[Champion Concept] The Enforcer

acajub·12/22/2014, 4:30:37 AM·6 votes·4,090 views

http://fc07.deviantart.net/fs70/f/2014/285/c/c/risk_of_rain___enforcer_by_tink29-d7xdqrz.jpg

The Enforcer: Riot police themed, similar to the picture above. Shield and shotgun. Instant projectile speed. Slower than average attack speed. Shorter than average ranged attack.

Abilities Passive - Automatically regenerates some hp after taking damage. {Idea by Embertine} Q - Basic attacks passively gain increased damage the closer your target, increased aoe the farther away your target. W - Unknown (Possibly a shield based defensive ability) E - Throws a flash-bang that blinds and slows in an aoe after a 1 second delay. (think Cho-Gath rupture) R - Roots self facing the target direction. Unable to turn. Can only attack the direction you face. Blocks damage/abilities from the direction you face. Increases attack range. Can be canceled. 45 degree cone for attacking and blocking. Immune to cc.

Explanation This is going to be the long winded explanation of everything I have already stated.

First off: The reason I've posted an obviously incomplete champion concept is that I think what I already have is a solid set of core mechanics, and I can't think of anything that would add to the quality of this champion. That said I would love if some of these mechanics were to find their way into League in some way, even if my champion does not become a reality.

Secondly: I have a very good reason for making the Q a leveled ability instead of a passive. Having the Q as an ability gives the player more choices and control when playing as The Enforcer. As a leveled ability the Q can be acquired in its full effect as soon as you reach level 9, as opposed to having to wait until level 18 for a full strength passive. Another benefit provided by being an ability is that the Q is not set in stone; The player may prioritize any of their other abilities in order to best suit the situation they're in. What this all means that is that The Enforcer's core mechanic is under the direct control of the player.

Thirdly: Although I have nothing in mind, The Enforcer needs a defensive W both to fit their shield thematically, and to survive any sort harass or poke. The passive could take this role. (As of Embertine's suggestion for a passive this is no longer relevant)

Fourthly: The Enforcer's E serves both to provided cc and dueling potential. This ability supplies The Enforcer's only form of cc, and thus fills a very important role in its kit. The blind is also incredibly useful defensively, nullifying an enemy's aa damage and boosting dueling potential. As such an important and versatile ability in The Enforcer's kit, the E runs the risk of having its power spread too thin, and becoming ineffective in both of its roles. My solution to this is to make the E into a hard to hit skillshot. Similar to Cho'Gath's rupture, which provides tons of damage and cc, the flash-bang will have both a cast delay, an explosion delay, and a bright red circle showing its aoe.

Fifthly: The ultimate may seem a bit complicated, but essentially The Enforcer slams its shield down and uses it for cover. The reason I included an attack range increase is to make the ultimate more viable in teamfights, to make up for the loss of mobility, to increase its versatility, and to make it harder to counter by simply sidestepping. I'm not entirely sure on having the ultimate block all damage and abilities, but it should at least block a good % of aa damage and targeted ability damage. Perhaps it should simply block projectiles similarly to Braum's shield or Yasuo's windwall. The ability is able to be canceled to prevent a miscast from turning into a death sentence. The 45 degree cone and the inability to turn makes the ultimate into a sort of skillshot, where you must be careful of where you stand and where you face. The ultimate includes cc immunity for the following reasons: The ultimate is not designed to be a high risk vs reward ability like Katarina's ultimate. The Enforcers ultimate is meant to be a defensive way to survive teamfights or to tank damage. Similarly to Nami's ultimate, The Enforcer's ultimate has plenty of counterplay in simply walking out of its cone of effect.

Finally, the misc. stuff: I have left the ability descriptions intentionally sparse on details to simplify the submission and because balance is up to Riot. The purpose of this champion is to be viable in both the top lane and as an adc, to go against the trend of increasingly mobile champions, and because there aren't enough shields in League. The Q provides both its damage and aoe at the same time based on how far away or close the target it. This means that at half of The Enforcers maximum attack range the attack has half the damage bonus and half of the aoe effect. Likewise, at The Enforcers maximum attack range the attack has the full aoe effect but no damage bonus, and at The Enforcers minimum attack range the attack has the full damage bonus but no aoe effect. A possible solution to the potential op-ness of The Enforcers Q is to have the aoe portion of the attack only deal a % of its damage (increased by the Q's bonus damage of course).

