Champion Concept - Barge and Charge - The Shock Siblings

Malzahard Mode··22 votes·5,445 views

“Born together, raised apart, siblings all the same”; this is mantra of Barge and Charge. Shortly after being born their parents separated, Barge remained with their father in the country, while their mother took Charge far away overseas. They exchanged letters with each other but never got the chance to me. Growing up they both had an affinity for science, spending most of their time working on projects. Barge spent his time working with magnets, while Charge spent her time studying electricity. When they turned 18, they both decided to move to Piltover where they could further their research, it is here they were reunited.

Barge and Charge began working together to develop new technologies for providing renewable energy for Demacia. One day however, a rogue faction from Zaun lead by a mysterious Yordle attacked Piltover. Barge and Charge modified their technology into weapons to help defend the city. Barge armed with his magnetic armor and mace, and Charge with her plasma gun and energy suit headed to the battlefield and fended off the attack. As a thank you for their service, they were made Honorary Citizens of Demacia. They were also offered unlimited funding for their research, this however would come at a cost. They would have to represent Demacia on the Fields of Justice, in the League of Legends.

Health: 540 - 2037 Health Regen: 7.8 - 20.1 Attack Damage: 53-105 Attack Speed: .65 x (0% - 43.1%) Armor: 26.2 – 87.5 Magic Res: 30 – 40.8 Move Speed: 340

Barge and Charge share their Stats and Health. When they switch places, their health remains the same. They do not share their cooldowns, each has their own set of cooldowns which count down regardless of which form is active. When starting the game and whenever you respawn you will also start as Barge.

Artwork note - Not mine just needed images for visual representation of theoretical look.

Barge and Charge

Barge Melee 125

Passives:

Depletion - Barge uses up his energy bar as he casts spells. When his energy reaches zero, he swaps places with Charge!

Barges abilties use energy, but not in the traditional sense. Instead of regenerating over time like other energy based champions, his can only be restored by death, through his Electro-Barrier ability, or switching with charge.

Positive Polarity – While Barge is in play, he converts 25% of Barges’ and Charges’ Ability Power into Attack Damage

Q: Taser-Blow – Barge channels an electric charge into mace causing his next auto attack to stun the next target hit for 1 second.

Cost 10 Energy. CD 9/8.5/8/7.5/7. Damage (Physical) 45/75/105/135/165 + 40% AD

W: Electro-Barrier - Barge puts a magnetic shield around himself or himself and an allied unit or tower for 2.5 seconds. Each time a shield is hit by an enemy champion or epic monster, it restores 10 energy to Barge.

Cost 10 Energy. CD 15/13.5/12/10.5/9. Shield Strength 65/95/125/155/185 + 45% AP. Range 600.

E: MaceNetism - Barge swings his magnetic mace around in a large circle, dealing physical damage. Enemies hit by the head of mace are knocked up for 1 second.

Cost 10 Energy. CD 10/9/8/7/6. Damage (Physical) 90/135/180/225/270 + 60% AD. Range 475.

R: Magna Pulse – Barge channels a massive amount of electricity into his mace then tosses it to target area dealing AoE magic damage and slowing enemy units hit by 30 % for 3 seconds. If he casts this ability with less than 50 energy, he will be stunned for 2 seconds upon switching with Charge.

Cost Up to 50 Energy. CD 100/90/80. Damage (Magic) 250/350/450 + 60% AP. Cast Range 1100. Damage Radius 450.

Overall Barge is an in your face bruiser, who can either engage a fight well with his ult and stunning an enemy carrier, Or getting picks in 1 v 1 situations. His kit best leaves him in top lane or as an engage support, with his shield giving him potential for jungling with a good leash.

Charge Range 600 Design note - charge has a British accent

Passives:

Energize – Charge builds up energy as she auto attacks. When her energy bar is refilled, she swaps places with Barge after her next spell cast. This passive goes on cool down for 3 seconds when Charge casts a spell.

This energy builds up akin to fury though auto attacking, this energy cannot be reduced except through death, her Tesla Snare ability, or by switching with Barge.

Energy Regeneration per Auto 2/3/4/5 at Level 1/6/11/16.

Negative Polarity – While Charge is in play, she converts 40% of Barges’ and Charges’ Attack Damage into Ability Power.

