{UPDATED} Champion Concept: Monty, the Trinket Keeper

ObamasPetCow·4/11/2016, 6:04:09 AM·2 votes·796 views

Monty - The Trinket Keeper

Creator's Notes: All changes are Italicized This is my first champion concept, so I am open to any comments, complaints, and questions. All stats are VERY raw. I plan to write a lore for Monty. It definitely includes the donger and piltover and the college. Special thanks to Lonely Flame and FloRaider42 for helping make Monty!

Attack Damage: 7/10 Defensive Power: 4/10 Ability Power: 1/10 Difficulty: 3/10

Health: 530 (+65 per level) Health Regen: 5.4 (+8 per level) Attack Damage: 50 (+4 per level) Attack Speed: 0.642 (+4.5% per level) Attack Range: 375 units Armor: 15 (+2.7 per level) Magic Resist: 10 (+1.35 per level) Movement Speed: 330

Primary: Support Secondary: Undecided

Passive: Tinker Toys

Every 20 seconds parts appear near Monty. (Much like Bard ) Upon collection Monty gains the part. When Monty has collected 10 parts he is able to upgrade one of his abilities. Upon death Monty loses all of his parts.

Q: Scrap

---Damage: Deals 15/25/45/75‬/100 to minions (neutral monsters) deals 25/35/75/100‬/135 physical damage ---Cool-Down: 5/4.5/4/3.5/3 second ---Type: Target ---Range: 925 units ability length ---Cost: 30/35/40/45/50 mana

Active: Monty throws a piece of junk at a target dealing damage and slowing the target.

When upgraded; If the target is a champion the junk will shatter and create an AoE damage upon walking over it. (Ziggs bomb field)

W: Odd Contraption

---Cool-Down: 7/6/5/4/3 seconds ---Type: Placeable ---Range: 500 ---Cost: 45/50/55/60/65 mana

Active: Monty places a contraption on the ground. The contraption stuns the enemy in place for .5/.75/1/1.25/1.5 seconds, and after the stun it will explode dealing 35/55/80/110‬/145 physical damage upon stepping over it, or it can act as an EMP disabling and revealing all wards within 500 range.

Upon upgrade the contraption will always disable wards.

E: Junk-a-rama

--Cool-Down: 60/50/40/30/20 --Type: Cone AoE --Range: 300 --Cost: 70/75/80/85/90 mana

Active: Monty pulls a magnet out of his sack collecting all pieces within 300 units of the direction he is facing for 10 seconds. If Monty takes damage while using the magnet he is interrupted and the ability stops.

R: Fixer-Upper

--Cool-Down: 130/120/110/100/90 --Type: Target --Range: 175 --Cost: 75/85/95/105/115

Active: Monty gets his tools out and fixes turrets for 5 seconds. He can be interrupted by taking damage. He restores the turret for up to 70/80/90/100/110 health per second fixed. When upgraded he restores for up to 90/100/110/120/130 health per second.

Movement Dialogue

"You never know what you can find" "I always find things in unexpected places"

Attack Dialogue

When Q is casted. "I don't need this" When W casted. "I'm sure i'll find a use for you" When E casted. "Now where did I put that?" When R casted. Whistles a tune

Interactions

Joke: "Anything can be fixed with blood, sweat, and tears..... and duct tape" Taunt: "If you want a piece of me you have to get through my titanium armor first!" Dance: Does the same dance as Rick Astley in Never Gonna Give You Up or Numa Numa fist pump dance. Upon Respawn: "When it's broken you just have to fix it!" Upon killing Heimerdinger: "What do they say about the underdogs?" Back: Monty begins digging in his pack throwing items out, he finds a device with a button, and clicks it, then he teleports.

I'm out summoner 6

3 Comments

Lonely Flame4/11/2016, 10:39:49 AM2 votes

Hey dude! Before I get started I want to say that the comments I make are purely my opinion, and that at the end of the day they're your champ and not my champ, so make them however you want :)

{quoted} Passive: Tinker Toys

Every 30 seconds parts appear near Monty. Upon collection Monty gains the part. When Monty has collected 10 parts he is able to upgrade one of his abilities. Upon death Monty loses all of his parts.

This is a neat idea for a passive. Are they like Bard charms that appear randomly on the map? Or Thresh Souls that only drop from units? I do like that you use them as a source of leveling up abilities, as this is a very unique approach, and is very flavourful to the concept. When you say 'upgrade', do you mean like Viktor when he buys the next tier of his Hex Core and Kha when he levels his ult? Time also seems a bit high on how often parts can appear though. It would take 300 seconds, or 5 minutes, to upgrade a single abilities. Given the fact that you need 10 to upgrade an ability, and you lose all of them upon dying, i think you would be quite hard pressed to upgrade the abilities after laneing phase.

Q: Scrap

---Damage: Deals 15/25/45/75‬/100 to minions (neutral monsters) deals 25/35/75/100‬/135 physical damage ---Cool-Down: 5/4.5/4/3.5/3 second ---Type: Target ---Range: 925 units ability length ---Cost: 30/35/40/45/50 mana

Passive: Gives Monty +2 gold every 10 seconds. Active: Monty throws a piece of junk at a champion dealing damage and slowing the target.

