and they replacd the puppet abilities? I actually really like that idea but instead of the pppets just blowing up what if when you ult it calls all puppets to the target champion and then they self destruct and that is what slows them and then the strings tether and do what you described?

Ballton1 votes

OH so then maybe pressing Q again to use the ability if the puppet is active?

That is just what I was suggesting the whole time. It gives you more free control over the puppet's actions. Fast enough players would also still be able to use it immediately after activating the puppet if they so choose. This should also completely get rid of the problem you had with it being hard to aim a dash right after activating the puppet. so now we just gotta decide which idea is better, the dash, or the stab followed by the pull.

for the ult: what if we do allow basic abilities to be used and they replaced the puppet abilities?

This is also pretty much what I have in mind.

instead of the puppets just blowing up what if when you ult it calls all puppets to the target champion and then they self destruct and that is what slows them and then the strings tether and do what you described?

"When you ult" sounds like it starts from the beginning, does this mean we do away with the suppression? Because I feel like some almost guaranteed damage is kind of necessary, or the ability will be too weak.

Or do you mean that the suppression still happens but is initiated by the puppets? If so, does that mean you need at least one puppet up to ult, or can you do it with none for a reduced duration and damage?

Bukakkayee1 votes

with the ult the suppression starts like malz where its point and click and during the suppression thats when the puppets are resummoned onto the enemy champion causing the slow and stuff post suppression

Ballton1 votes

Sounds good. So for the Q, do we do the dash, or the thrust?

Bukakkayee1 votes

i honestly like the idea of a thrust as it seems more like a soldier in terms of flavor, and a dash with a shield seems unlikely,

Ballton1 votes

And what were you thinking the champion should look and sound like? Did you have any names in mind?

Bukakkayee1 votes

I like the idea of a shadow isle champ, something like the puppeeter in the harrowing 2015 trailer but combined with Emperor palpatine and Sasori (from naruto) i like the idea of him being concealed inside a puppet and when he is ultting or takes eough damage he emerges from the real puppet....

----off tangent rambling----- well maybe another passive ability like if he takes enough damage he loses X armor and MR but gains movement speed? hmm idk its something i dont think we need to worry about and just a thought i had but figured id type what im thinking so you can relay -------end rambling--------

id like a deep sounding voice but with a hysterical and manacial laugh, a serious demeanor like an anti-hero. someone like kalista who was good but became , maybe not bad, but follows his own ambitions whether they come off as good or bad. he has beef with other shadow isle champs, mainly elise for her lack of artistic control over her subjects, and he sympathizes with karthus, realizing he could never give his puppets eternal life without sacrificing the lives of others

maybe a back story with garen as well, idk garens my favorite character and interactions with him would be fun

Bukakkayee1 votes

bump .

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