Champ concept and more?

m p w q m·11/30/2014, 2:01:55 AM·1 votes·428 views

I'm sad and bored so here's an idea :| The examples are just examples, they can be changed to whatever to make sense or flow.

ps. If there is a grammar error, please try to read over it and not make a comment just to point it out. Comment only if you require a clarification :) Thank you.

if a red sees this and comments, then yay :D haha, dunno what else to put here, onto the concept now........... sorry for the wall of text........

The comments have more ideas if you have time to offer, so scroll down further if you are interested

Champion concept: A monster hunter(think along the lines of Vayne) gets turned into a blank(werewolf, werecat, vampire, any monster that morphs) and is sentenced to death by the rest of the group. S/he fears dying and also realizes the strength s/he gained, so s/he escapes into the forest and researches a way to suppress the animalistic side of the curse while still embracing the benefits of the curse.

S/he eventually creates a set of staves(poles, whatever you want them to be) that suppress the curses side effects and comes out of the forest to demonstrate how s/he can assist in the killing of monsters, ghouls, and whatnot.

The staves are the weapons that s/he uses, both for hitting and throwing.

Basic Information: This champion has a melee basic attack. This champion will have a number of staves as well as a mana pool. The recharge rate of the staves is a base number affected by champion level and/or cooldown reduction.

Passive: The number of staves the champion holds provides stats.

For each stave held onto, this champion gains attack speed, because s/he gets more control over his/her body.

For each stave missing, this champion gains Attack Damage (flat or percent, doesn’t matter), because s/he embraces his/her curse and gains raw strength.

Spell example: This unit has a maximum of 5/6/7/8 staves (levels 1/6/11/16). The recharge rate of one stave is 16/14/12/10 seconds (levels 1/6/11/16). Affected by cooldown reduction. For each stave in hand, the champion gains 5/10/15/20% attack speed (levels 1/6/11/16). For each stave missing, the champion gains 2/4/6/8 Attack damage (levels 1/6/11/16).

SPELL ONE: The champion throws one of the staves in target direction, dealing physical damage to the first unit it collides with. The spell loses damage but gains armor penetration as it travels, dealing high physical damage at close range but low true damage at max range. The stave that is thrown will stick into the target hit or into the ground at the max distance. If it is in the ground, it can be walked over to be picked up.

Spell example: 1 second cooldown, cost: one stave and 20 mana Deals 0/40/80/120/160(+1.2x total attack damage) physical damage, gaining 1% armor penetration for each 1% max distance travelled and damage lowers to 33% of max damage at max distance.

SPELL TWO: The champion into the air to target location in a parabolic curve. If SPELL ONE is used before travelling halfway to the destination, the champion will shoot a stave into the ground at the halfway point between the start and finish location, stunning and damaging all enemies hit in a small radius at the halfway point.

The jump will always reach a certain height regardless of the distance travelled, allowing for the SPELL ONE activation

Spell example: 15/13/11/9/7 second cooldown, cost: 50/60/70/80/90. Atleast one stave is required for the SPELL ONE activation midway Jumps to up to 800 range and can cast SPELL ONE before travelling halfway to shoot a stave down at the halfway point, dealing 50/100/150/200/250 physical damage and stunning all units at that location for 1 second.

SPELL THREE: This spell dashes to target stave within a certain distance (an enemy hit by SPELL ONE, a stave that reached max distance from SPELL ONE, or a stave in the ground from SPELL FOUR or SPELL TWO), collecting the stave and dealing damage to the unit if it was in a unit.

Spell example: 18/16/14/12/10 second cooldown, cost: 50 mana Dashes to target stave on the battle field or in an enemy unit, dealing 50/80/110/140/170(+10% of max health) physical damage to the unit. Also gains the stave back if the dash reached the target stave.

SPELL FOUR(ultimate): (I gave this skill the name of sanctuary for the sake of memory) The champion into the air and throws all staves down into the ground below, creating a circle. While inside the circle, the champion gains max bonuses from the PASSIVE and gains infinite staves while inside the circle.

The circle lasts for several second, but can be cancelled early by reactivation or walking out of the circle. When the circle cancels or ends, all the staves will be sent back to the champion. No damage dealt

THE PRETTY FACTOR: For each stave missing, the champion can slightly morph into a werewolf or whatever the curse is. Maximum staves is completely humans, no staves is fully morphed.

2 Comments

m p w q m11/30/2014, 3:49:50 AM1 votes

Champ Concept NUMBER TWO: This champion is basically a chain caster/spell linking champ. THERE IS NO LORE SO PLEASE USE IMAGINATION IF YOU NEED ONE.

I will make the skills sword skills, but they can be changed into any melee weapon because the general concepts are……general…………..

The damage types are ambiguous as well for the sake of being flexible to your imaginations

Basic information: This champion has melee auto attacks. This champion has no ultimate, so the max level of all skills is FIVE. At level 1, the champion gets 3 skill points instead of 1. The level 1 of each skill is very weak for the sake of balance.

