Conundrum, the Shapeshifter (V. 1.5)
Everything on this champion is open to change and suggestions. However, I would appreciate it if you'd keep all comments along the lines of "This made my eyes bleed" and "This is so stupid" to yourselves, I'd rather just hear if you have any suggestions (besides letting this idea die, that will happen on its own after a while if I don't hear from anyone, so if you just want the idea to die, don't comment, and leave your vote in the poll to say that you want it to die). I don't need compliments, but please don't unnecessarily insult anything.
I intend to enter this contest in the April CCOS once I finish the stats, lore and a few other details. That said, the contest is the only reason why I put in any numbers; I am typically very bad with numbers, so please comment if you have any suggestions for what numbers need to change or if you have any suggestions for what those numbers should be changed to (again, please don't be a jerk, just tell me your suggestions).
I couldn't decide what to remove, so I removed the water form since it honestly just seemed out of place. It was useful, and it's still in the original, but for the sake of removing at least one of the four forms, it was the only one that I felt could go, being basically another jungler form. I haven't replaced the other 3 ults with a single universal ult simply because I have a tendency to get over-attached to abilities I really like, and I kinda got overattached to the base and lane ults (the jungle one was a bit more pathetic so I'd be willing to lose it, but those other two just both felt too good). I'm also really tired even as I make these changes to this champ so I just can't think of anything that would be awesome enough to justify losing those abilities. I feel like I may have gone a bit overboard trying to fix the abilities after being told that I had made the abilities too weak in the original version. Again, this is open to suggestions, so PLEASE tell me if you have any suggestions for what numbers to use. Edit You can thank Auryiel if my last update made his abilities too powerful. In the future, rather than telling me "it's too weak" over and over again until I go completely overboard, give me a range of power for each of the abilities that you had problems with, like how XxRonaldoxX7 gave me a range of armors to work with (thanks again for that). I said I'm not good with numbers so don't just assume that I'll know a safe range of numbers to go with if I didn't do it right the first time. And after hearing "make him stronger" "his abilities are too weak" over and over again, it risks me deciding to do something like give him 1000 (+90% AD) physical damage or something for an ability, especially if you start being a jerk about it, which I already said I'd prefer you not to do.
Conundrum, the Shapeshifter (Here is the original, also made in April 2015)
Role: Mage, Secondary: ??? (varies)
Stats Health: 508.24 (+75.93 per level) Health Regen: 5.58 (+0.54 per level) Mana: 329.4 (+44.7 per level) Mana Regen: 7 (+0.79 per level) Attack Damage: 54.598 (+2.718) Armor: 23.41 (+3.7 per level) Magic Resist: 29 (+0 per level) Attack Speed: 0.672 (+1.63% per level) Movement Speed: 345 Range: 125 (melee)
Passive/Innate:
Innate: Shapeshift Conundrum transforms to suit his environment, and his kit changes with him. In a base, he takes on the form of a large bipedal brick-and-stone monster and gains 100 (+10 per champ level) health; in the jungle, he takes on the form of a dark assassin and gains 1 (+1 per level) movement speed and 10 (+2 per level) attack damage against neutral monsters; and in a lane, he takes on the form of a quadrupedal beast with red skin and long blades sticking out of his forearms, and gains 5% armor penetration and magic penetration. (In all forms, his face consists of two thin, dark eyes.)
Q:
Base Q: Tower Construction Conundrum summons a tower at a target location; minions are attracted to it, and the first allied minion to the tower enters it and becomes an archer.
Conundrum uses a strange magic that takes bricks from the ground and re-forms them into a small tower. Towers have the health of three minions and last for 3 minutes. Nearby minions will be attracted to the tower upon its summoning (allies to enter the tower, enemies to attack it); the first allied minion to the tower will enter the tower and climb to the top to become an archer (other allied minions are no longer attracted to the tower). The archer minion cannot leave the tower, but gains 50/75/100/125/150% attack damage and a range of 200 units around the tower. Max: 6 towers. Mana Cost: 70/80/90/100/110 CD: 9/8.5/8/7.5/7 seconds
Jungle Q: Treetop Assault Conundrum jumps up into the trees to run around in them almost completely undetected.
