Champion concept: Piltover prototype pilot

Malphas Marx·8/8/2016, 4:37:18 AM·1 votes·461 views

I made this champion concept recently and I feel like it was fleshed out and unique enough to post here. Please let me know if there are aspects that seem too broken or weak and I will try to tune them as much as I can (also notify me of grammar or spelling mistakes). She doesn't have a name yet, but I'm picturing a design as somewhat a mix between Star Trek and Guren Lagen (probably misspelled that); anyway, enjoy.

Piltover prototype pilot

Range: 550 Health: 528-1871 Health regen: 4.2-15.8 Attack damage: 54-95 Attack speed: 0.656 (+0% – 51.0%) Mana: 349-995 Mana regen: 8.2-20.1 Move speed: 335 Armor: 22.9-82.4 Magic resistance: 30

Passive: adaptive weapon Using a basic ability alters your next auto attack to have bonus 25% AD physical damage and an additional effect for 6 seconds. Using abilities beyond this will not overwrite the effect, but will energize it, making it deal more damage and upgrade the effect (max three levels) The damage bonus has no cooldown, but the augmented effect has a 10 second static cooldown.

Your abilities also do not scale in damage with AP, but certain milestones will grant bonus effects.

42 AP: Begin searching for a good question 250 AP: each charge stack grants 50 bonus range

Q: supporting fire: range: 900 cost: 40/50/60/70/80 Mana cooldown: 11/10/9/8/7 radius: 125 Select an area and after a .5 second delay, deal 80/100/120/140/160 (+ 50% AD) physical damage to anyone in the area and marking them for 3 seconds

Adaptive weapon: level 1: hitting a marked target pierces 500 units beyond them, dealing 140% damage to targets behind them Level 2: pierce becomes a cone Level 3: cone becomes a circle

40 AP: slows marked targets by 20% 80 AP: ability gains a charge system and you can carry up to two 120 AP: gain an extra charge. 500 AP: ability leaves an impassable stone that lasts 4 seconds if it hits nothing

W: Vital scan: range: 700 cost: 75 mana cooldown: 18/16/14/12/10 radius: 450 Scan a target area for vital points for 5 seconds, shielding allies in the area for 5/7/9/11/13% their missing health per second (shield stacks) and causing enemies to take 1/2/3/4/5% additional damage per second in the ring (stacks), bonus damage is doubled for you. Leaving the area stops further buffs and debuffs to apply and last 5 seconds each when outside

Adaptive weapon: Level 1: slows target hit by 30% for 2.5 seconds Level 2: snares for 1 second before the slow Level 3:creates a 375 unit wide wall in front of the target as well as slowing them

100 AP: shielding gains 100% bonus AD added to each stack 200 AP: damage amp is increased by 1% per 50 bonus AD 300 AP: pulls enemies towards the center upon cast and grants allies a 75% movement speed bonus when running through the circle

E: Grace barrier: cost:80 mana cooldown: 25/22/19/16/13 Passive: 10/20/30/40/50% of your basic attack damage is converted into on-hit physical damage. Active: Go into a channeled stasis for up to 3 seconds. Moving or activating the ability again will end it early, if you do not stop before 2.5 seconds, you will be slowed by 40/35/30/25/20% for 2 seconds after the effect ends, if you stop before then, you gain up to 30/40/50/60/70% attack speed for 3 seconds based on how long you remained in stasis

Adaptive weapon: Level 1: deals additional damage based on how long the adaptive weapon buff has lasted up to 60/70/80/90/100% bonus Level 2: extends the attack speed bonus based on how much of the duration you were not attacking Level 3: steal HP from the target you hit equal to 35% your missing health (physical damage)

80 AP: gain 5% AD bonus magic damage on hit while the attack speed buff is active. 200 AP: can reactivate this ability again to put an ally in stasis for the remaining duration (400 range) 350 AP: knocks enemies 200 units away when breaking stasis, all affected lose 10 (+20% AD) armor.

R: Requesting backup: range: 800 cost: 100 mana cooldown: 120/90/60 seconds After a 2 second cast time, all your living teammates (no matter where they are) will be teleported to you as fully functional clones with 50/65/80%, their current HP, and deal 75/85/95% of their damage. The champions will still remain in their former positions and will teleport back if they are hit. This effect lasts 15 seconds

600 AP: allies lose health and damage penalties, deal 20% bonus damage to non-champions, and gain 20% movement speed when moving towards enemy champions

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