Champ concept and more?
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.