[Champion Concept] "Charge" mechanic champion

Raid Boss Morde·10/9/2015, 4:57:04 AM·1 votes·464 views

I may not be great at creating champions or kits, but I do find myself thinking of new abilities whenever I drift off in my mind. I've made way too many kits on my free time, and like I said, I'm no expert, so I thought I would share one of them.

I wanted to make a kit that uses a charging resource (does not passively increase). This kit is for a Ranged - Mage champion that revolves around powerful Magic Damage autos, long range poke, and a resource that you must control efficiently.

Pros:

  1. Great Sieging Power
  2. Long Range Poke (goes along with 1)
  3. Low Cooldowns
  4. Strong Lategame (autos scale very well)

Cons:

  1. Low CC
  2. No mobility
  3. Squishy
  4. Cannot combo very quickly

Not good with base stats, but what I can give is this -

Auto Attack Range: 550

Passive: (no name) ** This champion uses Plasma** as a resource for skills. You can hold a maximum of 100 Plasma at a time.

Basic Attacks deal 10 + (2% AP per 5 Plasma) as bonus Magic Damage on-hit (max: 10 + 40% AP Magic Damage on-hit)

This champion is not affected by CDR. Instead, this champion gains 2% Attack Speed for every** 1% CDR **(max: 80% Attack Speed).

  • This champion uses a different resource, which is gained through your R (unlocked at level 1).
  • To emphasize that this champion is meant to be auto attack-oriented, this champion gets a passive that gives bonus magic damage on-hit for AP you build, as well as increasing attack speed with CDR.
  • This champion has low cooldowns, and having an R on a 0.5 second CD, building CDR would be pointless. However, lots of AP items would be good on this champion, but most of them also give CDR. In exchange, you gain Attack Speed! HINT item 3115 HINT....

Q: Ion Beam CD: 4 Plasma: 35 Range: 900 - 1440 - Global

Unleashes a blast of pure Ions in a laser after a 0.5 second delay, dealing 70 / 110 / 150 / 190 / 230 (+60% AP) Magic Damage to all enemies hit.

Holding this skill for at least 1 second will allow it to overcharge, expending all Plasma. Increase this skill’s damage and range by 5% for every 5 extra Plasma consumed, up to 65% extra damage and range; dealing up to** 115 / 182 / 248 / 314 / 380 (+100% AP) Magic Damage**.

If 100 Plasma was consumed, this skill becomes global. However, for the next 15 seconds, Drain Link’s Base Cooldown is reduced by 70%, but Charge’s Base Cooldown becomes 15 seconds.

  • Yes, I know... this skill is very similar to Xerath's Q and maybe even Lux's R, but it's his main source of damage and poke, outside of autos.

W: Drain Link CD: 12 / 11 / 10 / 9 / 8 Plasma: 0 Range: 700 (Leash: 1000)

Throws out a beam of energy that latches onto the first enemy champion hit, dealing 50 / 70 / 90 / 110 / 130 (+45% AP) Magic Damage. The beam of energy will stick to the target for up to 3 seconds, dealing **10 / 20 / 30 / 40 / 50 (+10% AP) Magic Damage **each second, and also increasing your Plasma by 10 each second. If the enemy does not break the leash after the duration, they are Silenced and Slowed by 30% for 1 second.

If the linked target leaves the leash range, the chain breaks.

  • Max damage over 3 seconds: 80 / 130 / 180 / 230 / 280 (+75% AP)
  • This is your secondary way of recharging/gaining Plasma, even if it isn't as easy to use as your R.

E: Overload CD: 12 / 11 / 10 / 9 / 8 Plasma: 20 Range: Self Radius: 200

My perfect MS Paint drawing of this skill! http://imgur.com/AYLGVCN

Releases a shockwave of Plasma, knocking back all enemies 200-units away from you, dealing 60 / 85 / 110 / 135 / 160 (+50% AP) Magic Damage. A barrier is created from the shockwave for 2 seconds, preventing enemies from entering or exiting it, and all projectiles are blocked upon hitting it.

Each time a projectile is blocked, gain** 5 Plasma**.

  • _ Enemies can blink/teleport in or out of the barrier, but not walk or dash._
  • _ "preventing enemies from entering or exiting"... how can an enemy not exit the bubble if they were pushed away from you when you activated the skill? Well, what if Morgana Black Shield's someone, Olaf has his ult activated, or a Fizz/Vlad go untargetable right before you activate it, then they could be inside the bubble with you!_
  • _ Use this skill when a champion, like an assassin, jumps on you. After they're pushed out, you can either run, or stay in the bubble and auto them to death._

R: Charge (unlocked at Level 1, and can be upgraded at 6, 11, and 16) CD: 0.5

Charges your **Plasma by 5 each second while this skill is held. While charging, your movement speed is decreased by 30%. While under 30% health, you will gain ** 5 **Plasma **every half-second while charging.

If you’re at 100 Plasma, charging will instead increase your health by 1 / 2 / 3 / 4% of your** Max Health** per second and decrease your movement speed by 50%. While under 30% health, you will gain 1 / 1.5 / 2 / 2.5% of your Max Health each half-second instead.


I know that this kit may not seem very good or original, but I would really like to see a champion who uses a resource like this one, but with better skills (of course). If anyone found this concept interesting, would you perhaps try to create your own "charge" mechanic champion and share it with me? I really want to see how others would implement this into kits, and how they could balance it!

2 Comments

Fauix10/10/2015, 8:56:45 AM1 votes

Well, I can take a look at the kit you have here... actually, I will.

I spy a global on under a 35s cd with only a 1s windup time. Globals, because of how effective and easily abused they are, were put on absurdly long cooldowns in order to keep their strength in check. That part is probably unnecessary as it is a pretty cool skill already. One change I would make to it is make a time->plasma conversion ratio, rather than all after 1s of charging, make it consume 20 per 1 second of charging. The windup and charging up phase acts as a good balancing mechanism for counter-play, as well as adds a bit more of the thematic flare to the guy. The W is nice, good poke and reward for doing a secondary mechanic (the leash). His E though... simply put, skills with this much instant AOE displacement are generally reserved for ults, not to mention this one has damage AND a circular Azir wall. Now that I think about it, this is basically a full circle version of Azir's ult on a super short cooldown. I like the R as a method of charge up, but I think the heal may be a bit too much. Imagine just building full tank on him, walk into the middle of the enemy team, just hold R and spam the other abilities except Q. At 3.5k health as an example, he regens 140 hp per second on his own in addition to his resists and the aoe CC he brings at close range. A good way to fix this without enabling stupid tank builds is by making the heal not % based, but a flat value or scaling with AP which over the course of the game will be equivalent to the % hp, provided you are built for it.