[Champion Concept] Vanedrus, the Crystal Jumper

Psychoaryama·3/21/2015, 5:53:43 AM·2 votes·800 views

Everything about this champion is up for debate, from kit to names (champ name, spell names, etc.) to numbers to anything else you can think of. I know this one will probably have many issues, so I am willing to listen to constructive criticism. Please do not be a jerk and say things like "this is the worst thing I've ever seen" or "this is stupid" or anything like that. I will ignore comments that are excessively cruel, even if they offer some good advice. Please do not downvote this concept without commenting your reason for downvoting it.

I would like to note that I came up with this fairly late at night and on the fly, so I know automatically that it is by no means perfect. This is why I'm willing to take suggestions; I know it's not perfect and I want to hear what everyone else thinks would make it better.

Vanedrus, the Crystal Jumper

Role: Mage, Secondary: Support

Passive/Innate:

Innate: Crystal Portals Vanedrus's presence causes dimensional distortions powerful enough to create tears in the universe, opening portals to a crystal dimension. Two Crystal Portals will be open at random points on the map at any given time. Crystal Portals give Vanedrus's team vision 100 units away from the portals. These portals change locations every 20 seconds. Clicking on one will cause your champion to walk to the portal and then be teleported from that portal to the other portal. Enemies that teleport using a Crystal Portal will have their movement speed, armor, and magic resist reduced by 5% for 3 seconds. Any champion that teleports using a Crystal Portal cannot use a Crystal Portal again for 45 seconds. Upon killing an enemy unit, a glowing magenta orb will appear. If Vanedrus left-clicks on this orb within 10 seconds of it appearing, a magenta Crystal Portal will open (if ignored for 10 seconds the orb will disappear). The first to be opened will have no effect and will last for 3 minutes, during which time an enemy can click on it to stand at its location and close it. When a second Portal is opened, they will be connected and begin glowing. The Portals will now last 5 minutes, during which time they grant vision 50 units around themselves, but no more portals can be made (orbs will stop appearing). Both allies and enemies can pass through an open portal.

Q:

Q: Crystal Trade Vanedrus targets a unit up to 500 units from himself. He then opens a portal beneath his feet and beneath the target unit (portal looks like a magenta crystal flower). He and the target trade places after a 0.5 second pause. If the target was an enemy/neutral unit (monsters, minions, champions), this spell deals magic damage to the target (levels up with skill). W: Crystal Jump Vanedrus selects a wall up to 1000 units away from himself and opens a Crystal Converter (A glowing magenta hexagon) on the wall; a beam will be shot from the first Converter in a direction perpendicular to the wall; the first wall hit by this beam will have another Crystal Converter opened in that location (the beam deals no damage along the way); Vanedrus will then walk through the first Crystal Converter and have his body turned into energy and shot to the other Crystal Converter before rematerializing. Enemies/neutral monsters in the way of Vanedrus's path will take magic damage (levels up with skill). Mana Cost: (TBD) Cool Down: (TBD)

W:

W: Crystal Jump Vanedrus selects a wall up to 1000 units away from himself and opens a Crystal Converter (A glowing magenta hexagon) on the wall; another Crystal Converter will be opened on the first wall in a perpendicular direction from the initial wall; Vanedrus will then walk through the first Crystal Converter and have his body turned into energy and shot to the other Crystal Converter before rematerializing. Enemies/neutral monsters in the way of Vanedrus's path will take magic damage (levels up with skill). Q: Crystal Pillar Vanedrus summons a Crystal Pillar at a target location up to 500 units away from himself. Upon summoning, enemy units in the way of the Pillar will take magic damage (increases with level). Crystal Pillars can be passed through (unit collision is ignored between a unit and a Pillar), but it can be attacked by enemy units. Crystal Pillars grant vision 100 units around themselves, and will be treated as walls by Crystal Jump. If a Crystal Pillar is selected as the initial wall, Vanedrus selects direction of the jump, and magic damage to enemies in the path is increased by 5%; if a Crystal Pillar is the finishing wall (end of the jump), then at the end of the jump Vanedrus gains 5% movement speed for 1 second. Crystal Pillars last 8 minutes and have 300 health. Mana Cost: (TBD) Cool Down: (TBD)