Q: Plasma Whip – Charge targets an enemy unit, striking them with a whip made out of plasma from her energy gun dealing magic damage. No Cost. CD 7. Damage (Magic) 50/100/150/200/250 + 65% AP. Range 650

W: Tesla Snare – Charge places and electrified trap on the ground, when an enemy unit steps on it, it deals physical damage, and stuns them for .5 second. Charge’s energy is reduced by 10 when a trap is triggered by an enemy champion and reduced by 5 when triggered by a minion or monster. Charge can place a max of 5 traps at a time. Range 700

No Cost. CD 20/17.5/15/1.5/10. Damage (Physical) 70/120/170/220/270 + 40% AD. Range 700

E: Electric Slide – Charge dashes in target direction building up static electricity and dealing magic to nearby enemy units at the end of the dash.

No Cost. CD 17/15/13/12/11. Damage (Magic) 80/125/170/215/260 + 70% AP. Range 400

R: Overload – This ability can only be cast when Charge’s energy bar is full. Charge unleashes all the excess electricity she has built up in a 360 degree pulse wave that expands across the entire map, dealing magic damage to enemies hit, with the pulse breaking apart where it has hit an enemy unit. (Potential nerf being cannot hit neutral monsters)

Clarity- The ultimates' epicenter is Charges location where it is cast from. The halo like energy wave disappears where it hits an enemy unit. Meaning if it hits a unit early, there will be a large gap forming the farther out it travels.

No Cost. CD 100. Damage (Magic) 325/500/675 + (40% AD + 70%AP). Range Global. Missile Speed 2000.

Charge's kit serves her as a burst mage, getting in and doing damage, or hitting someone hard then sliding out. She would be good in top lane and possibly jungle if her damage is high enough and she could do well as a mid laner, but would have a hard time when starting out as barge.

The most powerful combo for the pair is casting Charge's Ultimate near the enemy team then upon switching to Barge immediately casting his Ultimate making for a very quick session high burst of damage and CC.

The inspiration for these is a friend had an idea of a two unit champion who work together with their abilities. This idea came to fruition from a dream i had shortly after that. The idea behind this is instead of a champion having two forms which are switched between based on use of an ability (i.e Nidalee, Quinn) it would instead be done via their passive (like gnar but with a more diverse kit change between the two forms). The reason for the AD/AP conversion passive is so that if you build for only one, the other form isn't totally useless, this way that form will still do damage, but they won't gain the bonus effects from the items they would normally have built.

So if you like this please comment, upvote it, and let me know what you think. And if you have any champion concepts, i'd be happy to look at yours too. =)

25 Comments

RiotRiot Baconhawk6 votes

I'm not a champion designer, but I love the idea of two distinct personalities within one champion. We have shapeshifter champions — think Nidalee and Jayce — but they are essentially the same champion with a melee and ranged form. The challenge here lies in making Barge and Charge feel like distinct people, but still connected, whether through "tag-team" swap animation, VO interactions (sibling banter!), etc. Otherwise, the fantasy will be lost!

That said, I like this a lot. I do encourage you to find a niche that is lacking within the game that Barge & Charge fills gameplay-wise, and then begin tailoring and refining the kit to fit. Understand their role conceptually, understand what kind of new mechanics they can introduce, understand what underrepresented gameplay tactic or mechanic they can bring, and then create skills and numbers.

I don't want to say much more since this is not my area of expertise. But I can say that I LOVE YOUR FORMATTING <3

Malzahard Mode2 votes

The idea would be they would have a lot of interactions upon switching. Some when they're in base after shopping since Barge is mostly AD and and Charge AP. Like charge would recall and if an I.E was in the inventory she'd say something like "Ugh, you burly men and your swords." While barge would say if there's a deathcap "Do you really need to accessorize that much?"

Charge is a more bubbly upbeat energetic individual. While barge has a kind of "yea yea" attitude. But the two get along well.

It's difficult to find a niche that's lacking with so many niches and champions, but there are a few areas i know i can improve, namely barge's q and charge's w. But i do really appreciate the insight. =)

CuddleCrewKing2 votes

I like the idea of the almost 2 champions in one. While both have entirely different kits, they are thematically the same making for an interesting character. Being able to swap between the two or keep using only one would be difficult to master, but i think that would make this champion that much more fun to learn or play.