Lore and other Thematic stuff A massive spine pierced through the hull of the starship Ragnarok and into the corridor where The Enforcer stood; shield planted and shotgun ready. Dozens of these spines had surely pierced the ship, but The Enforcer did not worry. The spine's tip opened, and swarms of aliens began pouring out. The Enforcer opened fire upon the mass of aliens as a hail of spikes slammed into its shield. Chunks of chitin and flesh splattered the walls, and the enraged aliens charged their attacker even as additional troops streamed out of the spine to replace their losses. The ship shuttered, the lights flickered, and the spine anchoring the alien's ship lurched backwards, nearly detaching. The Ragnarok had fired another shell.

As the crew of The Ragnarok fell one by one under the swarms of aliens The Ragnarok fired one final, fateful shell. The 600-ton depleted uranium slug crushed into the alien ship and tore through their reactor's shielding. The resulting release of energy was catastrophic. While the alien's ship was certainly destroyed, we do not know what happened to The Ragnarok, her crew, or even how The Enforcer arrived here. What we do know is that The Enforcer is here, in Runeterra, and will be a valuable ally if we can sway it to our side.

Unique interaction with Kha'Zix. (Because he's a bug with chitin who launches spikes and then cuts things) I encourage Riot to change around anything in my submission in order to improve the champion. This Champion is inspired by the Enforcer from Risk of Rain. Instant projectiles and a solid shotgun sound makes The Enforcer's basic attacks feel powerful. The Enforcer wears full body armor and could be a girl, guy, or tentacle faced monster.

I would appreciate it if you would leave a comment saying why you liked or disliked this champion concept. Leaving a comment in addition to up-voting or down-voting will help me improve the champion concept.

20 Comments

Rabid Meese12/22/2014, 4:32:01 AM3 votes

I too played Risk of Rain.

ZenithEevee12/22/2014, 8:26:18 AM2 votes

Shaco Oh, hey, i see you can plant yourself down... Would be a shame if someone... Stabbed you in the back..

Embertine12/22/2014, 9:02:55 AM2 votes

Very VERY good idea here! I love his toolkit and the way he looks in the picture, even if you simply borrowed it off the internet. His toolkit fits his theme very well and places him as a tanky adc, of which League of legends doesn't have any, thus leaving plenty of room for the enforcer to come in and fill in the slot. His passive could be one of two things in my opinion. One - He could have an auto regen after taking damage. Two - he could gain a 1 point damage boost everytime he kills a champion, so in a single match if he were to get 20 champion kills he would have bonus 20 damage. His Q has an interesting machanic in that his basic attacks gain damage the closer he is, while hitting in a larger area the farther he is. This opens up new forms of gameplay for him as an adc, as he can stay back behind minions and kill of the enemy minions quickly with his AOE, then move in close for increased damage against champions, while still having the support of his own minions, gaining massive lane pushing potential. His W in my opinion should be a short term defensive boost like Garen's and Leona's, but also give about 3% chance to stun a melee distance enemy with your basic attacks per level of the ability, being 15% total at level five of the ability. His E works as a very good CC and can easily be used both offensively and defensively, leading to the Enforcer being a key member in any team fight. His R is a little tricky. I like how it roots him in place and can be disengaged, allowing him to quickly set up by a inhibitor tower and effectively defend it. Immunity to CC is very nice, especially since you don't plan on moving anyway. But instead of blocking all damage from frontal attacks, it should reduce damage by 10% for each of its levels, up to 30%. It should also completely stop penetrating projectiles like Braum's shield, such as Shyvana's E, Caitlyn's Q, and many others. Taking the damage from the ability but not letting the projectile continue pass to damage other players. However as his ult locks him facing in one direction without the ability to turn, he is massively dependent on your teamates not leaving you to die as you get rushed by the enemy team. All in all You did a very good job on his toolkit and I actually hope to see this champion in the league some day. Good job!

Beefy5Layerr12/22/2014, 4:33:55 AM1 votes

Vi is the only enforcer I'll ever need

Bresn1/21/2015, 11:06:12 PM1 votes

W = Plant shield firmly into the ground and hides behind it. Enforcer now takes 65% less damage from bullets, arrows etc while melee attacks are reduced by 40%. The Enforcer switches to a powerful pistol, enabling great range (575) . The Enforcer's pistol does 50/60/70/80/90/100 (65% AD) physical damage.

Edit- Removed initial damage, for pistol, crti chance lowered, range lowered and damage kept.

Edit 2 - Completely removed crit and increased damage/range in return.