Mr. Soul, the Shattered Psyche

Champion Concept·6/27/2015, 11:26:22 AM·2 votes·1,513 views

https://www.youtube.com/watch?v=xFB4qe5vv14

http://vignette1.wikia.nocookie.net/dcanimated/images/3/30/Question.png/revision/latest?cb=20130305204159

Design - Very similar to The Question. Colors however differ by his outfit being black and white. His different Psyches have the white colored by whatever version they are. His face is distorted by visual white noise. If he has a Psyche charge, whichever one would be expended on the next cast decides the color that replaces white and VO lines. No charges = white.

Lore

An expert psychic detective, Mr. Soul was treated as the best in his field by those who ever had a case solved by him. Nobody knew why he took a case, only that your case was going to be solved if he took it. A legend among the law community, whispers of him slowly died out as he made no appearances for upwards of a decade. Nobody knew if he had died, retired, or both. Rumors of his reappearance started spreading, but everybody had a different take on the detective. Some said he was a straight shooter. Others said he was a paranoid schizophrenic. More said he was a bloodthirsty psychopath. Lastly some said he was an emotionless robot. All right in their own ways.

Mr. Soul had an unfortunate run in with a monster he couldn't handle in the mental plane. Fearing death, he split his mind into three separate parts to escape the blades of the beast, leaving his body empty. Successful in escaping, he however was unable to bring back the true Mr. Soul. His mind was split forever. All three would quickly agree that it was of great gain. The polarizing of his mental states strengthened their powers tremendously. However that didn't excuse the monster. The real Mr. Soul was dead. Somebody had to pay.

Friends Caitlyn Vi

Rivals Nocturne


Role: Assassin/Fighter

Skills

Innate - Get The Drop http://puu.sh/j61sg/6e8cb8349b.png

Right clicking on an enemy champion in 400 range for the first time causes you to quickly dash into melee range of them. You must have not dealt or taken damage for 5 seconds for this to reset.

R - Interrogate http://puu.sh/j61tq/f136d48a3d.png

CD: 180/150/110 Dash Range: 300 Room Size: 1100x1100

Passive

Mr. Soul gains the ability to hold 1/2/3 charges of Psyche. Psyche is used to enhance his basic spells. Mr. Soul gains a random charge of Psyche every 40/25/15 seconds. Mr. Soul cannot have two of the same color Psyche. Psyche is used in the order it is obtained. Using Psyche does not interrupt Mr. Souls actions. Mr. Green Psyche: Spells become targeted. Mr. Yellow Psyche: Knocks back enemies a total of 400 units. Mr. Red Psyche: Ignores Bonus Armor.

Active

Mr. Soul dashes forward a small distance, grabbing the first enemy champion hit and bringing them into Mr. Souls office. While in his office the two champions exist on a separate plane from everything else. In the real world, only a door is visible at the point of contact with Mr. Soul. The enemy champion can reach the door in Mr. Souls office in order to leave back into the real world. Mr. Souls office is furnished. Being knocked into furniture in the office will destroy it and stun the champion for 1 second, regardless of who it was. Enemy champion’s starting position is the center, Mr. Souls is in front of the door. Mr. Soul can leave after 3 seconds or automatically when the enemy leaves.

Q - Tools of the Trade http://puu.sh/j61Cn/334c54f1af.gif

Static Firing CD: 1 Static Reload Speed: 1 bullet per second. Range: 700

Passive

Mr. Soul uses his Brass Knuckles on his basic attacks. His basic attacks deal 1/1.15/1.3/1.45/1.6 Total AD as physical bleed damage over 5 seconds. This stacks independently.

Active

Mr. Soul fires his revolver in target direction, dealing 50/75/100/125/150 + (.5 Bonus AD) as physical damage. Mr. Soul has 6 shots before needing to reload. Mr. Soul can only reload if he hasn't dealt or taken damage for 5 seconds. Reload and fire speed is lowered by .58% for each 1% of attack speed Mr. Soul to a maximum of 70%.

Psyche

Fires 6 shots at maximum speed in target direction that don’t use Mr. Soul's bullets. Conjures up a ghost image of Mr. Soul as the respective color of Psyche used. Fires from the position he activated this.

W - Brawling Strikes http://puu.sh/j61Hd/1230e910ff.gif

CD: 15/13/11/9/7 Range: 200 Psyche Range/Speed: 700

Active

Mr. Soul does 3 quick strikes in target direction that applies on hit effects and deals an additional 20/30/40/50/60 physical damage. Disabled if Body Block is active.

Psyche

Line skill shot that casts Brawling Strikes on first enemy hit. Can be cast regardless of Body Block.