Malzahard Mode3 votes

That's the idea. "hey should i play a bruiser or mage?" teammate "Yes" "Got it."

Baron of Bread1 votes

Mordekaiser?

TheRakkun2 votes

Mordekaiser est numero uno huehuehuehue

SlushieDee1 votes

Br? huehuehue

gpetzx2 votes

I like it but i feel as though the traps reducing energy could really hurt in a fight. If you're about to cast your ultimate as Charge and then you a trap gets triggered, you're smashing your R and you can't. Also does the trap affect Barges' energy? Or the Shield charges if it's on when you change forms?

Malzahard Mode1 votes

That is a risk you run into while playing as Charge, and currently no, the traps only affect Charge and the Shield only Barge, that could however be a potential buff/nerf to the two of them if necessary. That is one of the reasons i posted this here though because i hadn't thought of that.

BullMagnet2 votes

I love this,would buy this champ as soon as it came out. Rito pls item 3070

Malzahard Mode1 votes

Glad to here it =)

A Superb Villain2 votes

I would put the guy in a skin-tight suit and the girl in armor, just to shake things up.

https://41.media.tumblr.com/tumblr_m6ldwnVKLW1rwal94o1_500.png

Snake Town1 votes

Ice Climbers!!!

Malzahard Mode1 votes

I think you mean Arctic Warfare Skins, with Barge having a blue parka and Charge having a pink Parka. But yes, i had that exact same thought when making these two....one...,.one and half.....yea

Radach1 votes

I like how it adds a Gnar style of difficulty. You need to have your timing down with your switches with your passive. It seems like Riot is trying to make champions that are more difficult to use (Gnar/Azir), making it much more fun for people that master those champions. I definitely want this champ(s).

Malzahard Mode2 votes

Yeah, the cool thing about them is if you want to you can power through each form and just keep rotating through the two of them, it could really keep an opponent on their toes.

Baron of Bread1 votes

Mind if I give you my thoughts on this/these champ/champs?

Malzahard Mode1 votes

go for it

Baron of Bread1 votes

Behold my wall of text/review. There is a TLDR at the bottom if you don't want to read the whole thing. It is broken into sections (Stats, Abilities, Lore, Overall/Misc).


STATS

Health: 540-2037 Looks fine to me, but Barge might be a bit on the low side for bruisers.

Health Regen: 7.8-20.1 Might be a bit high on this early. I think it should be bumped down a bit overall.

Attack Damage: 53-105 I think your end AD is a bit low considering the Polarity passives. A higher growth rate should be fine.

Attack Speed: .65 x (0%-43.1%) Feels fine. Considering this is how you get back to Barge I think keeping this low is a good limiter.

Armor: 26.2-87.5 This is some pretty high armor. I think this should be dropped a smidge and just buff health instead (this is considering the next stat).

Magic Resist: 30-40.8 No other transformer has scaling magic resist, and no ranged character has it either. You might want to take that out and add something dealing with defensive stats to the passives. If you make that change you should probably also bump the armor down and bump the health up.

Move Speed: 340 Looks good.

Energy While the name makes sense for what the concept of their resource is, it already is a standard type of resource and it would be pretty confusing to have this resource named that when it behaves so differently than how energy usually does. You should probably change its name. You should make sure you say somewhere what the max value of it is since it could easily be something other than the usual max for energy.


ABILITIES

Polarity passives Looks really cool and after running a few numbers I don't feel like they would be broken. Is it intended that you are including your base AD for the Negative Polarity? I was wondering because that means Charge's auto attacks will probably be really weak.

Switching Places When they switch, how long would the animation be for the change? Does it happen after Barge finishes his ability or does paying the cost actually turn him into Charge and use her ability instead? You should make sure there are clear answers for these questions. It is worth noting that getting to a stage where they can switch will probably take a long time.

Ultimate(s) This is the thing I am most worried about in their kits. No champion in League has multiple ultimates. The fact that if this champ is prepared for a fight they can drop 2 ultimates into the fight at the very begining is very worrying balance-wise. I would probably be ok with this if the ults had some form of shared cooldown or something, but multiple ults on one champion is probably just broken.

