[Champion concept] Desmans, Bearer of the masks (Transformation champion)

Sancre··3 votes·1,181 views

After some time without posting a champion concept, I have finally found some skills (That might be a bit broken) for a champion of the masked warrior class, i accept sugestion on how to improve or nerf the champion in case it was needed

http://www.otakia.com/wp-content/uploads/2012/04/maskmane_numero_7_06.jpg

Lore

Desmans: A young apprentice in a sanctuary on the Blessed Islands, that day, the day of the damnation, he was just taking a stroll, the day had been hard, he was just a helping hand, while he was grateful, as these islands had taken him as one of its own when he, as just a baby, appeared on the beach, dragged by the waters from god know where, he was tired of being a lesser one, as clumsy as he was, he had good intentions, but lacked the potential to become something greater. Its wish came in a way that he would never expect., because when all hell broke loose, the floor under its feet broke apart, and he fell down into the neverending darkness.

As he later discovered, this was an ancient chamber, sealed with holy magic against any kind of dark power, made hundreds of years earlier to protect 3 Masks that contained the spirits of 3 powerful spirits, that were as uncontrolable as powerful, as they would posess the body and mind of anyone that dared to place them onto themselves.

Desmands stood there for one hour, sitting in a corner, trembling in fear by the voices that he heard in his head. Only sometimes the voices talked to him, as they were most of the time just arguing, while 2 were completelly aggresive one against the other, a third one, more peaceful, tried to keep them calm. Fate wanted that to be the moment, and after that hour, the undead apocalypse began on the islands. Desmands felt it, the death taking over everything, the loss of breath, the bone chilling cold. He stood there for days, alone with himself and those voices, until he finally got enough courage to step up and reach the center of the room, where 3 altars kept the masks. One after the other, he started wearing them, feeling the spirits, feeling himself change, as he was more ghost than man now, even when in the blessed room, the curse had taken its toll on him, not killing him, but getting him in between two worlds.

When he jumped out of that room, he was a new being, with 3 masks around his body, and a set determination to discover what happened to all his fellow comrades, and to try to solve it.

Too bad these kind of happy ending stories are just for fairy tales, for when he arived at home, everyone was sprits, liches, or simple undeads, having forgotten him and trying to devour what was left of his being. He realized it since he got out of the room, but he kept telling himself that his closer ones would be safe, only to break on crying when he found his loved ones as agonizing souls

The resolve that filled them that day was the same, even when each of them gave a different reason: “Save them” “Defeat them” “Devour them” “Ill release them from this torture”

And since that day, he started traveling the now known as Shadow Isles, ending with the corrupted spirits of the long ago inocent inhabitants of the Blessed Isles that he once knew and loved, always followed by 3 arcane spirits.

Void Maw: Mask that seals the essence of a dangerous Void predator known as Dex'kou, this creature was specialist in destroying the strongest armors with drill like claws to expose the soft core of its preys and devour them. Died when the Void overtook Icathia, crushed between Brakom's arms, not before claiming the lives of many ascended and shuriman warriors.

This mask has only ad scalings in all its skills

Celestial Constelation: A long forgotten celestial entity knew as Utteras that passed away peacefully while drifting between dimensions, he never acted directly in the affairs of the universe, but its touch was felt by everyone

This mask has only ap scalings on all its skills

Ascension Omen: One of the first ascended warriors that blessed Shurima , knew as Brakom, remembered by its iron will, its cool mind and its battle mastery, died in the Icathia incident along with many comrades, when tired and with uncountable wounds, his chest was pierced by Dex'kou in a surprise attack, that ended with him crushing it between his own dying arms

This mask has only magic.res, armor and hp scalings on all its skills

Passive

Void Maw:

Shredding hunger Autoattacks reduces affected unit's armor and magic resistence for 3 seconds since last auto or skill received from Dex'kou, 4% per auto or skill

Celestial Stars:

Energy from the stars Upon receiving an skill, there is a 25% chance of the mana that was used for casting that skill be given to Utteras as a passive state, with this passive, clicking himself or a ally unit will grant the mana amount marked on that passive (the passive mana absortion can keep triggering even when there is mana astill to be delivered in the form of passive)

Switching masks will reset the passive mana amount

Ascension Omen:

Warscarred Every damage taken will generate resistence on Brakom, if damaged by a AD skill it will generate 2% armor. AP will generate 2% magic resist, true damage and hp damage will generate a small shield of 5% maximum hp.

This passive will keep working while Brakom is taking damage, after 10 seconds without taking further damage or inmediatelly after switching masks, the passive will be put in a 20 seconds cooldown

Q

Masquerade

One touch will change the equipped mask, releasing a small aoe area buff and buffing Desmans with the corresponding buff.