E - Body Block http://puu.sh/j61Ih/bbd1deff9a.gif

CD: 20/17/14/11/8 Range: 200

Active

Mr. Soul grabs a target allied non-super minion or small monster and holds it in front of him. Any damage from the front will instead hit the minion/monster. Maximum hold time: 5 seconds. Basic attacks and Brawling Strikes are disabled while holding something. He can reactivate this after two seconds to throw the minion/monster dealing 80/120/160/200/240 + (.5 AP) physical damage and stunning them up to 2 seconds based on the health % of the minion/monster. If cast on an enemy champion he instead kicks them backwards 200 units, deals 100/160/220/280/340 + (.5 AP) physical damage, and slows them by 99% for .5 seconds.

Psyche

Body Block gains 500 range and becomes a 200 radius skillshot, grabs do not disable basic attacks, and can grab his furniture from his office. Furniture has 200/600/1000 health based off ult rank.


Playstyle

Mr. Soul is a flex pick. He is best taken middle lane, but taking him bot lane in order to farm up items safely is an option due to his Q allowing him to last hit at range. Mr. Soul has limited poke while in lane, but once he wants to start a brawl he is easily capable of doing so. Staying in a long engagement however is detrimental to Mr. Soul as he he will run out of ammunition and only has one initial gap closer, allowing those that can survive and kite Mr. Soul's initiation to punish him. Changing your play style on the fly to fit what Psyche you have is important. What Psyche you have available changes who you want to target for ult tremendously. Are you able to directly target tricky enemies? Are you able to keep a dangerous fighter away from you? Would you be able burn down a tank? The goal should always be the same with ultimate: Get an enemy out of the playing field so you can deal with them. The target champion should be what changes.


To Do

  1. Fine Tuning Skills
  2. Quotes

16 Comments

TheFirstGokun6/27/2015, 4:48:28 PM1 votes

It's difficult to make heads or tails of this champion at the moment, so I'll be very brief. First of all, for clarity, when is a spell empowered by Psyche and when is it not (I won't question the Psyche-empowered versions of the spells until I get an answer)? Also, is the Q a skillshot or targeted ability? Second of all, isn't the E rather useless? Because it's only a lane minion or small monster, it can tank at most two or three skillshots/basic attacks by late game, and this is all from one specific direction. It sounds like a fragile Braum shield, and it does very little besides maybe blocking a potentially lethal Nidalee spear or Ezreal shot. The interesting part comes afterwards, when he can throw the damn thing, but that's a full two seconds later once the enemy is fully aware of the impending stun. Maybe reducing that cooldown or making the shield with higher health than the minion used. Or, have it scale from 100% of the health of the minion used to 300/400% of the health of the minion used. Considering the utility and that it disables autoattacks, it should have some more utility than just a simple shield. Alternatively, make it possible to grab enemy minions and turn them into a shield. Theme-wise, I think you nailed the concept on the head. I love the detective vibe I get just from reading his skills. However, his mechanics are a little iffy. Having to recharge six stacks of Q by leaving combat is a huge damper on his power, because it means he can at most use his Q 6 times in lane before having to take a break from last hitting. Maybe 6 stacks with a short cooldown followed by a very long cooldown to recharge which briefly stops ticking every time he takes damage? This would be a good incentive for the enemy to abuse Mr. Soul after he uses six shots, but is not as oppressive as the other idea. His base damage and ratios on basic abilities are currently very low. Consider amending this. Except for the Q passive of course (1.6 AD bleed damage on each attack? JESUS) That shouldn't be allowed to stack too high, as you're essentially more than doubling your damage output with only basic attacks. His ultimate, while cool in theory, is very very very case dependent. It's actually a skillshot, so he might not get the right target (one of the important roles of assassins). It's also incredibly easy to escape for some champs (Fizz, Yasuo, Kassadin) and near impossible to escape for others (Nautilus, Nunu, Sejuani). Note that the ones you actually want trapped in the room are more likely to escape than other targets. Maybe if they're silenced inside the room it could work better? The skill is not only extremely unreliable, it's near broken. Imagine you're in the middle of a teamfight and you see Mr. Soul move very subtly and all of a sudden you're in a room with furniture getting beat around by Mr. Soul. The common player would think WTF? and rightfully so. It's disorienting and barely feels fair to the enemy in question. Plus, what if Mr. Soul gets his ass beat in there. Then there's no point to it at all unless you're already steamrolling the game. Is the W supposed to be a kind of brief suppression? If not, it seems kind of lackluster. Everything about this concept just screams cool detective novel, but some choices may not be so great in practice. I really hope you can improve this into something that a Rioter might someday look at and take inspiration from. Hope I didn't sound too critical. Please continue to update this :) That's it for now. Reviewer away! summoner 4

Champion Concept6/27/2015, 6:18:12 PM1 votes

Your review is really all over the place, but I guess thats best to explain myself.