Conundrum jumps on top of a selected wall and can now run along it like a path. Enemies can attack him from here after 0.5 seconds to make him fall off towards them. While on top of a wall, he becomes stealthed, but visible on the map to allies and nearby enemies, and can be targeted/hit by enemy attacks/spells. If Conundrum selects an enemy within 300 units of himself (not counting the wall's height) as a target for a basic attack, he pounces down on them and deals 10/15/20/25/30% bonus attack damage to the target with his next basic attack. To come down from a wall, Conundrum must click on a regular path on one side of the wall. This ability goes on cooldown once he leaves the wall. If he clicks on a path to leave the wall rather than attacking or being attacked, the cooldown is cut in half. Mana Cost: 50/65/80/95/110 CD: 8/7.5/7/6.5/6 seconds
Lane Q: Slice and Impale Conundrum moves in and uses his arm blade to slash at his enemy, then dashes forward to impale them on it, dealing damage and shattering some of their armor.
Conundrum uses his left arm blade to slice at a target opponent, dealing 15/20/25/30/35 (+20% AD) physical and 10/15/20/25/30 (+20% AP) magical damage, and then impale them, dealing 10/18/26/34/42 (+20% AD) physical damage and dropping their armor 5/9/13/16/19%. Mana Cost: 50/60/70/80/90 CD: 10/9.5/9/8.5/8 seconds
W:
Base W: Raise the Defenses Conundrum summons a wall to block enemy movement while allowing ranged allies to attack enemies from behind the wall.
A brick wall 200 units long with the health of 4/5/6/7/8 minions and 50/60/70/80/90 armor is raised at a target location up to 300 units away. This wall blocks the paths of both allies and enemies, but ranged allies can attack through the wall while ranged enemies cannot. Enemy minions within 300 units of it will be attracted to the wall. The wall lasts for 3 minutes. Enemies in the way of the wall upon its summoning will be dealt 7/14/21/28/35 (+40% AP) magic damage. Max: 3 walls at a time. Mana Cost: 60/70/80/90/100 CD: 10/9.25/8.5/7.75/6 seconds
Jungle W: Strategic Throw Conundrum analyzes a target and decides whether he should use his bone throwing knife to trip the target, slow them down while dealing some damage, or try for a deadly blow to the head.
This spell can target an enemy up to 500 units away. Upon casting, three selections will appear above Conundrum's head: a head, a torso, and a foot; these selections will be swapped through one at a time until Conundrum re-casts this ability (think Twisted Fate). If the target is hit in the head, they will be dealt 50/70/90/110/130 (+20% AD) physical damage (the most physical damage); if aimed at the back, the target will take 40/60/80/100/120 (+18% AD) physical damage and be slowed by 15/17/19/21/23% for 2 seconds; if aimed at the feet, the target will take 30/50/70/90/110 (+16% AD) physical damage (the least damage) but trip and be stunned for 1 seconds, and their armor and magic resist will be decreased by 15%. If cast while standing on a wall, the target will be slowed 10% for 2 seconds if hit in the head, stunned for 0.5/0.7/0.9/1.1/1.3 seconds if hit in the back, and slowed by 15% for 2 seconds after being stunned if hit in the feet. Mana Cost: 50/58/66/74/82 CD: 12/11.5/11/10.5/10 seconds
Lane W: No Mercy Conundrum sees that his target is getting weak, and his natural bloodlust kicks in, making him attack harder and faster the more weakness the target is displaying.
Conundrum gains 20/21/22/23/24% bonus attack damage and 10/13/16/19/22% attack speed for 3 seconds. If attacking a slowed target, he gains a bonus 2/3/4/5/6% attack damage, and if attacking a stunned/tripped target, he gains another 4/5/6/7/8% attack damage and another 3/3.5/4/4.5/5% attack speed. Mana Cost: 45/55/65/75/85 CD: 13/11.75/10.5/9.25/8 seconds
E:
Base E: Castle's Rage Conundrum becomes enraged with his enemies and begins hurling chunks of the ground at them to deal more damage and hardening his skin to prepare for a tough battle.
