Ward champion???????

night42mare··3 votes·1,315 views

Me and a friend of mine. Jager427. Have been thinking up champ concepts here and there and one of the bigger ones was like a snowballing support, possibly jungle, who uses wards as his main mechanic. But we had no idea, or rather HAVE no idea where to go with this. We were thinking maybe having 75% vision and duration of normal wards. And his wards might do damage. Or have different abilies for different wards that do different things. Like have one be a sort of control ward that destroy other wards. Or one that has a healing aura? We just dont know how to balance this or make it viable. Would love to hear some constructive thoughts, some ideas, etc.

18 Comments

lCantPauseltMom3 votes

Wont go too in-depth on it, but I'll leave this here for you guys to have a read if you like:


About [Champion]: Shamanic-styled champion who uses totems(wards) and the magic of the land to work his kit. Primary Role: Support


Passive: Eagle Eye

[Passive]: For every enemy champion that is revealed globally, [Champion] gains stacks of Eagle Eye. Each stack of Eagle Eye grants 2% movement speed to all allies globally (doubled for himself). Maximum of 10%.


Ability One: Wind Gust

[Active]: Targets an area that, after a delay, sends all enemies skyward for 1.25 seconds and deals 50/85/120/155/180 (+0.6 Ability Power) magic damage upon them landing. If [Champion] is hit with this ability, he will becomes untargettable for 1.25 seconds as he is launch skyward, but he does not take damage.

[Totem]: If Wind Gust strikes a totem, the totem is launched skyward as it transforms into an eagle, revealing a large area where it was placed for 8 seconds and providing True Sight to the area.

Cooldown: Moderate.


Second Ability: Totemic Summoning

[Passive]: Holds up to 3 charges of this ability. One charge is created every 40/35/30/25/20 (Affected by CDR) seconds.

[Active]: Places a totem at a spot that reveals an area for up to 30 seconds. The totem has 3/3.5/4/4.5/5 health and provides a healing aura to nearby allies [600 Area of Effect] that increases their base regeneration by 75/100/125/150/175%.

Cooldown: Nearly Instant.


Third Ability: Fissure

[Active]: Summons a ridge of rock to explode out of the earth in a [500 range] line, dealing 80/110/140/170/200 (+0.4 Ability Power) magic damage and knocking enemies aside. The ridge of rock remains for 5 seconds, blocking movement through the risen terrain.

[Totem]: If Fissure strikes a totem, the totem transforms into a raging bear, dealing 30/40/50/60/70 (+0.1 Ability Power) magic damage every 0.75 seconds to any enemies within [400 Area of Effect] range and slowing them by 30%.

Cooldown: Moderate - Long.


Ultimate Ability: Primordial Energy

[Passive]: Grants 5/7.5/10% cooldown reduction.

[Active]: [Champion] calls upon his spirit animal, the deer, to bounce between his totems, both the active and stationary ones. All allies within 350 range of these totems gain an instant 100/150/200 (+0.8 Ability Power) shield that lasts for up to 6 seconds. Additionally, for 6 seconds after the activation of the abilities, the totems' healing power is increased to 200/250/300/350/400% for 6 seconds and all totems instantly gain a 3 health shield.

Cooldown: Insanely Long.


What do you think?

night42mare1 votes

That sounds absolutely awesome! Me and my friend were thinking that he woukd be in charge of wards comepletely but by doing it this way it would make it so people would be more inclined to place down wards for the buffs to themselves. I think something like this would also work very well in the jungle, for someone thats moving around quite a bit. It would also make the support jg item a great choice for them, so we would see more use of it.

lCantPauseltMom1 votes

{quoted}

That sounds absolutely awesome! Me and my friend were thinking that he woukd be in charge of wards comepletely but by doing it this way it would make it so people would be more inclined to place down wards for the buffs to themselves. I think something like this would also work very well in the jungle, for someone thats moving around quite a bit. It would also make the support jg item a great choice for them, so we would see more use of it.