Barge's Abilities Q: Stun on auto, is an auto attack reset. Feels a lot like Leona's Q; it might be good to make it feel different but isn't necessary. What happens if activating this ability puts him to 0 energy and he swaps places with Charge before the auto?

W: Shared shield that gives 10 Energy when it gets hit, when it breaks he stops getting energy. Considering how weak the shield is this will probably not refund a lot of energy, which I think is fine. I don't think he should be able to shield turrets, that would infringe on one of the things that makes Janna unique. What happens if the shield is up when you turn into Charge (do you still get energy from it)?

E: Like a Darius Q but instead of more damage provides a knock up. Not sure if that is what you meant, but that is what I took it to mean. I really like this one, it would make for a fun tool in a fight.

R: A Leona ult that can't stun enemies, but can stun you if it depletes your energy. Can be used no matter how much energy you have currently. Looks like a fine ultimate, but I am not sure if there is a channel involved in the cast or not because of your wording so please clarify.

Charge's Abilities Q: Targeted damage. Really boring. Might want to add something to this so it is not just a no cost, no missing, decent range damage ability.

W: Drops a little snare trap that hurts to walk on. Does it have an arming time? Does it have a limited duration? Will they sap energy if you are Barge when they go off? If so, what happens to Barge if he has 5 energy left and isn't level 6 yet? Do they really have a 1.5 second cooldown at rank 4?

E: A short range linear non-colliding dash that does a lot of damage in an AoE where you end up. That is just my assumptions though, you might want to make it clear exactly how this dash works (Does it stop when you hit people? Does it target units or is it a skill shot?). It feels a little short range for its cooldown and for the range of this character in general, you might want to bump it up a bit. Is the listed range the AoE range, the dash range, or both? You should probably list both ranges independently (even if they are the same).

R: A global expanding circle that gets arclengths chunked out of it when it hits things, but chunks whatever it hits right back. I love the idea of just exploding with energy to nuke everything. Unfortunately, I think this might need some work. I think your nerf idea needs to be implemented simply because she shouldn't just be able to kill all of the small critters in every camp at once (sure, she won't hit every camp but it is still a lot of free gold for hitting R). This also lets her pulse travel throught the jungle unhindered though, so that is nice. The ult might also let you farm every lane at once from anywhere, but I think that won't be to much of an issue. Other than those things it looks good mechanics-wise, but considering them it might need some additional changes to how it works. My only other worry is that while you nuke the enemies carries you might also nuke their framerate, but that is a programming issue so I won't discuss it.


LORE

WARNING: I like lore so this is going to get a bit brutal.

Their lore feels empty. I don't get any kind of feeling about either of the siblings, I have no idea what either of them are like at all other than they like science and each other. You might want to make it so their relationship is a bit more detailed by answering questions like: which one is older, or are they twins?

You also leave a lot of questions in their lore, which can be fine, but some are the type that should be answered. Barge was off in the country, but where more specifically? For all we know he could be in the Voodoo Lands with Annie. Charge was off over seas, but where? Was she in the Shadow Isles, Bilgewater, Ionia or somewhere else? Why their parents split and why they weren't allowed to meet up are fine to leave unanswered, but the questions I mentioned above should have easy answers since these aren't supposed to be mystery background champs.

Your inclusion of Demacia in this made no sense with how Demacia is currently. How much tech do we see related to Demacia? The answer is about 3 crossbows, so not a whole lot. The idea that they might need or want renewable energy seems silly. Demacia is a high fantasy kind of place, they may like Piltover but they sure don't seem to make any use of things more advanced than sharpened sticks.

Rogue faction from Zaun? Zaun doesn't have factions (they barely have a government), unless you are talking about these guys. Also the only time someone outright started to destroy Piltover is probably when Jinx showed up. So why might the yordle and their crew decide to start blowing stuff up? Unless the yordle is Jinx's sister you should probably have an answer for that (such as they wanted the renewable energy source) if it should have been obvious or you should make it obvious that their goals were unknown (such as they were searching for something but the siblings kicked them out before they found it).

Why would two random scientists suddenly decide "Oh, there's a yordle breaking things out there, we should turn this generator into weapons"? You should mention some reason for why they would get involved in the fighting (even if it is just "no one else was")

Why is Demacia thanking them for defending Piltover? You don't see Demacia thanking the Defender of Tomorrow (Jayce), the Sheriff of Piltover (Caitlyn) or the Piltover Enforcer (Vi) for anything.