Keeping the key pressed will drain 30 mana to enter posessed mode, where Desmans will resemble the spirit that inhabit the mask, doubling the masks buff and allowing the use of the ultimate skills of each mask (If Desmans isn't in posession mode, he is unable to use any ultimate skill)

This mode will drain mana, and once the mana is depleted, will start devouring health points unless deactivated by switching masks (2% max hp or mana per sec). After releasing a ultimate skill, a internal cooldown of 3 seconds will block the mask switch for Desmans, as he needs to recover from using too much spiritual power by releasing that spirit's best spell

Void Maw 10% ap and ad, 20% attack speed

Celestial Constelation 20% mana regen, 10% cooldown reduction

Ascension Omen 30% hp regen , 20% movement speed


W

Void Maw:

Apex Drill Desmands or Dex'Kou hands start spinning like drills during 10 seconds and he dashes forward 75 units

Autoattack range+25 +30% AD damage per hit Autoattacks pierce the objective and hit the one behind it

Celestial Constelation:

Star Gaze Desmands or Utteras shields a unit by 20% of its maximum hp and 30% of AP The next autoattack of this shielded unit in 3 seconds will stun the enemy unit impacted by it by 1 second

Ascension Omen:

Efigy of the Desert Desmands or Brakom sets a stone totem, this totem posess 30% of Brakom's Hp and all its resis, this totem takes 50% of all the damage dealed to ally units in the area until its destroyed, this effect isn't stackeable with other efigy

E

Void Maw:

Corruptive Beam A bolt of void energy is shooted from Desmands or Dex'Kou, dealing medium damage and up to 40% of total AD. Each bolt that land on the same target during 3 seconds since the first bolt will deal aditional 20% AD damage

Celestial Constelation:

Dome of Stars Desmands or Utteras creates a dome of pure light that doesn't allow anything to enter or get out of it while it exist, after 3 seconds the dome disolves, touching the walls will leave the enemy unit that touched it blinded for 1'5 seconds

Ascension Omen:

Quicksands Desmands or Brakom creates a zone made of quicksands, enemy units that step on it will be slowed by 40% for 1 second after getting out of them and lose 5% of maximum hp per second on the quicksands. If the caster steps on them, gains a speed and tenacity boost of 30% while in the sands or until 2 seconds after stepping out of the sands and is healed by the same amount of health drained from the enemy units that stepped on it.

R

Void Maw:

Legion Dex'Kou becomes intargeteable for 0'5 seconds, after this is divided on 10 voidlings each with 10% of its current health, each of these voidlings has the same stats as him and can use his attacks with a 50% damage penalty, at will or after 6 seconds the voidlings that remain will reunite, leaving Dex'Kou with the same health they all had left

Celestial Constelation:

Miracle Utteras cast a spell in a medium area, every enemy unit struck with this attack will see its bufs and on hit effects reverted for 4 seconds (instead of speed boost, speed decrease from Warwick's hunt, Vayne's third hit will heal the hp percent it should damage on the objective instead and so)

Ascension Omen:

Battle Stance Brakom asumes a defensive stance for 1 second, all the damage and cc taken during that time is nullified and the damage is given back to the enemy units in a short range skillshot released from Brakom's fist


Void Maw is an Assassin, Celestial Constelation is a pure support Control Mage and Ascension Omen is a Tank


Animations

Joke animation:

Desmans does a mage like move in his hands and a mask of another champion appears (Shaco Kindred Jhin Bard ) he then shows it, chuckles a bit and make it disappear again.

Taunt animation: Desmans does a backflip, and after reaching the floor again, he does a ta-da! pose, with all the masks imitating his happy expression

Dance animation: A ritual dance

Laugh animation: Desmans starts laughing, 2 seconds later, all 3 masks join him in laughter

8 Comments

CobaltTheMadMage1 votes

Wait, so three different movesets, all for drastically different roles, on a single champ?

This could be either overpowered and imbalanced, or suffer from serious "master of none" issues.

Sancre1 votes

With the restrictions set upon him, it shouldn't be a overpowered problem, but it could be a master of none, as he is planned to have really different scallings and moveset that don't mix that well, it shouldn't have that problem if you commit to a single build, or at least use one as supporting for the first one

Trying to use all 3 equally will leave him really weak, as you can't build tank and damage dealer, but bruiser and be in the middle, not perfect in one or the other, but versatile and useful enough

CobaltTheMadMage1 votes

But if you have three entirely different scalings and builds that would make switching movesets inadvisable, why not just have three different champs? Yes we have champs like Gangplank and Dingerdon- ahem Heimerdinger who can build for different roles fairly well, but they all manage to do so with a single kit.

If you want to give a champion interchangeable movesets, you really want to make them equally viable at a given time (like Jayce or Gnar) or else you end up building multiple entirely different champs and arbitrarily stapling them together and leaving them without a Q. If you have to specialize to make the most of one moveset at the cost of making the others useless, you may as well just make them separate champions.

