Judge Courney, Ceecee, and more - Original Champions

Vexzon Safeguard·5/10/2016, 1:36:57 PM·1 votes·633 views
http://vignette3.wikia.nocookie.net/leagueoflegends/images/3/31/Braum_CeeCee_pre-concept.jpg/revision/latest?cb=20150307164955

Hello, I am Vexzon Safeguard. A more casual league of legends player who has always been working on custom champions for awhile (one of which has been in the works for over a year).

I lack art for all of these though these are most just Kit pitches with how I see the champion. Though most of you don't care about this, you want to hear about the Champions.

First Champion: Judge Courtney

Judge Courney Nightingale is the high judge hailing from the Kingdom of Demacia.

Dispite the JarvanIV King being the final say in all matters of law in his kingdom, judge Courtney has the second highest power over the law in the kingdom. Courtney is a female judge who has a Fighter and Mage role in the game, the concept I though for her was an Anti-snowball champion or just a champion who can help turn champion deaths into benefits. He weapon is a Gavel and wears a long dark robe with a long scarf. Another idea was to give her wings, causing her to be an angel in the vain of Kayle Kayle or Morgana Morgana.

Simple Lore: "The guilty shall always come to justice at my hand." Courtney is the highest ranked Judge in the supreme court of Demacia. Her verdict is one of the last thing many of the criminals of Runeterra hear. She follows the law given by the Godess of Justice. Using light gifted from her godess to spread her law. Though the rising tension between Demacia and Noxus, as well as the rise of attacks on the kingdom has brought worry to Courtney. She has tried many war criminals from Noxus though she understands the war will not end until the Swain Dictator is brought to justice. She could not do that in the court so she decides there is only one thing to do, join the battle and fight in the League of Legends.

Ally Champions: Lux Lux, Garen Garen, JarvanIV Jarven the forth Enemy champions: SwainSwain, Darius Darius

Abilities:

(Courtney is Melee)

Passive: Cleanse the Wicked Whenever an Ally champion is killed by an enemy champion or whenever Courtney basic attacks a single enemy champion three times in a row, Courtney places a Guilty verdict over that champion's head that remains until 10 seconds pass or that champion is killed.

If an enemy champion is killed by Courtney and/or assists in a kill with a Guilty verdict, then Courtney permantly increases her Armor and Magic Resist by 5 up to a maxium of 50 bonus Armor and Magic Resist. Upon reaching the cap, further kills and/or assits restore 8% of her max HP.

Explained: The passive has a new type of mark added to the game know as Guilt or Guilty. Guilt is similar to most marks, sticking with champions after being marked for a time period. Most of Courtney's abilities interact with Guilt marks so its advised to give them to champions before engaging.

Guilt is also put on a champion upon them killing an ally, allowing her to turn losing battle into her teams favor, or at least kill the snowballing assassin such as Zed Zed, or Katarina Katarina. Though that also applies to Marksmen as well, if she can get to them.

Basic one {Q}: Light of Justice Active: Courtney fires a skillshot in front of her, dealing magic damage to the first enemy champion or minion damaged. Revealing that unit for 6 seconds.

If the champion damaged is marked as guilty, then this spell deals increased damage and slows that unit by 20%.

Explained: This is her basic poke, allowing her to deal ranged damage as well as reveal, giving the ability to check bushes as well as allow better chasing of Guilty champions. They cannot run from the law.

The guilt bonus is very simple, giving a small bit of crowd control and allowing her to deal extra damage.

Basic Two {W}: Order in the Court

Active: Courtney chants a divine chant, and after a 2.5 second channel, where she can still move but cannot basic attack or cast spells, she releases a shock wave that deals minor magic damage to all nearby units.

Damaged enemy champions have their summoner 3 damage output reduced by 10-18%, reducing by double to 20% to 36% for Guilty champions.

Explained: The shock wave is similar to Leona Leona's W, dealing damage in a circle around her. Though instead of boosting her own stands, she actually weakens the enemy champions. Weakening guilty more. You have to stop them from killing again.

Basic three {E}: Objection Active: Courtney places a Shield on herself or an ally champion that lasts for 5 seconds.

That champion also gains a Spell shield that would block the next three spells from Guilty champions. For each spell blocked, that Champion gains 10% summoner 6 movement speed for 2.5 seconds, gaining an additional 10% for each spell blocked past the first.