When upgraded; If the target is a champion the junk will ricochet off the target and ricochet to random targets up to 3 times.

Why does he passively generate gold? What about the rest of his kit or character warrants it? I'm not saying it's bad, it just seems very out of place. His active says "throws a piece of junk at a champion", but his upgrade says "if the target is a champion", so how could the target not be a champion? Is the ability meant to be a skill shot? I would also get rid of the bounce. It feels too similar to Jihn's Q, but also doesn't make sense for junk to bounce. I would suggest changing it from a bounce to an AoE. Think about it in the sense of throwing a trash bag at someone. The trash bag wouldn't bounce, but it would hit the first thing and everything around them.

W: Odd Contraption

---Cool-Down: 7/6/5/4/3 seconds ---Type: Placeable ---Range: 500 ---Cost: 45/50/55/60/65 mana

Active: Monty places a contraption on the ground. The contraption can do 1 of 3 things. It can stun the enemy in place for .5/.75/1/1.25/1.5 seconds, it can explode dealing 35/55/80/110‬/145 physical damage upon stepping over it, or it can act as an EMP disabling and revealing all wards within 500 range.

Upon upgrade the contraption will always disable wards.

How does the player decide which of these 3 things it will do? And the premise of the abilitiy is nice, but it could do a lot more. At the moment you have to chose between crowd control or damage, but why can't you have both? You could have different forms of damage (it could change from AD or AP), different methods of damage (straight damage or damage over times), and heaps of different low crowd controls. I do like the ward reveal though. Something unique that off the top of my head no other champ has and is quite useful.

E: Sack O' Parts

--Cool-Down: 60/50/40/30/20 --Type: Placeable --Range: 150 --Cost: 70/75/80/85/90 mana

Active: Monty places his sack at his feet. Every 10 seconds a part appears. If an enemy champion walks over Monty's sack then all uncollected parts spawned by the sack disappear. When Monty has collected 5 parts from the sack he picks it up and the cooldown is shortened by %15 . This ability cannot be upgraded.

This is a nice balance to the high spawn times on the passive, but what stops the player from simply placing the bag under tower? And again, it would be nice if this ability did a little bit more. At the moment, it just makes you get your passive off quicker. Could you imagine if Bard had a W that made Chimes spawn faster? I would just reduce the base time on your passive and come up with a completely new ability for this. Considering Thresh has the ability to pick up his Souls from a distance with his W, perhaps this could be something similar. He could throw out...I dunno some kind of magnet.

R: Fixer-Upper

--Cool-Down: 150/140/130/120/110 --Type: Target --Range: 175 --Cost: 80/90/100/110/120

Active: Monty gets his tools out and fixes turrets for 10 seconds. He can be interrupted by taking damage. He restores the turret for up to 100/110/120/130/150 health per second fixed. When upgraded he restores for up to 120/130/150/160/170 health per second.

Wow. Numbers on this are waaay too high. You can undo so much early work with this ability and stall out your lane for a crazy long time if left unchecked. Not only that, unfortunately it's not terribly useful for an ult. It has no usage in jungle or river, and only usable on your half of the map if a tower is there. Not only that, let's say the duration wasn't 10 seconds (which is shouldn't be because that is too long), but 5 seconds. If a team fight breaks out, you essentially take yourself out of the fight to heal a turret, which you can also easily be knocked out of by accidental damage (ie damage that wasn't intented to hit you, but did). As a support, you should be helping your team, and while I'm not saying healing a turret isn't useful, it's not that useful.

Continuing off this given his current kit, you only have 2 potentially damaging abilities: His Q and maybe his W (because you have the choice between crowd control or damage, not both). This is really lacking for what his kit does. Compare him to say Braum or Bard. They both have very little in terms of in built damage in their kit, but have massive utility to compensate. Braum's passive goes hand in hand with an ADC or even team fights in general, his Q slows the enemy and procs his passive, his W boosts your allies defenses, his E protects them while he soaks up damage, and his R is strong disruption or engage for a team fight. Bards passive helps in scale into late game, but naturally goes in the nature of roaming to ward the map as a support. His Q stuns or at the very least slows for the ADC, his W provides a potential heal for his ally if and when he leaves lanes, his E provides massive engage and escape, and his R is one of the strongest disruptions in the game if used properly. Compare this to Monty's current kit. His passive currently helps him scale into late game (which is fine, again similar to Bards), but doesn't help his team in any way, his Q provides poke against the enemy while your ADC farms, his E maybe crowd controls them or maybe reveals ward, his E provides no benefits other than to himself, and his R is awkward and has no real impact.

Finally, you list him as a Support Tank, but nothing about his kit is inherently tanky. Nothing about his kit increases his defenses or mitigates his ability to deal with incoming damage. He has no shields, no damage reduction, no increased health or health regen, no heavy crowd control. At best, he's a support mage.

Overall, there is an interesting premise here, and as you've said this is a first draft. I don't mean to come across as harsh, just giving honest feedback. With a lot of work and effort, you could have a really good champ here. My advice would be to look at other Supports in the game and what they offer. If you still want to make a Support Tank, I would focus on Alistar, Braum, Leona, and Tahm, and even to an extent look at Support Fighters like Taric and Thresh. Nice start, I'll be happy to help in the future.