Speed/Mobility based champion (No, not Hecarim)
I was bored at school and thought up a really cool idea for a champion that could be in league of legends and provide a unique gameplay experience that hasn't been found before, but before I begin...
DISCLAIMER: All numbers and possibly some effects are not my actual idea of what the numbers might be like. They are merely there to act as a sort of building block for my thoughts. for example, if i say some ability does 200 damage and you think that number is way too high, Just interpret it as "this ability will deal significant damage" Since I made this up while daydreaming at school, this champion concept is probably going to be OP as hell, and the only real concrete things to take away from this are the abilities, how they act, and the nature of this champion and how it would fit into the game.
OK let's begin
Fenri- the Spritely Sprinter
Passive: Excitement/Initiate Instead of Mana, Fenri uses excitement as her secondary resource. It has an initial cap of 100 that increases to 150 at level 12 (along with some other significant changes to the excitement resource) There are several ways to build up Excitement:
You gain 1 excitement for the following: -for every 150 units you travel (at level 12, this distance is reduced to 125) (units traveled does not include flashes or teleports, but it does include leaps and dashes) -for every basic attack on a minion or neutral jungle monster -for every 100 damage you deal by basic attacking -every instance of damage greater than 5% of your health -every 40 damage taken -every 3 seconds that pass (at level 12, this is reduced to every 2 seconds) You gain 2 excitement for the following: -for every Initiate-enhanced auto-attack (so if you auto attack a minion with an enhanced auto attack, you get 3 excitement (2+1) -for every minion you last hit (again, its possible to proc multiple things here. if you enhance auto attack a minion to get the last hit, you get 4 excitement) You gain 4 excitement for basic attacks on an enemy champion You gain 30 excitement if you kill (25 if it's an assist) for killing an enemy champion You gain 10 excitement for landing your Q (Piercing Javelin) or E(Shove) on enemy champions (10 per champion)
Just having excitement and not spending it can be useful, as there are buffs you receive based on your excitement level. Fenri gains 1 HP/5sec for every 2 excitement she has (so if she had 10 excitement, she would get 1 hp a second) for every 10 excitement Fenri has, she gains 1% lifesteal, attack speed, and movement speed. She also gains (per 10 excitement) 1 AD, and 1 armor penetration. However, per 50 excitement, she loses 10% of her max health cap. (no health is lost, the hp ceiling is just lowered )
This is a ton of stuff, but the basic idea of this part of the passive is to build up excitement during a fight, and deciding whether to spend it on abilities or save it for more dueling power/escapes. It also reinforces her as a character that while she gets stronger while she fights, she also get more careless, becoming a little more squishy. On to part 2 of the passive: Initiate.
Initiate:
After standing still for 4/3/2.5 seconds, Fenri's next movement will have 100% increased movement speed for 1/1.1/1.25 seconds If Fenri stands still in a bush, the numbers are changed to this: Activation: 3/2.5/2 Move speed increase: 100% + 20 move speed (added after existing move speed is doubled) Duration: 1.1/1.25/1.4 seconds
The first basic attack on an enemy deals [10%/15%/20% of your AD + 3%/4%/5% of your move speed] bonus physical damage This passive has a cooldown of 20/18/16 seconds
On to active abilities:
Q - Piercing Javelin/Vault
Cost: 15/13/11/10 [10/90/115/150] + 140% of AD Range: 1,000 units Cooldown: 22/20/18/15 *resets on kills/assists
Active- Fenri throws a Javelin that pierces through enemies and deals damage. Enemies that are hit are knocked back the distance of the projectile's max range. (if it hits a minion when it has traveled 500 units, that minion would be pushed back only the remaining 500 units)
If enemies are knocked against a wall, ally, ally deployables, or structures, they are pinned for [1.5/ 1.75/2/2.25 + 0.025% of your Max HP] seconds and given the "prone" debuff. being pinned is a lot like being rooted, and it acts pretty much the same when hitting against stationary objects like walls, but if you pin enemies against an ally, your ally can still move around, bringing those champions with them, like a kebab.
Prone: Enemies affected by prone -deal 40% less damage -receive an additional 25% of damage done towards them as true damage -Cannot heal themselves or receive healing (includes lifesteal, and healing items. steraks gage would still work, though) Allies stuck with a piercing javelin with an enemy attached get 10% of their max health as a shield and 10 armor and 10 magic resist for every enemy stuck to them.
All these buffs and defuffs last only as long as the root duration.
Now to the "vault" part of this ability: If the javelin doesn't hit any enemies before it hits a wall, ally, ally deployable, or structure, then it stays there for the same duration as the root would have been and can be right clicked and used to vault over terrain, allies, deployables, and structures. If the javelin hits the wall at an angle, Fenri will vault in the direction it's pointing, if possible. there is a 600 unit limit, so there wont be any crazy instant magical journeys happening. if the javelin is pointing in such a way that a jump would exceed 600 units, it will figure out the farthest limit that can be jumped to, even if it means adjusting the angle a bit. also, to help Fenri get to the javelin before the brief limit is up, she can dash a short distance (right clicking on it while out of range will cause Fenri to move towards it and automatically dash when close enough) to get to the javelin. once she right clicks, there's no going back. you cant cancel mid short-dash or mid-vault. the short dash range scales with this ability's level: 150/200/225/250 units. If the javelin's timer runs out while Fenri is mid-short dash, it will hang around and wait until Fenri has vaulted to disappear. Allies that have a javelin without enemies don't get a buff. they are actually debuffed and cannot use dashes or leaps. this is a great tool for escapes, however, and the debuff isn't too long
W - Eat My Dust!