Then again this is coming from someone who has their own dual-kit champ concept on the backburner and is trying their darnedest not to turn it into a Jayce ripoff, but still...

Sancre1 votes

If we were to left same scalings like other transformation champions this would end up being a crazy broken champion, the passive is there to smooth the changes between masks, and strenghten the single mask builds, not counting the buffs that Masquerade and possession grants, that for me at least, are enough to motivate to build for at least 2 masks and benefit from both

If you want to build full asassin for Void Maw, you will be a great assassin, but Ascension Omen will be a bit weak as a tank, Celestial constellation will end up better than the rest, as aditional ap just make the cc more durable, if you build tank you will be quite durable, and still damage a bit with Void Maw, if you go ad bruiser though, its when you are getting the full potential of this champion, a decent tank, a decent assassin, a decent support (even if its a bit on the weak side because of the lack of damaging skills or harder cc, but he doesn't really lack damage), ap bruiser works too.

This isn't a champion with 3 movesets, is a champion with 10 movements, all of them works one way or another, but in the end its yours the decision to choose wich one do you prefer, as an udyr that will decide if he needs to level phoenix and build for it or for tiger stance.

And yeah, i know that making a dual form champion that is original is really hard, there are only two types, high damage close range and long range, and dps long range and tank, and a combination as troublesome as that (Gnar) is gated with something, in this case, almost uncontrolable transformations, Desmans is closer to Gnar than to any other champion, and many times you will be building Desmans as you would build Gnar, but Desmans gives you something that no other champion does, complete freedom to choose how you play and what you want to be (The only excepction could be wanting to be a burst mage, but even full ap can be managed if played correctly thanks to the passive shredding on Void Maw)

Desmons isn't just a dual form champion, but a champion with 3 forms that goes further from where Gnar stood, and lorewise is something even stranger, a undead that protect the living, a voidborn that won't destroy Runeterra (Although he would love to if he was given the chance), an ascended that doesn't fight for Shurima and a celestial that actually mixes with mortal affairs and helps humans solve them.

Madness and contradiction made flesh

Lord Acacius1 votes

Wait, so three different movesets, all for drastically different roles, on a single champ?

This could be either overpowered and imbalanced, or suffer from serious "master of none" issues.

I agree, this champion is overly complicated because it has 3 roles.

Normally, when you make a champion you look for ways to make it extremely distinguishable in the game.

  1. Skill Set and Play Style
  2. Appearance
  3. Lore

What's wrong

ROLE? You created a very unique one by giving your champion 3 ways to be built. However, this causes it to have an "identity crisis". When a player sees your champion, they should know what role, skills, and capabilities that champion has. But, with 3 different skill sets, the player will become extremely confused as to what your champion does. You want to make it very obvious that the champion is either a support, adc, assassin, tank, bruiser, etc. At this point, nobody will know what role your champion fulfills just by looking at them.

PLAYABILITY With 3 different styles of abilities that are always accessible at ALL TIMES, this makes for a very overpowered champion. Normally, a champion has certain weaknesses due to their role. Assassins are squishy, tanks deal low amounts of damage, mages are susceptible to assassins, etc. However, your champion will NOT have a weakness. If you are going for an assassin build, and you find yourself taking a lot of damage, then you switch over to the tank mask. This is extremely overpowered!

Your champion is also waaaay too complicated with 3 forms. There's no way that a champion of this complexity will ever work.

Fixes

I would try to find a way to seriously dumb down this concept of a "masked champion". In truth, every champion is sorta build around a theme. With the masked theme, I would probably limit it to 2 forms. This way, it is more manageable and will not have very many identity issues. It's sort of like jayce and nidalee.

If you want to keep the 3 forms, then you will need to keep the skill set exactly the same, but have different benefits to each form. For instance, one form gives burn damage, another gives a slow, and another gives bonus resistances. You will also need to make it so that you cannot change forms in the midst of battle, perhaps only out of combat. Then you should probably restrict this to being an ultimate and give it a hefty cooldown. Then, the masks must change the champion's appearance, perhaps giving the more attack oriented form being red, the cc focused being blue, then the tank being green. Things like this will give your champion a more easily identified theme.