Explained: Courtney places a simple shield that does do much for most champions, just a bit of damage protection for herself or her allies. But guilty champions beware, you cannot stop the pure with the triple spell shield. The spell shield blocks the next three spells from guilty champions, not three spells per guilty champions. Though some people who wish to join them in jail could always break the shield for their ally.

Ultimate {R}: Supreme Verdict Passive: Courtney gains 15% movement speed when approaching Guilty champions.

Active: Courtney calls upon the goddess of law, channeling for 2.5 seconds before revealing all enemy champions within a radius for 1 second, slowing them by 10% after a 2.5 seconds.

If Courtney is damaged by an enemy champion or monster while channeling, she will cancel the channel and Supreme Verdict will go on a reduced cooldown.

If a reveled champion is guilty then that champion is teleported 500 range away from Courtney in a line of all the guilty champions. That champion is stunned for 2.5 seconds and slowed by 70% for 4 seconds.

Explained: Passive allows her to chase down those who think they can get away with their crimes. Though she doesn't need that while she has the active, allowing her to bring guilty champions before her so she can cast her judgement on them for their crimes. There is no running from the law. You most likely want to confirm this judge's death before trying to evade the law. Though might want to be changed for some counter play.

Note: Its not global, but has a decent range. Maybe show a range indicator while casting to see if they can get away.

What Courtney brings to the game: The game right now is very early game focused where victory is determent early on, Courney will allow teams to turn around the game without adding too much that allows them to win the game after a small loss.

Courtney scaling: Courtney scales nicely with AP for damage as well as tank stats. I see that she will be played top and maybe support. ** Champion Two: Ceecee, the Hextech Engineer**

Goals for the Champion:

  1. A tank champion who actually wants to take damage {For more reasons then just to tank.}
  2. A champion who can take down turrets though cannot do it alone.

Simple Lore: Ceecee is an engineer who works in piltover. She crafts many weapons from Jayce Jayce's hammer to other item 3197 Hextech items {Not Viktor's items.} She has a southern accident and despite her field, she is polite and usually not threatening. She just has a simple joy in building and testing weapons though she has been known to give some harsh criticism to spotty craftsmen of Vi some peoples works. Though her most recent creation is her Hextech Battering Ram which runs on a Hextech battery to amplify its force. She plans it to be able to destroy walls on top of doors. Though it also has a wall to disrupt some buildings mechanisms which could be useful. Though she rarely gets the opportunity to do a field test. Though she has the chance to do it this time and fix all of the kinks {Such as the battery having such a low charge.} on the battlefield. That is why she is battling on Summoner's Rift.

What does Ceecee bring?: As many of you may know, Ceecee was an old concept for Braum Braum that was scraped. I though about reviving her, though I wanted to try and sperate her from her Original Braum concept. That is how I came up with the Damaging loving turret buster that this kit is.

Abilities:

Passive: Hextech Battery

Ceecee does no use mana. Ceecee has a secondary resource known as Charge.

If Ceecee has not cast a spell in the last three seconds, she will start to recharge her weapon. Gaining charge up to 50% of Max.

If Ceecee is damaged by an enemy champion, she gains a percent of charge up to 100% of her charge. Ceecee respawns with the most charge she has without needing damage.

All of Ceecee's abilties have a global 0.5 cooldown time upon casting a spell.

Explained: Charge is a new resource unique to Ceecee, it acts like energy though it cannot build to 100% and at level 1 with her passive, she can only get to 50% without damage. Ceecee wants to take enough damage to build up her battery to cast spells without dying or losing all of her charge and needing to recharge her weapon. As well, like Sona Sona, she has a global cooldown to stop her from unloading all of her spells at once. 'otta test them one at a time.

Basic one {Q}: Unnamed

Toggle: Ceecee gains armor, magic resist, and increased tenacity.

**Explained: **Just a simple buff to her stats on a toggle. It has a constant lowering charge while on so she has to keep taking damage to keep these bonus stats that can aid in sieging turrets or keeping a front line. It also goes on a cooldown when toggled off so she can't just use it willy nilly.

Basic two {W}: Unnamed

Active: Ceecee empowers her next basic attack, causing it to deal a small amount of bonus physical damage to units. (not turrets.)

If Ceecee damages a building with her empowered basic attack, Ceecee reduces that build's armor by an amount for a few seconds as well as canceling the next attack issued by that building. (Disabling the Laser for 1 second if Laser turret)

Explained: A small attack buff to her stats, allowing her to deal a small bit of damage in lane. Though the big thing is the built in Owmwreaker, her basic attack being able to disable turrets is a bit deal. Possibly have it have a long cooldown. The thing is that it will reset the target the turret is attacking and allow for better turret dives or even more so, allow her marksmen to follow up with some serious damage on the turret due to its reduced armor. Might want to make weak just so its doesn't allow a marksmen or Tryndamere some champion to one shot the turret.