E:

E: Crystal Pillars Vanedrus summons a Crystal Pillar at a target location, and then another Crystal Pillar at a target location up to 500 units away from the first. Crystal Pillars last 8 minutes, during which time they grant vision up to 400 units away from themselves. Vanedrus can cast Crystal Jump on a Crystal Pillar to teleport to the other Crystal Pillar, regardless of walls in the path; Crystal Jump's cooldown is then reduced to 3 seconds. Enemies can stand on Crystal Pillars to destroy the stood-on Pillar and the Pillar connected to it. E: Crystal Trade Vanedrus targets a unit up to 500 units from himself. He then opens a portal beneath his feet and beneath the target unit (portal looks like a magenta crystal flower). He and the target trade places after a 0.5 second pause. If the target was an enemy/neutral unit (monsters, minions, champions), this spell deals magic damage to the target (levels up with skill). Vanedrus fires a beam with a range of 500 units; once this beam hits a target, Vanedrus and the target will each have a glowing magenta portal opened beneath themselves, and after a 0.5 second pause, they will trade places. If the target was an enemy/neutral unit (monsters, minions, champions), this spell deals magic damage to the target (levels up with skill). Mana Cost: (TBD) Cool Down: (TBD)

R:

R: Crystal Flower Vanedrus creates a giant Crystal Flower on the ground (1000-unit radius, 6-petal flower made of glowing magenta crystals, with a Crystal Pillar at the tip of each petal) centered at his own feet for 6/6.5/7 seconds. During this time, while Vanedrus stands within the Flower, Crystal Trade's range becomes 500 units from the edge of the Crystal Flower, it becomes targeted, and its cooldown becomes 2 seconds (these effects are all removed if he's standing outside of the Flower). Enemies standing on the Crystal Flower are dragged to the center and stunned for 1 second. Vanedrus can click on a Crystal Pillar (on the Crystal Flower or not) to convert to energy, jump to the Pillars on the Crystal Flower, and start jumping between the Flower's Pillars incredibly quickly, dealing massive magic damage to enemies that he passes through within the Flower. Mana Cost: (TBD, high) Cool Down: (TBD, high)

While in energy form for Crystal Jump or Crystal Flower, Vanedrus is not untargetable, but his quick movement makes him incredibly difficult to target. If he is still being basic attacked, he can be hit during a Jump, and if a champion reacts VERY quickly they can target him during his jump; he can also be damaged by skillshots such as Lux's ult, as well as AoEs and other non-targeted abilities. If he is stunned, poisoned, or slowed by an ability, he will take the effect when he reaches the other end of his jump (buff timer will start when the jump is over, not when it is placed on him). If he is killed during a jump his body will wind up wherever he died rather than finish the jump.