For 5 seconds, Conundrum begins throwing rocks for his basic attacks, gaining a basic attack range of 225 units. He also gains 15/19/23/27/31% attack damage and 20/21/22/23/24% armor. Mana Cost: 45/55/65/75/85 CD: 10/9/8/7/6 seconds
Jungle E: Leaving Without Me? Conundrum won't let his target escape, and generates a rope from his hand with a bony knife-like protrusion at the end, which he throws at his target to catch them and pull himself towards them.
Conundrum throws a dark rope with a blade attached to it in a selected direction (range of 475 units); the blade deals 40/60/80/100/120 (+30% AD) physical and 20/40/60/80/100 (+30% AP) magic damage to the first enemy/neutral monster that it reaches and sticks to them for 2 seconds. Conundrum can recast this to drag himself to the target and deal 10/30/50/70/90 (+30% AD) bonus physical damage and slow the target by 5% for 2 seconds. Stunned targets take 5/6/7/8/9 (+10% AP) bonus magic damage on both casts. Mana Cost: 50/60/70/80/90 CD: 17/16/15/14/13 seconds
Lane E: Slice the Legs Conundrum refuses to lose his fleeing target, and does whatever it takes to catch them or make sure they can't run.
Conundrum can cast this on a target from 300 units away (this is a targeted ability, not an activate-on-press-of-a-button ability like Garen's Q and E). If cast on a target 300-251 units away, Conundrum dashes 200 units toward the target and slices at them with his blades, dealing 40/60/80/100/120 (+20% AD) physical damage. If cast on a target that's 250-201 units away, the target is slashed at, dealt 45/65/85/105/125 (+25% AD) physical damage, and slowed 5% for 2 seconds. If cast on a target 200-125 units away, the target is tripped (cannot move, but can still attack/cast spells) for 2 seconds, loses 5/7/9/11/13% AD, and is dealt 50/70/90/110/130 (+30% AD) physical damage. Mana Cost: 55/70/85/100/115 CD: 11/10.25/9.5/8.75/8 seconds
R:
Base R: Bulldozer Conundrum smashes the ground in rage to hurt enemies near him, then charges forward blindly in an attempt to push his enemies back and give his team space to move forward.
Conundrum smashes the ground, dealing 100/130/160 (+40% AD) physical and 60/90/120 (+30% AP) magical damage to enemies up to 200 units away from him. He then charges forward (not a selectable direction, just whatever is "forward" to him at the time), dealing 100/140/180 (+40% AD) physical and 70/75/80 (+40% AP) magical damage to enemy units in his way and forcing them aside; enemies directly in his path are stunned. He continues charging until he hits a wall or exits the base he is in. If he hits a wall and an enemy is in the way at the time, they are dealt 60/100/140 (+40% armor) bonus physical damage. Mana Cost: 90/100/110 CD: 140/130/120 seconds
Jungle R: In For the Kill Conundrum sees that his enemy is weakening, and decides it's time to finish them with a barrage of quick, deadly attacks.
Conundrum selects an enemy up to 600 units away, pounces on them, and makes a barrage of attacks on them, dealing 100/120/140 (+40% AD) physical and 90/100/110 (+35% AP) magic damage and slowing the target by 5% for 3 seconds. Enemies that are already slowed are dealt 10% bonus magic damage, and enemies that are stunned are dealt 10% bonus physical and 15% bonus magical damage (additively, not multiplicatively). If this spell is cast while Conundrum is in a bush or on a wall, it gains 10% armor penetration and magic penetration and the enemy is stunned for 0.5 seconds instead of slowed. Mana Cost: 120/135/150 CD: 150/135/120 seconds
Lane R: Hellish Onslaught Conundrum digs his blades into his opponent's arms so they can't run away or fight back, and then tears through them to finish them off.