PASSIVE: Every X seconds, the next two spells linked together will have a special effect. For each spell cast, this champion gains a stacking passive that provides stats. When a spell within one second of another spell, the spell cast first has its cooldown reset to 1 after the combo ends. (example. You use Q, W, then E. One second after E is cast and no other spell is cast, Q and W have their cooldown set to 1 second, while E goes on its full cooldown)

Example spell: Every 60/50/40/30 seconds, the next spell used in conjunction with another spell will have a bonus effect based on the spell used before it. Using a spell provides 2/3/4/5 armor, magic resistance, spellvamp, and % movement speed for 5 seconds. This ability stacks 5 times. THE SOFT COOLDOWN RESET MECHANIC WHICH I AM TOO LAZY TO COPY DOWN HERE

Example combinations will be added after all the skills are described for the sake of clarity.

SPELL ONE: Swings swords in a circle, dealing damage to all enemies in the nearby.

Example spell: 10/9/8/7/6 second cooldown. 50/45/40/35/30 mana Instantly swings swords circle, dealing 10/40/70/100/130(+.6x total attack damage) physical damage to all enemies in range. If the passive bonus is available, it will have a bonus effect based on the spell cast immediately before it.

SPELL TWO: Stabs forward with both swords, dealing damage to all enemies in a straight line.

Example spell: 10/9/8/7/6 second cooldown. 50/45/40/35/30 mana Instantly stabs forward with swords, dealing 15/50/85/120/155(+.5x total attack damage) physical damage to all enemies in a line in front of champion. If the passive bonus is available, it will have a bonus effect based on the spell cast immediately before it.

SPELL THREE: The next auto attack gains 500 range, has a longer delay, deals damage in an AOE, and counts as a spell. Resets auto attack timer on cast.

Example spell: 10/9/8/7/6 second cooldown. 50/45/40/40/35/30 mana Your next auto attack gains 500 range, has a slower animation, and deals (+7.0x total attack damage) damage to target and surrounding enemies in a 300 radius. Resets auto attack timer on cast. If the p….you get the point, it gets a bonus if passive is up and has spell before it.

SPELL FOUR: Channels for .5 seconds and leaps into the air to target location, dealing damage to all nearby unit at location of landing.

Example spell: blah blah blah, same cooldowns and mana costs Leaps up to 800 units away, applying a Damage Over Time that deals 10/20/30/40/50(+.2/.4/.6/.8x total attack damage) per second for 5 seconds. Each tick does 20% less from the base damage. (ie. Total damage at max level would be 50+40+30+20+10 physical damage if there was no AD and no armor in calculations)

Has the most damage potential and also is hardest to land because of the travel time and channel time.

SPELL COMBINATIONS examples::::::: Prepare for a long list of random examples. There is probably an easier system for this but O WELL :D

SPELL ONE + SPELL TWO causes SPELL TWO to launch a projectile(ie. Tornado,vortex) that increases in size as it moves and travels 1000 distance (a long distance).

SPELL ONE + SPELL THREE causes SPELL THREE to deal damage in an radius around the champion instead of just around the attacked unit, slowing all units hit

SPELL ONE + SPELL FOUR causes the landing of SPELL FOUR to create a cloud of dust in a circle that causes all units, friendly and enemy, to lose sight of all units inside of the circle, while all units inside the dust circle lose sight of all units outside of dust circle. The mini map goes black for units inside.

SPELL TWO + SPELL ONE causes SPELL ONE gain increased range and to knock up enemies hit

SPELL TWO + SPELL THREE causes SPELL THREE to turn into a cross cut, reducing % armor to attacked unit as well as surrounding units for X seconds

SPELL TWO + SPELL FOUR causes SPELL FOUR to turn into a dash instead of a leap, also applying the damage to all enemies that were ran through during the dash. There is no longer a channel time before either.

SPELL THREE + SPELL ONE causes SPELL ONE to have increased range and knock back all enemies hit.

SPELL THREE + SPELL TWO causes SPELL TWO to drag all units hit by SPELL THREE to be dragged to champion. Similar to blitz grab.

SPELL THREE + SPELL FOUR causes SPELL FOUR to leap to unit targeted by SPELL THREE and root that unit for X second(s)

SPELL FOUR + SPELL ONE causes SPELL ONE to also apply the damage of SPELL FOUR and has increased range. Also briefly slows units hit by the modified SPELL ONE

SPELL FOUR + SPELL TWO causes SPELL TWO to become a large cone, dealing increased damage and a brief slow to all enemies hit

SPELL FOUR + SPELL THREE causes the attack to also hit all enemies in a line from champion to attacked unit. Applies grievous wound because I can.

That’s all. There are better explanations and reasoning behind the effects but just take it as you will : )