Position: Jungler Vanedrus's passive, Crystal Portals, wouldn't be of much use anywhere else; in any one lane the portals would only go from one part of the lane to another, giving minimal benefits and risk of enemies using it to advance on Vanedrus's own team. In the jungle, his passive can be used in neutral camps to create portals across the map, making for longer-range, stealthier ganks as he will not necessarily have to cross mid lane to get from bot lane to top lane or top to bot. It also affords the team with vision so they can watch for enemies going through the jungle, and gives more possible escape routes if allies get chased into the jungle. However, Vanedrus's team must also be careful, since enemies can cross through the portals as well. Vanedrus's Q, Crysal Jump, is both offensive and defensive. Offensively, Vanedrus can jump from one wall to another and deal damage to all enemies in a line, which is especially effective against neutral monsters since they start off in a closed space, providing Vanedrus with walls to Jump between. Defensively, it allows Vanedrus to use the walls of the jungle (and/or Crystal Pillars) to escape from a chase, while possibly dealing some damage to any enemies in the way. Vanedrus's W, Crystal Pillar, enhances Vanedrus's escapes, deals damage, and affords the team with extra vision. Upon summoning, each Crystal Pillar deals magic damage to enemies in the way. Being passable, Vanedrus's path isn't blocked by Pillars, but he can use them to decide how to escape or escape faster. He can place one at a multi-direction intersection so that if he selects it as the initial wall he can pick from multiple directions to escape to, confusing the enemy, or so that if it's where his Jump ends, he can escape quickly on one of the many roads, again confusing the enemy. He can also place them in bushes along longer paths so that enemies chasing him will see him teleport in a certain direction and (with any luck) continue past him to where they think the jump ended. His E, Crystal Trade, can be used offensively, defensively, or supportive-defensively. Offensively, Vanedrus can target an enemy unit and use this ability to deal damage to them. Defensively, Vanedrus can use it to swap places with another unit while being chased, allowing him to escape over walls (with any luck, swapping places with an enemy that was trying to cut him off). Supportive-defensively, he can catch up with an ally being chased (possibly on the other side of a wall) and swap places with either the chased ally or the enemy chasing them, helping the ally escape. His R, Crystal Flower, is his most powerful offensive ability (could be used defensively, but it is not recommended). Using this, he is able to swap places with a unit (preferably an enemy, but this could be used on an ally or neutral monster) up to 500 units outside of the Flower, then click on the nearest Crystal Pillar and jump in to deal damage. Again, this could be used defensively by using Crystal Jump on one of the Flower's Pillars to escape from something, but this would be a fairly poor use of the ability unless it's absolutely necessary. He would play as a supportive Jungler, coming in and assisting allies when needed, but he is more of an escape artist than a fighter, all of his abilities affording him some form of escape or assistance in his escapes.

8 Comments

DorkunedAuras3/22/2015, 5:10:09 AM2 votes

Assessment:

Passive: Seems really cool, but really not a fan. It's too random. It could be a constant stream of bullshit clutch saves, or it could do nothing all game. I'd say rework or add some control.

Q: This is comparable to Urgot ult. I'd say make it a skillshot, swapping places with the first thing he hits. Also, it'd need a high CD and mana cost.

W: This ability seems really, really cool, but kinda predictable. The first laser would have to work fast in order to be useful as well.

E: So, Rek'sai tunnel? Cool, but unoriginal. I'd say some up with something a bit different to make him unique.

R: Gonna be honest, this is an AoE enemy suck up+portal maker+AoE magic damage+untargetablitiy. I think this is a bit too much. I'd say you have to scrap one part, and maybe put some of this into your E. I'm not sure.

Over all, seems like a cool idea, but needs some tweaking, like all do. :)

Psychoaryama3/21/2015, 10:42:52 PM1 votes

While I'm bumping, might as well link all my other champ concepts here so I don't have to bump every single one of them:

Dakosera, the Artist's Corruption Forsenthio, the Mad Multi-Millionaire Shivra, the Necromancer Shifrio, the Master Puppeteer Veshir, the Doublecrosser Thu'Rel, Hypnotist of the Void Morgan Freeman Champ (Re-post)

If you feel like it, go ahead and look at them and if you have any go ahead and give me feedback on them (on their threads, not this one, please). The same rules apply for feedback on these threads as do on this one. (In other words, don't be excessively cruel. Make suggestions and give feedback, but don't say things like "this made me want to tear my eyes out" or something like that. I know none of them are perfect, that's why I want feedback.)

Psychoaryama3/23/2015, 2:34:58 AM1 votes

Made a few edits to the abilities. These are just the initial changes I came up with to fix some of what I felt were more major issues with the abilities, and are still very open to changes, as these edits probably don't cover most of the problems of the kit.

Passive: location of portals made more controllable (Vanedrus can decide whether he wants a portal to be opened at a certain location). Q: Changed to Crystal Jump. No other changes at the moment. W: Changed to Crystal Pillars; Only one pillar will be summoned, and it will simply act as a passable wall for Crystal Jump (also deals damage upon summoning). E: Changed to Crystal Trade. No other changes at the moment. R: Drag and stun removed. (Difficult) targetablility during jumps explained at bottom of the post.