Conundrum can cast this ability 3 times within 3 seconds, with each cast at least 0.5 seconds apart. If he is hit by an enemy champion's ability (not summoner spells) at any point during this time, this ability immediately goes on cooldown and the targeted enemy is released. On the first cast, Conundrum digs his left arm's blade into the left side of a targeted opponent, dealing 90/100/110 (+40% AD) physical and 60/70/80 (+35% AP) magic damage; the opponent can no longer move but can still cast spells and attack. On the second cast, Conundrum digs his right arm's blade into the right side of the target, dealing 90/100/110 (+40% AD) physical and 60/70/80 (+30% AP) magic damage; the target now can no longer use spells, but can still basic attack. On the third cast, Conundrum slices through the target, dealing 100/120/140 (+45% AD) physical and 80/100/120 (+40% AP) magic damage; the target is now released, but loses 10/15/20% of its armor and magic resist (armor and magic resist decreases by another 5% if the target was slowed/stunned during the first cast) for 4 seconds. Mana Cost: 60/65/70 mana per cast (after all 3 casts it will cost 180/195/210 mana) CD: 140/130/120 seconds
All % stat changes (unless otherwise specified) are multiplicative, not additive, and if a spell goes on cooldown and Enigma goes from one environment to another, the spell stays on the same cooldown (if Base Q has a 9 second cd and Lane Q has an 8 second cd and it goes on cd while in the base, it stays on cd and stays on the 9 second cd rather than becoming an 8 second cd).
Playstyle Conundrum is a fairly difficult champion both to play and play against. He is difficult to play against because he takes on so many different forms, and you must be sure you're going into the right area if you intend to either fight or escape from him. However, he is difficult to play as because of these same reasons; because of his different forms being based on his location, the player must be sure that they are in a location that suits their situation, or that they have a location that they can escape to if things get tough. In the base he is a tank, and his abilities are meant to push the opponent back, whether "back" is out of his own base or away from his team as they take the enemy base. His walls can be fired over, which can be used to the advantage of his towers, which allow normal minions to become ranged so they can fire over the walls as enemies have to go around them. Meanwhile his ult can be used to force enemies away if they start looking like a threat, and can even be used to push an enemy all the way out of his base if he positions himself just right. In the lane, his abilities are meant to deal damage and slow/stun his target, then punish him for allowing him to do so by dealing extra damage to slowed/stunned targets. His leaping ability can also help him chase his target if they try to get away. However, he is meant to start off in the jungle, his jungle form allowing him to kill neutral monsters more easily by allowing him to deal extra damage to them. In the jungle he is also able to stalk enemies fairly easily while he is on walls, as he can only be seen on the walls from the mini-map. In this way he can get the jump on his targets, dealing extra damage and possibly even slowing or stunning them. His jungle and lane forms are meant to work together, as both of them can slow/stun targets and then deal bonus damage to targets that are slowed/stunned. His jungle form can also help both chases and escapes, as he gains movement speed in the jungle and can jump on and over walls. Overall he is a very well-rounded champion depending on where he is on the map vs. what he needs/where he needs to be, but the changing kit can become rather confusing during a chase/escape from one location to another, as he may lose the ability that he needed to use to beat/escape from the target, and if the player forgets what skills they have where, then they can wind up pressing the wrong buttons and using the wrong moves a lot.
Lore
Experiment X Day 297 At long last, I have begun growing my prototype super-beast. It is currently still in the embryonic stage; I will have to wait for it to mature before I can tell if it works as intended. In a few weeks I will be able to tell whether or not this project was a success. I hope it is, as I have drained most of my funds, and I am not likely to earn any more grants after my last few... failures...
Experiment X Day 321 The embryo is beginning to mature, but the process is taking far longer than I had predicted. My new prediction for its full maturation is now 41 days. I have noticed that it seems to be taking on traits from all of the forms that I had given its DNA suggestions for. I had originally intended for it to decide for itself during its embryonic stage what form it would take on, but it seems to be having a hard time deciding...