{quoted}

It's difficult to make heads or tails of this champion at the moment, so I'll be very brief. First of all, for clarity, when is a spell empowered by Psyche and when is it not (I won't question the Psyche-empowered versions of the spells until I get an answer)?

If he has the resource, the next spellcast is empowered.

Also, is the Q a skillshot or targeted ability?

Normally a skillshot unless empowered by Green.

Second of all, isn't the E rather useless? Because it's only a lane minion or small monster, it can tank at most two or three skillshots/basic attacks by late game, and this is all from one specific direction. It sounds like a fragile Braum shield, and it does very little besides maybe blocking a potentially lethal Nidalee spear or Ezreal shot.

That's the intention for the shield. Its not supposed to be strong normally.

The interesting part comes afterwards, when he can throw the damn thing, but that's a full two seconds later once the enemy is fully aware of the impending stun.

Intentional.

Alternatively, make it possible to grab enemy minions and turn them into a shield.

I don't want him to be able to essentially deny his own minions.

Theme-wise, I think you nailed the concept on the head. I love the detective vibe I get just from reading his skills. However, his mechanics are a little iffy. Having to recharge six stacks of Q by leaving combat is a huge damper on his power, because it means he can at most use his Q 6 times in lane before having to take a break from last hitting.

This was intentional in order to weaken his laning; but remember, Psyche doesn't use his bullets so he could technically have upwards of 24 shots if he wanted to. I did plan for him to only be able to activate Psyche abilities consecutively once the first one finished though, so having attack speed would speed that up.

His base damage and ratios on basic abilities are currently very low. Consider amending this. Except for the Q passive of course (1.6 AD bleed damage on each attack? JESUS) That shouldn't be allowed to stack too high, as you're essentially more than doubling your damage output with only basic attacks.

His basic attacks don't have instant damage. All of the damage is tied into the bleed, which does as much damage as it says. This is intentional in order to force him to last hit with his Q active. This is the fighter portion of the champion. I didn't put too much survivability aside from E shield; so he's reliant on items in order to be able to basic attack without dieing. Q damage is actually very, very, very high. If you hit all 6 shots. Level 1 that's 300+(3.0 bonus AD), level 5 that's 900+(3.0 bonus AD) . And I only want him to have 6 shots unless he decides to use Psyche. I want the player to count his shots so he doesn't find himself later in the encounter without bullets as the enemy is walking away with a sliver of health. "Did I shoot 5 shots or 6? Well? You feel lucky punk?"

His ultimate, while cool in theory, is very very very case dependent. It's actually a skillshot, so he might not get the right target (one of the important roles of assassins). It's also incredibly easy to escape for some champs (Fizz, Yasuo, Kassadin) and near impossible to escape for others (Nautilus, Nunu, Sejuani). Note that the ones you actually want trapped in the room are more likely to escape than other targets.

Everything you said is intentional.

Imagine you're in the middle of a teamfight and you see Mr. Soul move very subtly and all of a sudden you're in a room with furniture getting beat around by Mr. Soul. The common player would think WTF? and rightfully so. It's disorienting and barely feels fair to the enemy in question.

I want it to feel disorienting. I planned a decently long transition animation so it isn't exactly instant so people know whats happening if they do get caught.

Plus, what if Mr. Soul gets his ass beat in there. Then there's no point to it at all unless you're already steamrolling the game.

"I'm not trapped in here with you. You're trapped in here with me." is totally a feeling I want to have. Mr. Soul is already a great 1v1er and if he caught the wrong target he's going to get punished for it.

Is the W supposed to be a kind of brief suppression? If not, it seems kind of lackluster.

It applies his Q passive so its a lot of damage. Only damage unless you have Yellow Psyche (which is probably the most important one.)

Champion Concept6/27/2015, 8:55:35 PM1 votes

Play style, visual design, and office map is done for now.

GuileRaven6/28/2015, 12:11:42 AM1 votes

This champ should be less of a brawler and more of a mage. He is a "psychic" detective in a fantasy setting. He should have all kinds of mental based powers. For example his ult could be a skill shot based ult that lets you highjack an enemy champion. Taking damage while controlling an enemy champion interrupts the spell, but it should have a really good range maybe even global. He could have an ability that makes the target temporarily lose sight of everyone but you (making you the only person he can target or see coming), should look something like Nocturne darkness . He should also have a fear ability.

GuileRaven6/28/2015, 5:40:07 AM1 votes

Since you thought selective vision was cool but would be better on a different champion, I came up with my own concept; tell me what you think.

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/V7sxyTaQ-champion-concept-the-forest-stalker

Champion Concept10/9/2015, 1:31:29 PM1 votes

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