Ability concept for an Animalistic type Champion focused on movement speed (NA Version)

Blazet25·9/22/2017, 9:56:13 PM·1 votes·310 views

So i took a quick 20 minutes just writing this as i thought of a few abilities for a champion that didn't revolve around the current meta and trend (max health, missing health dmg), and that resulted in a champion (most likely broken from my aspect xD) that would be interesting to see in gameplay. I dont have a name for the champion itself or what it would look like, and no, it's not connected to a certain blue anthropomorphic hedgehog, trust me.

Passive: Speed Addiction The champion speed is locked at 450 Units per second. Mobility items and ability buffs are halved, movement debuffs are completely negated.

Q: Quick step (7 sec- 5 sec at rank 5) Dashes in a short direction, dealing 50% of total attack damage and 50% total ability power.

Empowered: Dash range is increased by 1.5.

W: Cyclone (12 sec - 8 sec at rank 5) Passive: After using an ability, the next ability will do 10% of the previous ability’s damage to the same champion as damage over time.

Empowered: damage is increased to 20%.

Active: Runs in a circle around an area for 2 seconds (range of circle changes as the ability is levelled up), after two seconds, a tornado is created for 3 seconds. Any enemies in the circle are knocked up for one second, while enemies near the edges are knocked back and receive damage equal to base attack damage.

Empowered: All enemies will be knocked up for the full duration of the tornado. (3 sec)

E: Drop blast (20 sec- 10 sec at rank 5) Instantly bounces in place for a second, dealing aoe damage (45% attack damage, 30% ability power), then remains in the air for two seconds, locking up to three targets for a homing dash, dealing 60% of total attack damage, 30% ability power and knocking back struck enemies. (Targets are selected when mouse is hovered over while E is held down with Quickcast, manually selecting targets with E via clicking without Quickcast). This spell must be channelled, meaning no other abilities can be used.

Empowered: Targets are increased to 4 and they are stunned for half a second after knock back.

R: Overdrive (120 seconds- 70 seconds at rank 3) Passive: All unit collision is cancelled, and all abilities are empowered. This effect goes away when this ability is on cool down. Additionally, receiving movement speed buff decreases the cool down of this ability. (2 seconds every 1 second of the ability)

Active: The champion ceases all movement for 2 seconds, reducing incoming damage by 20%. After channel, it gains a 700 decaying movement speed for 7 seconds. It receives 70% of it’s bonus attack damage as ability power for 5 seconds.

Just want some thoughts on how you would balance this kit (some changes are fine, no complete removal of ability)

1 Comments

Khâmul9/22/2017, 10:08:13 PM1 votes

Hecarim