[Champion Concept] Jim: the Puppet Child 2

Rew711·11/16/2014, 7:18:44 PM·1 votes·324 views

Jim is a Mage/Fighter (Use him where ever you feel he would be best.)

http://fc00.deviantart.net/fs71/f/2014/014/b/4/jim_of_the_viod_by_rew711-d6wlum1.jpg

Lore:

Jim was born just 1 year before Annie in the newly made home. He grew to love to learn about dark and scary things. He eventually became so power hungry, his parent put a restraint on how much he could learn. But Jim had already grown to much by this time. He practiced an art that would allow him to control things at his will. His powers grew too powerful and too fast. Jim was only 5 at this time.

When Jim began to go to a newly built school, there he met Annie, the Dark Child. He instantly envied her yet couldn't get her out of his mind. Her powers out matched his own and yet all she cared for was to play and have fun. In challenges, Annie would always be the better. Then came the time for showing control over objects, Jim showed his skills but that was until Annie showed her bear Tibbers and bested Jim at the last thing he could stand. Jim went into the forest and searched for an animal of his own. He then found Baw. Jim was now only 6.

Baw was a spirit of a snake that had been able to grow to a monsterous size but died in the Shadow Isles on accident. Now forced to travel the earth with no real form, he eventually came to Jim. He went into Jims body intending to take it for his own only to be surprised when Jim effortlessly kicked the snake out of his mind.

Jim learned of the snakes past when it entered his mind. He gave the snake a bargain, Jim will allow Baw, what he named the snake, to have a form only if he obeys Jim's requests. Baw reluctantly agrees and Jim then makes a small golden snake which he sealed the snake into. Baw, intending to betray Jim, could not hurt Jim while in the golden snake body. But could leave and go back into the golden snake whenever he pleased.

Years went by and Jim eventually went to the League.

Stats

Health: 396 (+72 per level) Health Regen: 4.2 (+0.53 per level) Mana: 265 (+40 per level) Mana Regen: 6.6 (+0.5 per level) Attack Damage: 46 (+3 per level) Attack Speed: 0.587 (+1.3% per level) Armor: 13 (+3.75 per level) Magic Resist: 35 Movement Speed: 335

Kit

[P] Baw's Influence Spells gain an increase in damage on his next spell by 10% against minions, 12% against monsters, and 15% against champions. Cool Down is (5x level) seconds. (The way this works with his Q/ W/ & R is for 1 attack, they gain the bonus depending on what they attack. If they attack a minion, it only deals 10% increase. As with the others. The ability cannot be used again regularly though and must have the *second(s) restriction so that there isn't a Q attack with a bonus of 10% or greater then use a W with a 10% or greater and so on.)

[Q] Puppetier Jim takes control of 1 nearby minion giving it an added 20/45/75/110/150 (+20% ability power) amount of health with a bonus of 4/6/10/16/24 (+5% current damage) for the next 5 seconds. (This ability cannot be used on Super, Mega, or Wizard Minions.) Used on Baw Baw is controlled for 7.5 (added) seconds and is given (additional) 35/60/90/125/175 (+20% ability power) bonus health with (added) 6/8/12/18/26 (+5% current damage) attack damage. (Reduces the mana limit to 0.5/1/1.5/2/2.5 per second for the next 7.5 seconds.) Cost: 60 mana Range: 620 Cool Down: 16/14/12/10/8 seconds

[W] Baw Jim awakens Baw to fight for him for the next 15 seconds. Baw has 70/85/100/115/130 (+70% ability power) health and has 20/30/40/50/60 (+5% current attack damage) attack damage. Baw has a mind of his own and will attack any enemy, but will stay in range of Jim. Cost: 1/2/3/4/5 mana per second Range 690 Cool Down: 7 seconds

[E] Tangled Jim flings mana strings at an enemy to snare them for 0.5/1/1.5/2/2.5 seconds and have a small explosion that deals 20/30/40/50/60 (+80% ability power) worth of damage. Used on Baw Jims sends Baw to tie up an enemy for 1/1.5/2/2.5/3 seconds and deals 20/35/50/65/80 (+80% ability power) worth of damage. Baw has 3 seconds to get to enemy before exploding dealing 20% reduced power to surrounding enemies. (Baw then explodes and must be recasted after said cool down.) Used with Minion Jim sends the Minion at an enemy causing an explosion of 25/40/55/70/85 (+80% ability power) damage and then stuns the enemy for 1.5 seconds if the enemy is within 100 diameter of explosion. Minion will have 3 seconds to get to the enemy selected. Cost: 100 mana Range: 500 Cool Down: 17 seconds

[R] The Master Used on Baw Baw grows in size by 4x and is controlled for an additional 10/14/18 seconds. Baw gains a bonus of 160/200/240 (+70% ability power) health and 35/55/75 (+10% current attack damage) attack damage. Baw's limit is reduced to 1/1/1 mana per second during the 18 seconds of the cast.