Basic Three {E}: Unnamed

Active: Ceecee pulls back her weapon and after a brief delay, she dashed forward 1000 units, stunning and knocking back the first enemy champion or large jungle monster dashed into based on distance and stopping Ceecee, giving herself a small slow for a short time while only knocking aside smaller units. Ceecee is immune to slows and displacement effects during this time.

Explained: This is a dash that allows her to charge an assault. It also allows you to get a certain champion out of a fight for a period. She can also recast the spell to stop herself, though there is a delay before stopping as well as still giving herself a slow.

Ultimate {R}: Unnamed

Passive: Ceecee can charge her weapon a greater amount per rank. (65%, 80%, 99%)

Active: Ceecee overclocks her weapon as she fires a shockwave in a wave infront of her. Dealing damage to all units hit by the shovewave and knocking them up.

If Ceecee is below 40% of her max health, she also gains a boost of movement speed if she hits a champion.

Explained: The first thing is that this spell costs 100% charge, which means that she has to receive damage before she can cast this spell. This spell can also be used as a disengage after a team fight or just as a surprise pull during a team fight. ** Champion Three: Erynith**

Erynith is the champion that I have been working on for over a year now {I think I started on the concept back when Tristana Tristana was originally reworked}.

Erynith originally started as a new race to league of legends, an Elf race. Though at this time, I see her more as a human though doesn't mean it can change in the future.

Simple Lore: Erynith is a harvester of nature, able to extract essence from multiple types of Flora to allow her to achieve magnificent abilities. She is always on the move, not staying on one location for a large time. Exploring the blooming life around the world to grow stronger and strong. She has gathered hundred of plants over the course of her life, causing her body to change shape due to all the powder that is gathered around her.

Goal of Champion: I hope Erynith to be a mobile utility mage, having the highest base movement speed of 355 (Tied with Pantheon Pantheon and MasterYi Master Yi.) Allowing her to roam from mid well to support her allies with the same applying if she is support. She would be like Bard bard, having a reason to roam though her roaming is to empower her abilities.

She also is supposed to act with the map in new ways, though a lot of it is similar to other champions like creating a type of terrain. Or roaming to get buffs.

Abilities:

Passive: Eye for Detail

Bush-sense: If Erynith is out of combat then in a radius around her, she can perceive enemy units within bushes, causing a rustle of leaves in the bush every second or so.

Harvester: Every 4 minutes, A plant blooms somewhere on the map based on the plant. That plant withers after 4 minutes. If Erynith clicks on the plant, after a small delay, she picks up then plant. In turn, providing a small bonus to some of her stats and empowering her abilities based on the plant gathered. Erynith can see the next plant that will spawn on her hotbar.

The plant rotation follows the pattern Ionian Blossom, Manaflue Hydrangea, Stardew Lotus, Midnight Arnica. After Erynith has collected three Ionian Blossoms, Manaflue Hydrangeas, Stardew Lotus-s, every following plant will be Midnight Arnica. ** Ionian Blossom:** Spawns in Red Brambleback side of jungle on Summoner's, Red alter side of jungle on Twisted Treeline, and across the whole map on Howling Abyss.

+15 AP per Ionian Blossom gathered, up to 45. ** Manaflue Hydrangea:** Spawns in Blue Sentinel side of jungle on Summoner's, Purple alter side of jungle on Twisted Treeline, and across the whole map on Howling Abyss.

+2% Max mana Regen per each Manaflue Hydrangea gathered, up to 6%.

Stardew Lotus: Spawns in both Rivers on Summoner's, in-between alters on Twisted Treeline, and across the whole map on Howling Abyss.

+20 Magic Resist per Stardew Lotus gathered, up to 60%.

Midnight Arnica: Spawns in Dragons and Baron pit on Summoner's, in front of Vilemaw on Twisted Treeline, and in the middle of Howling Abyss.

+3 AP, +0.5% max mana regen, +3 Magic Resist Provides one additional true damage to Midnight Arnica - Overgrowth per Midnight Arnica harvested.

Explained: Oh boy... Firstly is bush sense. Bush sense allows her to focus her attention, allowing her to roam safely with less changes of getting jump on from bushes. Allowing her to change her path to keep safe.