Glad you guys enjoyed the concept. I suppose just finding a reason to keep using the wards while making them interactive with either your team or your opponents team. This will hook the users into using regularly, especially if it is an essential part of their champion's kit. A support jungler like Ivern huh, sounds great! Feel free to take the concept and use it as your own if you were planning on it.

{quoted}

also what about some sort of new area for league. som sort of green forest. there is some champs that would fit in this environment and it would be somewhat of a nuetral party, only attacking if someone damaged the area or hurt the animals.

I'm not sure what you mean. Do you mean another monster camp that will only attack if attacked or if any other jungle camps are attacked?

night42mare1 votes

Oh no i was thinking lore. A new place where champs could come from.

lCantPauseltMom1 votes

{quoted}

Oh no i was thinking lore. A new place where champs could come from.

That sounds like a great idea! I like that lore, but it's pretty close to Iverns. Perhaps he guards a forest that used to be the home of his (long dead) tribe? Something that is a bit darker than Iverns but with the same meaning towards the forest.

(PS: Sorry I'm taking a time replying, playing league while we do this :P )

night42mare1 votes

also what about some sort of new area for league. som sort of green forest. there is some champs that would fit in this environment and it would be somewhat of a nuetral party, only attacking if someone damaged the area or hurt the animals.

night42mare1 votes

I apologize for the multiple comments lol. anyway. i like the passive on the ult, but i feel that the ulti could be a bit more clutch. like make it where u choose a spot where you teleport, but you place down totems next to all allies, giving them a shield and increasing healing by like 200-400% maybe? Or make it 200% for others but the one u choose to teleport to you give them 3 totems around them which gives u the ability to use other spells on them when u get there. being able to engage the enemy instantly to help an in danger teammate. so...

Active: [Champion] Chooses an ally to protect, placing 3 totems (wards) around them and 1 next to all other allies. Giving a 100/300/600 shield and 200% increased health regen. The chosen ally is teleported to and they get the normal shield (+100) and the 200% health regen (+100%). The shield and regen lasts 6s for alll allies.

Too OP? Or is it okay?

lCantPauseltMom1 votes

{quoted}

I apologize for the multiple comments lol. anyway. i like the passive on the ult, but i feel that the ulti could be a bit more clutch. like make it where u choose a spot where you teleport, but you place down totems next to all allies, giving them a shield and increasing healing by like 200-400% maybe? Or make it 200% for others but the one u choose to teleport to you give them 3 totems around them which gives u the ability to use other spells on them when u get there. being able to engage the enemy instantly to help an in danger teammate. so...

Active: [Champion] Chooses an ally to protect, placing 3 totems (wards) around them and 1 next to all other allies. Giving a 100/300/600 shield and 200% increased health regen. The chosen ally is teleported to and they get the normal shield (+100) and the 200% health regen (+100%). The shield and regen lasts 6s for alll allies.

Too OP? Or is it okay?

Nope it looks pretty good to me. The teleporting aspect makes it a bit difficult to understand, but I get what you mean. If you want to incorporate that into an ultimate, just work on the wording to make it clearer to readers what is happening with the teleporting. Maybe 100/300/500 shield, and probably give it a scaling of anywhere between 0.75 and 1.10. The other option is:

[Active]: The shaman instantly creates 3 totems around an allied champion for 8 seconds, protecting them from harm. The first totem negates up to 100/150/200 (+0.35/0.4/0.45 AP) physical damage, and the second negates up to 100/150/200 (+0.35/0.4/0.45 AP) magical damage. If both totems are destroyed or the timer runs out, the third totem expires to heal the target for 7.5/10/12.5 (+0.1 AP)% of their missing health and removing all crowd control effects from the ally. Long AF Cooldown.

What do you think of that?

{quoted}

You're thinking like a WoW shaman, right?

Nah, but I can see where the similarities are. My thought patterns were literally:

Hmm, whats close to a ward... A totem! Who uses totems... I suppose Shamans would. May as well make a shaman champion.

