[Champion CONCEPT] [MELEE/RANGED JUNGLER/ADC] I need your help Summoner!

NitroglyceR·3/19/2016, 7:07:13 PM·6 votes·1,198 views

Lulu Howdy Summoner! Welcome in this discussion! I hope you'll like the concept as you'll read through it, I put so much effort in this over the last few monthssummoner 3 In this case, I started with the idea of a champion that could use** BOTH MELEE and RANGED** autoattacks at the same time. Originally it was supposed to be a toplaner, then it ended up in the botlane, to in the end be viable even as a jungler too.

So sit down and grab your popcorns [slayer-pantheon-popcorn] and let's get started!

Notes: Numbers are approximate. My English too. Feel free to correct me in the comments ;)

- General infos Name: To be defined - code name: Chara (yeah I like Undertale. Dont google this name if you dont want spoilers tho.) Sex: Female Race: Semi-human - from Bilgewater(I'm finalyzing the lore part, hold tight!) Role: Marksman / Assassin Basic Attacks: Melee Secondary Bar: Mana

KEY POINTS °A mana dipendent ADC that synergizes with CDR °Damage is conditioned by spending a lot of mana or taking risks °Decent but counterable mobility °Strong zoning ult

- Shop-like stats Physical Damage: 8/10 Defense: 5/10 Abiliities: 2/10 Difficulty: 8/10


ABILITIES:

P: Runic Armor Upon using three basic attacks on the same champion or big monster gain a 5/45/75/95/105/115/125/135/145/155/165/170/175/180/185/190/195/200_(+4/5/7% bonus mana)_ shield (based on champion level) that lasts up to 10 seconds. In this time every attack on that target increases by [140] the shield. This bonus amount cannot exceed [5200]. 15 seconds static cooldown

Q: Blade Summoner

PASSIVE: Chara spawns a Blade every 7.5 seconds (MAX 2). Blades can be used to be thrown as ranged basic attacks on champions or minions, and they are refunded on killing blows. Melee attacks deal [6~15%] bonus damage per Blade on hit.

ACTIVE: cost 30 mana; cooldown 3.5/3/2/0.5/0.1 seconds Chara instantly spawns a Blade. Her next ranged attack deals 0/5/15/30/50_(+0/5/10/15/20% Base AD)(+15% Bonus AD)_ additional physical damage. Killing blows restore 10/15/20/25/30 mana with this effect. Consecutive reactivations cost 20 more mana but refund 10 more mana than the previous one on killing blows. These effects stack up to 4/5/6/7/8 times.

•NOTES Ranged attacks are considered as such: they apply on hit effects, can crit, can be interrupted by Braum or Yasuo, dodged by Jax, blocked by Pantheon, Teemo is able to make them miss, etc. They need 4 hits for the double hit of the Devourer, they add only one Guinsoo stack, Runaan is normally applied, Sheen items work as usual, etc. Blades regenerate one at the time. Using the active will pause the timer of the currently regenerating Blade, will make it available to use and will make the other Blade resume the regeneration. (WILL GET UPDATED SOON - NEED MORE CLARITY)

W - Lacerate

PASSIVE: Every three attacks on the same champion or big monster you gain 10% bonus attack speed for 2 seconds.

ACTIVE: cost 60/70/80/90/100 mana, cooldown 25 seconds In the next 4 seconds Chara gains 10% bonus attack speed and every third attack also deals 35/40/50/65/85_(+1/1.5/2/2.5/3 every 1.5% missing HP)(+35% AD)_ additional physical damage, slows the target by 35% for 1 second and the attack speed bonus is doubled for 2 seconds. The first two times you deal Lacerate damage the duration of the effect iincreases by 3 seconds.

•NOTES The stacks start decaying one each second after 3 seconds. Only one unit at the time can have Lacerate stacks, and activating this ability deletes all stacks currently applied.

E: Soul Dash - REWORKING THIS - Preview of the new ability in the comments

ACTIVE: cost 70/75/80/85/90 mana; cooldown 12 seconds Select a long conic zone in a direction. This cone moves along with you for 6 seconds and is visible to your team only. If any champion walks in that area or if the ability is reactivated after at least 3 seconds, Chara performs a small dash towards the direction of the cone. Dashing towards a champion lowers the cooldown of Soul Dash by 4 seconds. In this case with every consecutive reactivation you will be able to instantly dash in every direction, and dashes towards champions will have 10/20/30/40/50% bonus range.