Use on Enemy Jim sends out a mana string at an enemy dealing 20/35/50 (+10% ability power) damage per second for the next 5/7/9 seconds. If the enemy dies, Jim takes control of an enemy champion for the next 7/11/15 seconds. They gain a bonus of 110/140/170 (+55% ability power) health and a bonus (+10% current attack damage) attack damage. (Enemy must stay in range to get the continuous damage.) or Used on Ally Ally gives a bonus for 6/10/14 seconds. The ally gains a bonus of 120/150/180 (+70% ability power) health and 20/35/55 (+10% current attack damage) attack damage. (Ally must stay in range of spell for it to last.) Cost: 100/115/130 mana Range: 520 Cool Down: 60/70/80 seconds

3 Comments

DiamondMatthew11/16/2014, 7:26:19 PM2 votes

The one against the Enemy is just like Mordekaiser and a 240 (+85% AP) is super op and broken, But the ally one is okay, but doesnt really go with his overall theme. I would suggest nerfing the base stats and ratios of the "Baw" one to around 40/60/80 (+65% AP) or 15/30/45 (+80% AP)

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UPCOMING

Bethemos ~ The Guardian of Earth

Us champion designers got to stick together, cause we are all "Dreaming of Red Reply" - Arcane Flux 2014

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dustwind811/17/2014, 6:54:20 AM1 votes

Ding Ding, time for round 2, remember I too have a puppet master concept so i may hold some slight biases where our abilities are similar, but i will do my best.

Passive... You've went from a powerful passive to one that eventually can be ignored. it had a high damage rate, then switched to one that will, eventually have a 90 second cool down... My suggestion is to implement it as for every 4 spells you cast, the next a one will have a damage increase on 10% to minions, 12% to monsters, 15% to champions... this will have your passive start at a higher cool down and it get lower as the game progresses.

Q : You still didn't specify about taking control of super minions, that still makes this ability too strong. The steroid given to your puppet is still a big one. At max level you only have .5 seconds without this steroid... consider having the cool down be a flat one at 10-12 seconds. The addition of the Mana /second isn't really needed. I reread both the old and new it seems i misinterpreted what you meant by "Baw is controlled for 7.5 (added) seconds and is given" as two separate things when that was the duration of the bonus health and AD... change the wording to a shield and that will help explain that it is a temp boost.

W : Oddly enough...i like the mana change, as it makes it a better trade off if you only get Baw for 3 seconds but worst if he stands around doing nothing for 15 seconds... he still has the feel of a really strong minion with the ability to help you push lane and towers. I have a similar ability, but i made my incapable of attacking champions or towers to keep it balanced... the only way you can get that capability is with my champions ultimate. if you kill the target while the ult is active. This give the capability to help as of level 6 and prevents the super strong minion feel all game. Also does your cool down trigger when your puppet dies? or 7 seconds after activating? Mine starts upon puppet's death.

E : A snare that gets to a long time as you level, but that isn't overpowered, the explosion is still there, which if you hit one target isn't that strong. but if you hit many with it, then it gets problematic. low base damage but high bonus damage, it is balanced. Another buff to Baw, also you get to force him to focus a target... which is basically eliminating the whole you cant control what target Bah focuses part of Bah. On minon cast you send a minon that will follows a target (how do you chose which) till it explodes and stuns? you most likely will never be able to have a minon get to a champion... Generally... this will not be used...

R : Big steroid on Baw, but that is good for an ult... Is Baw able to attack your specified targets as well? On enemy cast, You've improved it a lot from the other version where you could single handedly cripple an entire team and zone out either a tank, or high damage target... This version however will deal 100+50%/245*70%/450+90% damage over a 10 second period.... Which, since you are an AP focused champ, means you have more damage potential then Mord does...plus you get a bigger bonus to the champion that you take over. This is a buffed version of Mord, Plus alternate capabilities. On ally cast is a SUPERB support ability., but why does Baw get to go past the ults cast range but an ally cant.

I can say that your ult is an improvement over the old one. but your champion still can use tweaks. Consider maybe removing the whole cast on an enemy things because you've given 3 ults based on what you cast it on... also is it a click cast or a skill shot? Still it's progress :)

Feel free to check out my puppet master concept, Mary Aunette, The Puppet Master.