Handy Sandy 2 votes

Wards that deal damage? -> Azir Orianna

DrugsForRobots2 votes

I think vision has a ton of possible design space, and if you want to design a champion around controlling and manipulating vision and using vision, that would be a good thing.

I don't think basing a champion around wards is the way to go. People say that 'Vision is OP' and 'Vision wins games.' If that's true, why do we need wards to also grant aura bonuses? Or do DoT? Or heal in an AoE?

Wards are very boring in terms of how they manifest vision. It's always a circular AoE of sight. There are more interesting things that can be done - cones, lines, maybe even other strange patterns.

If you want to go down the 'shaman' route and have him place 'totems' everywhere, that's OK, but if I were you I'd think of an interesting thematic / narrative that would give your champion a reason for having a sight-based kit (which is the core issue here, sight-based, not ward-based.)

Here is a preview of my sight-based Support champion Oracle, the World's Witness:

http://vignette4.wikia.nocookie.net/leagueoflegends/images/a/a2/LivesByProxy_DawnGate_BurdenOfKnowledge_Zalgus.png/revision/latest?cb=20160319171218 P: Third Eye

  • Oracle's abilities require her to concentrate and channel them, and have no range associated with them, being limited only by her Field of Sight (FoS). Additionally, her basic attacks, abilities, and movement will not interrupt her channels.
  • Oracle has complete control over her FoS, being able to being able to direct and control it with Alt + Right-Click. This ability has no leash range, ignores terrain, and travels as fast as she can, but it's radius diminishes and it travels slower and slower the farther it gets from her, with ability power counteracting both these penalties. Not commanding her sight for 3 seconds, targeting herself with Alt + Right-Click, or taking X% of her current health in damage, will cause it to snap back to her.

This is what makes Oracle totally unique among League's roster, and separates her from other supports. Her ability to maneuver her FoS lets her scout and spy on enemies from a safe distance. It's not without a trade-off however - the FoS is hers. If she moves it away from her, she loses sight around her champion model (effectively being nearsighted to an extreme degree). She still retains allied sight, but if she's alone or away from towers or the minion wave (i.e. outsight of an ally's FoS) she becomes very susceptible to roaming enemies and assassins.

http://pre06.deviantart.net/37a3/th/pre/i/2016/319/4/f/oracle_concept_art_2_by_drugsforrobots-daokw0s.png

Mr Illicit1 votes

Sounds really stupid to me. If you need wards to do dmg then you either need a lot of wards (overpowered), or the dmg on each ward needs to be insanely high (overpowered). Just try to explain to me what is not stupid about this idea please :)

night42mare1 votes

Thats the issue is we are not fully sure, maybe have them hold ward charges and have a limited number he can have down at one time, maybe they do damage only when placed like an explosion. Who knows, just looking for ideas. Woukd be interesting to have a champ that does 90% of the vision. Could be useful that way. Would be colol to have the community build this one.

lCantPauseltMom1 votes

[{quoted}](name=Mr Illicit,realm=NA,application-id=A8FQeEA8,discussion-id=jfLETnEt,comment-id=0000,timestamp=2017-03-16T03:16:16.766+0000)

Sounds really stupid to me. If you need wards to do dmg then you either need a lot of wards (overpowered), or the dmg on each ward needs to be insanely high (overpowered). Just try to explain to me what is not stupid about this idea please :)

Seems like a decent idea to me! At the very least its a challenge, and it was really fun accepting the challenge to try come up with something based on their ideas. It is never stupid to express an idea, the only stupid one here was you for knocking on their concept.

Mr Illicit1 votes

Try to think about game balance broski, and it's never stupid to express one's opinion either :P

LBmyBB1 votes

Zyra?

night42mare1 votes

But someone who uses actual wards. And who is a complete support.

Oleandervine1 votes

You're thinking like a WoW shaman, right?

night42mare1 votes

Yea kinda like that.

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