Experiment X Day 337 The embryo is still having difficulty deciding what form to take on, and seems to be switching between three forms every day. I have noted that it rejected one of the more specialized forms that would have made it better adapted to water. I suppose it does not feel much need for such a form, nor do I blame it, as it is intended for land combat. However, I have also noticed that it seems to have at least selected a face; it seems to like the face with no mouth and dark, thin, sinister eyes. As for its maturation, it is almost done, but it seems as though it will take a few more days...
Experiment X Day 341 The embryo has fully developed into a somewhat humanoid form. It is still going to need some time to decide on a single form to take on, but seems as though it will be done with the selection soon. If nothing else, this was a good test for my Form Suggestion technology, and I have definitely learned that a living being can take a long time to decide on a form when it is given several options. As for right now, it seems to be leaning towards the rock beast form, one of the three that it had been switching between for a long time now. I figure this is because of the brick room that it has been in for the last few months; it must have decided that a stone form would be best for this environment. I wonder how it will fair in combat outside of the laboratory...
Experiment X Day 343 The creature's form selection has taken a slightly surprising turn, although not completely unexpected. It had seemingly finished its form selection, so I decided to bring it out of its growth chamber. It had difficulty walking at first, as was expected, but it learned fairly quickly. I then decided to give it something to hold, an old pipe I had lying around from when I had to fix the plumbing a few weeks ago, to see if it had gotten the hang of using its thumbs yet. It learned how to hold things surprisingly quickly as well. It seems to be rather intelligent, which is part of why the next part wasn't entirely surprising: I decided the next test would be to take it outside to see how it coped with seeing a new environment. My lab is located in the middle of a forest - a precaution I took so that Experiment X wouldn't hurt anyone if he broke out. Not that I care about the people of Zaun, but as it is I barely had the money to fund this one prototype super-beast; I didn't need him breaking things or killing people and getting me slapped in the face with lawsuits. Anyways, the moment I brought him outside, he took on the second of the three forms that he had been swapping between: a dark humanoid that seemed to be dressed as an assassin. His armor was, of course, just a part of his body (I'm still working on giving creatures the ability to grow their own clothes; it almost works, but at the moment it can only allow living beings to grow capes and shorts), but it looked as though I was standing next to a real-life ninja. He then proceeded to dart up into the trees, and killed a rabbit that I hadn't even seen. I pondered at his ability to create weapons from his own body, especially the throwing knife. Upon closer inspection, it seemed that he had created a specialized bone shaped like a blade and ejected it from his own body. Then I brought him to a nearby path where he changed into the third of what I consider to be his favorite forms: a quadrupedal, yet still humanoid, beast with long blade-like bony protrusions coming out of his forearms. He proceeded to mutilate a passerby. While this agitated me at first, we were able to dispose of the body fairly quickly, and I don't believe there were any witnesses, so a lawsuit was out of the question, which gave me some relief. What was more interesting was that, rather than take on just one form, he was smart enough to keep three on hand so that he would be able to adapt more easily to any situation. As I said before, his shape-shifting wasn't entirely surprising to me; I had theorized that this might be a result of using the Form Suggestion technology to suggest multiple forms to one creature while it was still developing. What was surprising was its ability to strategize when it had never even seen the outside world; it somehow figured out that the most basic forms it would need for combat were a tank form so it could take hits, an assassin form so it could move quickly and hide in the trees, and a berserker form so it could deal massive damage with each hit. This is a remarkably intelligent creature. If I weren't so proud of my creation, I would almost be scared that it's been threatening me for the last few hours. He seems to have recognized me as an inferior being, and does not seem happy to be following me around anymore. I am still happy; after all, my experiment has, in a way, succeeded: I have created a super-beast that can use many different styles of combat, even if he can only use each style of combat in certain areas. This may be the last time I am ever heard from, so I would just like to leave this message for anyone who finds this log: a powerful beast has been released upon this world. He is tough, he is fast, and he is powerful; he can adapt his form and his battle style to match his environment; and above all else, he is intelligent, and knows how to bring down prey even as intelligent as humans. No one is safe anymore, no matter where you go. Once he makes you a target, you cannot escape his grasp; you can only decide on which of his forms will kill you.