Next is the Harvester part of the passive. Okay, every four minutes, a plant will spawn somewhere on the map based on the plant. Each plant has an area where it grows. The plants will not spawn until 4 minutes has passed at the start of the game. Though the bonus to the abilities are not listed here, except for her ult. The buff will be listed with the spell itself, giving the bonuses there.

The bonus stats she gets from each plant can be tweaked. I think they may be a bit low right now, or at least on the ULT since it takes about 48 minutes to gather 3 of each plant without missing one, it might be better to give more oomph on collecting them. Though the spell buffs could maybe make it worth getting them.

Basic One {Q}: Ionian Blossom - Infernal Powder

Active: While Ionian Blossom - Infernal Powder is active, for the next 10 seconds then Erynith can reactivate this ability to fire a skillshot that deals magic damage to the first unit struck. Erynith can reactive this ability up to three damage to fire a skillshot per activation.

Each skillshot deals bonus magic damage on the amount of times that unit has been hit by Ionian Blossom - Infernal Powder in the last 10 seconds.

After 10 seconds or next time Erynith basic attacks, the ability goes on cooldown.

Passive Empower: Erynith gains an additional active per Ionian Blossom collected.

Explained: Okay, this might be a bit complicate just how it is written so I will just put out what will happen.

  1. Erynith will activate the spell. It now activates is 10 seconds to recast the spell.
  2. when Erynith recasts the spell, she will fire a skillshot. She may do that 3-6 times depending on her passive.
  3. Erynith cannot basic attack while the spell is active or else she will lose the remaining shots she has.

This ability, in my opinion, is a new kind of skilshot. Splitting her into two ways of fighting, the basic attack that allows turret taking and apply on it and her skillshot form which has higher burst but relies more on good aim quickly and not attacking.

Basic Two {W}: Manaflue Hydrangea - Unnamed

Active: Erynith coats an ally or herself in a handful of Manaflue Hydrangea dust, decreasing an ally champion's size for 5 seconds as well granting them a small amount of movement speed for 2 seconds.

Manaflue Hydrangea Bonus: Increased movement speed buff

Explained: This spell causes a champion's hitbox to be decreased, meaning that it is harder for spells to be safely landed on them as well as fitting into smaller areas. This can be seen as the opposite of Lulu Lulu's Wild Growth.

Basic Three {E}: Stardew Lotus - Pathfinder's Totem

Passive: Erynith crafts a Totem every 100, 100, 95, 95, 90 seconds, up to 2 maximum charges. (Max one charge on Howling Abyss and Twisted Treeline.)

Active: Consume a charge to place an visible Totem which reveals the surrounding area by 550. Totems have 2 health points and provided increased health regeneration to nearby ally champions that are out of combat. Multiple totem's healing does not stack.

She may only have a max of two Totems active at one time. (Reduced to one on Howling Abyss and Twisted Treeline.)

Passive Enpower: Totems provides greater health regeneration per each Stardew Lotus collected.

Explained: Yes, this is really just built in wards. Though it has a greatly decreased range. The range being small than item 3462 blue wards. It can also easily be destroyed due to its lack of HP and being clearly visible.

Though Erynith can always throw one day to allow her allies to recover from wounds, being a big deal on Howling abyss. That is also why I Nerfed them on other maps. Can't have her bring lots of wards into maps without other vision items.

Last is the oldest ability of the kit, and my personal favorite.

Ultimate {R}: Midnight Arnica - Overgrowth

  • Active: Erynith lays down some enchanted seeds at target location and after a breif delay, A large thorny brush spawn at target location that withers away after 12 seconds.

  • The brush deals low true damage that scales with AP and slows enemy minions and champions every 0.5 seconds while they are moving (applies to dashes but not blinks), otherwise, it acts like a normal bush for other units.

Explained: This is a spell made halfway though her development. Firstly, I see it as low damage, used more as a disengage or just a large AoE for approaching foes. Though doesn't mean it can be used on a turret while assaulting to allow cover. Though turrets True sight would still see in the bush.

It might seem hard to program in game, but I see as it could be programed as a stealth field, such as Akali Akali's and a damage field.

Overall I hope that you enjoyed these champion concepts, I've been working on them for a long while and feared about releasing them before I felt they were right and while there are some things I hope that I could change for better design. Thank you for reading over and feel free to give your two sense on all of the kits.

  • Vexzon Safeguard

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