•NOTES The mana cost is spent on the first activation, and the enemy will know that you activated the ability because of visual and sound effects(the cone will always be hidden). Leveling up the ability also raises the cone angle. Not reactivating the ability halves the cooldown and refunds half of the mana cost.

R: Tempest's Fury

PASSIVE: Blades' spawning time is reduced by [200%CDR]%

ACTIVE: Cost 125 mana; Cooldown 150/125/100 seconds After a 2.5/2/1.5 seconds channel time, Chara summons a whirlpool that slows by 35% enemies for 4.5 seconds as it expands. After reaching the maximum extention, it goes back in, dealing 100/200/350_(+60% bonus AD)(+30% AP)_ physical damage and slowing by 50% for 2.5 seconds all enemies hit. Champions in the inner zone are also dragged to the center and recieve 150_(+30% bonus AD)(+30% AP)_ bonus magic damage.


summoner 4 Ability additional notes

•P - Runic Armor The shield can help surviving in the jungle or during a lane trade, but the cooldown creates an opportunity for your opponent to engage on you. Synergizes well with mana [> item 3004Manamune /item 3078 Trinity Force/item 3025 Iceborn gauntlet] and even though the shield has a really high value, it costs a lot of mana because of Blade Summoner (Q), and this undirect cost balances its values.

•Q - Blade Summoner Blades managing is the minigame you will be playing in the laning phase. You are rewarded on lasthits, but trades cost a lot of mana**[>item 3004 Manamune]. The active is useful to farm better and deals quite a lot of damage[>item 3057 Sheen>item 3078 Trinity Force]** limited to champions or minions, wich means you'll never activate it in the jungle. On the other hand, by taking the risk to come at melee range you deal bonus on hit damage, making this ability fundamental in jungle as well.

•W - Lacerate The passive is a huge boost to the jungle clear, the attack speed boost will be always active. The active scales well with attack speed** [>item 3931 Devourer/item 3142Youmuu's Ghostblade/ item 3086 Zeal]** and will be your main damage source in trades. The punishment you recieve if you don't deal damage is a reduced duration of the effect, and along with the high cooldown you will be forced to use this ability wisely.

•E - Soul Dash The dash itself is very predictable: it's usable on champions and when you escape there aren't many directions you would like to take. On the other hand, it's a strong tool for chasing and creates cool moments in fights, where there are champs all around you.

•R - Tempest's Fury Passively synergizes with CDR** [>item 3508 Essence Reaver/item 3025 Iceborn Gauntlet/item 3071 Black Cleaver/item 3078 Trinity Force/item 3142 Youmuu's Ghostblade]**. The active has a lot of zoning power for the massive AoE damage and crowd control, and has maximum potential in teamfights or when contesting an objective. The ability maximum extention is the same as the drag/baron pit. The inner part starts from the exact half of the circle radius.


That's it for now! Let me know down here what you liked if you did, and what you would like to be changed, added, or deleted! (or else...Velkoz )

I'll be happy to answer anything you would like to ask, dont hesitate! Unless you're a Teemo main

summoner 6 Stay tuned for future updates! See ya in the toplane Summoner! Nautilus

12 Comments

CrimsonCobra33/19/2016, 10:05:18 PM3 votes

I actually know someone named Chara, so this is funny to me. She's really thin too (kind of like Lux with brown hair) and so that's all I can see when I'm reading your post. (Which, if you knew her, would be funny, but since you don't this entire anecdote will be strange...)

That said, I have some Balance suggestions, and specific comments:

Q: Active should deal additional damage. I know that's what it is, but you didn't specify. W: Same as Q, you should remove 'instead', and make it 'additionally', since that damage would be less than her autos. E: I do not understand her E. I understand it's a sort of teleport... skillshot? Please update the explanation. R: Passive is super powerful. (200% of 45% is 90%. 7.5*0.9 = 6.75, therefore 7.5-6.75 = 0.75 seconds. That's about as fast as her autos.) I'm not sure if it would be broken, but it definitely seems strong. The additional base damage dealt to enemies dragged in is stupidly high, this ult is actually a lot of CC for an ADC, and doesn't need the extra damage. You also didn't specify the size of the zone or inner zone.