Sancre1 votes

Loving to see an answer so well put together, will make my best to make all cristal clear

1-  Yes, my champion has a identity crisis, literally, its a champion made to embody madness in every possible way (haven't managed to quite get that on the moveset though, but didn't find many more that gave the correct vibe)

About 3 roles in a champion... that does happen already, Tank fizz, assassin fizz, ad fizz for example, mine just embody that concept a bit more clearly

Visually speaking Riot makes this more or less (mordekaiser isn't a tank? Fizz is an assassin? Gnar? which form is the one to build to?), but I plan my champion to get a really defining look about what can do, like heavy armor in some places, while light armor is around legs or so, small details that tells you that something is off

2- I was expecting this question with almost impatience

the missing piece on this is simple: scalings the assassin mask scales with ad The tank mask with armor/magic res and maximum hp the support mask ap (although the support mask hasn't a single skill that does damage, so the ap scalling is just for more duration)

You can build for the assassin, and as you said switch in the middle of a bad moment switch to tank, and it will work slightly (as I intend that for this champion you chose a main mask, and a secondary mask, and build bruisherish to do ok, not really focus on one, but well, everyone has a way to do things) but will be a really squishy tank, the same as when you build gnar full adc and find yourself acting as tank in a bad moment

There is a mispelling in Masquerade, you can only use the ultimate skill of the mask that is posessing you, that means, if you want to use the ultimate skills, you need to commit to one mask, being unable to switch and use the next ultimate in sucession, and if you aren't in posessed mode (Consuming mana and hp) you can't use any ultimate, for the strongest movement, you need to conmmit to that role

About complexity, well, there is a way this will work in LOL, but its more suited for DOTA, that has many champions as complex, if not more than this one (Love invoker) and the complexity is part of the theme too

3- yes, tried that before, was one of the first ideas, making it a semi udyr that only get different effects, or reducing it to two forms, but then, where is the madness? its just a Udyr or Nidalee/Jayce/Elise/Gnar copy, this character would have nothing to diferentiate from the rest.

The moment it is simple, it fails to bring this demential character and its only parners in a life of death and carnage in the Shadow Isles. Is madness, unexpectedness, what defines Desmans, without something mad in his kit, it would be like a Jhin without 4 and perfect movements in his life or a Jinx without his set full of explosions and shine.

About the visuals of the mask of course it must be really visible, i'm planing on making him show a little drawing of the mask when he switches like Udyr, and when entering in posession mode and changing the model, making it with a flash of coloured smoke, depending on the mask

If after this you still want to see any change to the set or something, i'm open to suggestion, thanks for taking that time to write such a long review, as I said, I still think that the set of in general need a bit more of cohesion, as i'm taking sets that represent each mask, and glueing them together with the sheer chaos of mask switching, but for example i'm not to keen on Brakom's Battle stance and so.

Lord Acacius1 votes

Thank you, I try to give my best opinion in terms of potential champion concepts. (the community is very toxic)

I see that you're going for the madness route, so perhaps maybe you should make his abilities more madness oriented. I mean this by having abilities that cause panic throughout the enemy team. Things like fears, suppression, and illusions. I think that you could instead of having three skill sets, perhaps have each of the masks have their own basic ability and the ultimate being the combination of all three of the masks. Maybe this way, you can start to stray away from forms (which so many of the champions in league have) and start to build a more clear identity of your champion.

Also, another idea, you could portray the conflicting personalities by having certain abilities not be available after casting an ability from another mask. Imagine it like this, one mask doesn't get along with the other, but instead gets along with the remaining mask, and therefore can only be cast if a certain mask was used. Then, to add to the madness, the ability will gain a bonus effect depending on what order the masks were used. I know it sounds a bit confusing, but it fits the madness theme, and I think it may help your character find a better, and more clear identity.

Also, I just posted my latest concept, feel free to check it out! http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/3ITwlNOA-champion-conceptadc-cerulius-the-red-hunter

Sancre1 votes

Yes, the first idea I had was the Invoker aproach, but that later evolved into another champion concept ill probably post later on when i'm done with the effects

About the cc, yes, though about all of those, but the hard cc is focused all in the support mask, peacefull celestial being, so fear is ruled out, supression are made for ults overall and illusions was the first ult I though for it (I have been trying to get mirages in every concept I have made for quite some time, but never worked....)

I could give those cc to the assassin mask (No, just no, i don't want it to be THAT opressive) or to the tank, that could work but would probably have to change some skill to keep it a bit balanced with that added hard cc, will think about it.

The second idea is quite original, I though about limiting the skills usables by mask, as a result you see the posession system, but going further would make it too complex don't you think? and a bit unreliable, as you would have to know each combo by heart, and many many times would be denegated a kill even as assassin because you can't use that skill you needed because you didn't remember all the skill secuences perfectly. You gave me an idea though. What about having a time limit on every mask unless possessed?

For example

Dex'Kou and Brakom can't stand each other. Every 10 seconds without using possession while wearing one of their mask, the other will start to argue and you will automatically switch to Utteras for pacification, after other 10 seconds (of with the 3 first ones are a Masquerade cooldown) without switching masks, Brakom or Dex'Kou will grow bored and will take control by force by switching with Utteras, then the cycle continues, as they are arguing all day long , no wonder all the bearers of the masks went completelly nuts.

That way you should have a time limit that you can see in the status for doing everything, or you can extend by commiting to that role and entering in possession, you must take the decission in the split seconds that conform a battle

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