Cost 30/28/26/25 Cooldown 25/24/23/22 *reduced by 2 seconds for every Q or E landed on an enemy champion
Fenri gains an insane speed burst of speed that lasts .3 seconds during which she cannot basic attack. The sudden kickoff creates a dust cloud that lasts for 4 seconds in a 80 degree cone that has a range of 525 units behind her, reducing vision (think Graves) of enemies, allies and herself. this insane speed lasts a very short time before decaying over the course of 1 second into a more moderate speed increase for the remaining 3 seconds of the ability. Initial Move Speed Increase: 250%/275%/300%/325% Move speed bonus it deteriorates to: 10%/15%/20%/25%
E-Shove
Cost 25/23/21/20 Cooldown 22/21/20/18 Fenri Dashes a distance of up to 220/230/240/250 units, dealing [50/60/75/95 +110% of AD] damage and knocking enemies back behind her. like leap frog. If she hits an enemy champion they will be knocked up for .35 seconds. during this time, Fenri can decide what direction to shove them a distance of up to [250/260/275/300 + remaining excitement] units. If she doesn't decide a direction, the enemy champion will come right back down, recovering from a knockup as normal. However, if the thrown champion hits another enemy champion, then [50/75/100/125 +13% of thrown champion's max HP] is dealt to both the thrown and the hit enemy as physical damage.
If Fenri dashes to an ally, deployable, or structure, she swings herself around it for .3 seconds and can fling herself in a chosen direction, acting exactly the same way as an enemy would. with one exception. If Fenri swings herself and hits an enemy champion, 13% of Fenri's max health is applied to the equation above. however, Fenri only suffers 20% of the damage she inflicted on the enemy champion.
R - Hyper Speed
Cost 75 at all ranks Cooldown 180/150/120 Fenri channels for 1.5 seconds before releasing a wave of invisible energy (like a blur) that travels at 200%/250%/300% of her passive movement speed* toward the edge of a circle that has a diameter of [1,000/1,100,1,200](Fenri's the center) any enemy or ally champions that this wave passes over are affected by this ability. once the pulse reaches the full AOE (shouldn't take a lot of time, it's really fast), the timer to the end of the ability begins, but everyone it passed over is most likely still inside the zone.
*Passive movement speed here refers to base, passive, and built movement speed. any movement speed gained from the use of Fenri's active abilities or items with an active speed effect (
) do not count.
Enemies inside the zone experience time 80/85/90% slower than Fenri, causing all movement, cooldowns, actions and projectiles to move slower accordingly. Allies experience a drastic slowdown, too, but not as much. the slowdown for allies is 60% at all ranks, so they'll be much faster and their projectiles will travel faster than the enemies' projectiles. Fenri doesn't get a speed or power boost beyond whatever her remaining excitement is, but while in the zone, she gets clear casting on all her abilities. This zone has a duration of 4/5/6 seconds. Enemies can escape the zone if they are close enough to the edge and Fenri doesn't catch them. projectiles that come from the outside are slowed as soon as they enter the Hyper space zone, according to whether they are ally projectiles or enemy projectiles. also, remote abilities will not help. if Veigar casts dark matter inside the zone from outside it. veigar can still move around at normal speeds, but that dark matter's channel is also slowed accordingly, so it wouldn't hit until after the ability was finished. A good counter to this move would be anything that acts instantly, like flash or certain point and click abilities that have no travel time or shileding items, like Zhonyas. If you have Zhonyas and an enemy Fenri uses this move, the Zhonyas durayion of invincibility is also lengthened accordingly! so you'd have no problem. Possible strategies for Fenri to use this ability is during teamfights if she goes unnoticed. it also allows her to take many enemies on at once, even if she cant kill them all, she could get one and get out safely. if shes getting chased, she can use this ability and then just run out of it, leaving the enemies effectively trapped for 5 seconds, since this field does not follow her, it is stationary.
And there you have it! sorry for a super long post, but I got really into this. Any comments would be super appreciated, so long as they don't yell at me for stupid high numbers. I'm really interested to see if this kind of champ could work or if certain abilities may work in other places. Thanks for taking like 10 minutes to read this or 20 seconds to skim this or 3 seconds to dislike this, I really love hearing feedback, even if it's negative.
Here's what I can guess might be said: those numbers make no sense This would be way too complicated to code This champ sounds like absolute cancer, go back to playing COD, you filthy weaboo noob. Mmk I need to stop typing or I'll get a headache :)