Unlimited funding for fighting in the League? One small issue here: the League doesn't exist in the lore anymore.

I think it might be good to add a few ideas for lines in their voice overs to help people get an idea for their personalities. Adding their selection quote is highly recommended.


OVERALL/MISC

I honestly really like the way that this is a transformer that isn't going to be another poke-then-kill champion. They don't look oppressive in any form but they still are very obviously different in each. The possibility to make some really interesting combos with their abilities and transformations is great, especially since for them to pull a whole serious combo requires some good planning and can leave them in a dangerous spot if they miscalculated (I am thinking most of these combos would be Charge->Barge combos, the Barge->Charge combos would probably be way less devastating but much safer). The way their transformation works gives them some obvious windows of strength (near transforming) and weakness (just transformed).

In their current form they look like they will either both be tanky with low damage or both be squishy with high damage. If that wasn't intended, the way their stats shuffle might need changes.


TLDR

The stats look reasonable as a whole, might want some tweaking though. They shouldn't get scaling MR. Their resource should be renamed. The way switching works needs the specifics worked out. Having two ultimates is probably OP. Individual abilities look fine but tend to need a bit of specifics worked out or stated more clearly. Charges ult might need a rework on its mechanics. The lore needs work, to much to summarize. It would be nice to add some ideas for the VO of the champ(s).

Nameless Hero1 votes

A very interesting concept

but for God's sake please erase the lens flare on Charge's lady areas. It looks like she has a bulging crotch :(

I

Malzahard Mode1 votes

Not my artwork, just matched the idea of what they would look like

Fakeyyyy1 votes

I feel they're too much like other champions to be made by riot. There is already so many stance change champions: Jayce ; Gnar ; Elise ; Nidalee ; which have a ranged form and a melee form for Barge and Charge to be unique.

I really dislike Charge having 600 range, the whole ranged poke/melee follow up is Jayce's whole identity. The fact that it is uncontrollable feels like a mechanic taken form Gnar.

Jayce's kit change between forms is very diverse - which was one of the aspects you set out for, Gnar's change isn't made in the form of an ability - which is another aspect you wanted. Neither of these would be new or interesting mechanics.

I don't really have much to say about the specific abilities, none of them are too unusual - maybe barge has a little bit too much cc, maybe charge's global ult isn't justified, also we don't really need another Caitlyn, so I'd drop the British accent and the trap.

In terms of the actual design - I'm pretty conflicted. On one hand I like the design of having 2 different champions in 1, which is obviously the main appeal. Yet on the other hand, because there are already so many stance changers in the game - it just feels boring, based on the recent champion releases and the champions already in the game - there are 2 things I personally don't want to see any more of for a while: void champions (you're good there), and stance changers with overloaded kits.

This is why on paper the champion is decent, but it just isn't what the game needs right now. One thing I do like about the design is that it's a humanoid champion rather than some kind of weird monster, spirit person, or just wtf (Bard ). That may just be my personal preference speaking though.

Sorry for being critical, but I think it's more useful to point out the flaws in a champion idea than to just say "zomg rito i want it now."

EDIT: Also I like the fact that you actually wrote a lore that is way better and more detailed than most of riots recent champions. I love the lore of this game and I hate seeing it go to shit - so thanks for not taking up riots recent no-lore policy.

Malzahard Mode3 votes

I understand the not wanting another one, but you'll also notice there's only 5 of those champions out of over a hundred champions. There is one stances changer for every twenty five other champions right now.

The biggest difference between these two and jayce would be you have almost have to switch between the two. i can't even count the number of jayces i've faced who only stayed in ranged form. Also jayce's identity let's him combine benefits the abiltiies in his two stances, something these two can only do when times perfectly right.

I understand and appreciate the criticisms, i personally feel their is a place for them in league.

And maybe the trap could be changed.

Groovy Tigerz1 votes

Cool but is it two champs or one? Like why do i need one there to be effective

Malzahard Mode1 votes

It's one with two forms, and it really just creates unique versatility, you can either play in such a manner that you remain in one form as much as possible over the other, or you can master using them together. Each form has an advantage over the other in terms of range or cc, so depending on what your team needs going into an objective or fight you want to try to get the form you'll need.

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