As a more general note, scalings always have consistent increases. While I know you said the numbers were approximates, I suggest that whenever you review them you make sure they scale consistently. (I think the scaling is actually an iterative code in League, and so it's not something they are likely to change anytime soon.)

~CrimsonCobra3

fugertech3/25/2016, 3:33:23 AM3 votes

Hot sweet buns of an angry ostrich! I know detailed champ concepts, but you just went and whammed the detail to it's max setting. Well done with this, really. The concept is really cool, the kit is good with what you're going for, and the everything is just at least a 10/10. No clue why this post has -2 upvotes. I do have some things I would like to point out that you might look into if it suites your fanciest fancy:

Good work on the passive.

For the Q, I think honestly that the damage on that is super low. I get having a balanced champion, but that damage will get Chara very little places in lane. The mana regained is good; no champ should ever have just have the ability to inset-restore crap tons of mana (and by lots I mean 100-200+).

With her W, I would think maybe make that base attack speed higher? Idk, it depends on what you want the ability to do. It seems like it's centered around dealing some damage and then rewarding Chara for hitting things. In that case, I would make that base attack bonus of 10% at least a 15 or 20% so that the double is worth it.

Her E sounds really cool, and I picked up on what it did right of the bat. I can't say that it is a bad ability, but hopefully the dash range is decent enough without dashing towards an enemy champion that people would consider using it to escape. Otherwise it's just a glorified engage that will get you caught out really quick if overused.

Her R is good. I have no concerns with it at all.

So yeah, good job with this. Keep up the great work, it's awesome to see people on the boards who are really passionate about these things. I like making champions and posting them for people to see, but I could never give a complete rundown on gameplay or sit down and do my own artwork (I'm not a good person-artist). Keep up the amazing work, and as always, stay frosty.

NitroglyceR3/24/2016, 10:43:40 PM2 votes

Concept Iceboxed. Working on artworks. Will post as they are finished.

NitroglyceR3/19/2016, 7:09:04 PM1 votes

DrMundo I guess I messed up a bit with the upload, now it's in the right category! :D Riot was super fast

Aonraider3/19/2016, 8:41:13 PM1 votes

Have you ever heard of jayce?

NitroglyceR4/3/2016, 2:21:05 PM1 votes

Ok then, here's a W O R K IN P R O G R E S S version of the new E!

**[OLD] **E: Soul Dash ACTIVE: cost 70/75/80/85/90 mana; cooldown 12 seconds Select a long conic zone in a direction. This cone moves along with you for 6 seconds and is visible to your team only. If any champion walks in that area or if the ability is reactivated after at least 3 seconds, Chara performs a small dash towards the direction of the cone. Dashing towards a champion lowers the cooldown of Soul Dash by 4 seconds. In this case with every consecutive reactivation you will be able to instantly dash in every direction, and dashes towards champions will have 10/20/30/40/50% bonus range.

[NEW] E: Soul Dance PASSIVE: Chara feels the souls of nearby champions and gains 3% bonus movement speed for every champion soul around her. This effect can stack up to 3 allies (Chara counts) and 3 enemies at the same time. While out of combat, allied souls' percentage is increased by 3/4/5/6/7. Whenever you autoattack, enemy souls' percentage is increased by 3 for 1.5 seconds.

ACTIVE: No cost; cooldown 2 seconds Consume a champion soul and dash in its direction. Your soul can be used to dash in any direction. Souls respawn in 13 seconds. This cooldown is reduced by: [100% CDR]% for enemy souls, [150% CDR]% for allied souls, and [50% CDR]% for yours.

•NOTES In order to dash, you need that champion to be in the range of the passive effect and then click on the champion itself, or you'll consume your soul.

Additional notes + itemization

•E - Soul Dance The passive component of this ability is something unique and powerful: it allows to roam very well mid-late game and provides to the laning phase that on hit movement speed [>item 3078 Trinity Force/item 3071 Black Cleaver] that makes the attack move more fluid, since you have to use the keyboard in it. The dash itself is very predictable: it's usable only on champions. On the other hand, it's a strong tool for chasing and creates cool moments in fights, where there are champs all around you, and by coordinating with your teammates you can surprise the enemies by dashing through walls either to escape or engage with your hidden ally.

PLEASE let me know what do you think of this! Keep in mind that it is not complete yet, but in order to complete it I'd love some feedback from you guys! thanks!