The Conundrum Twins (Conundrum V. 2.0)

Psychoaryama·5/12/2015, 11:09:58 PM·1 votes·565 views

Everything on this champion is open to change and suggestions. However, I would appreciate it if you'd keep all comments along the lines of "This made my eyes bleed" and "This is so stupid" to yourselves, I'd rather just hear if you have any suggestions (besides letting this idea die, that will happen on its own after a while if I don't hear from anyone, so if you just want the idea to die, don't comment, and leave your vote in the poll to say that you want it to die)

The Conundrum Twins are a version of Conundrum, the Shapeshifter, a champion that I've been working on. People have been saying how the 3-4 kits that I gave the last two versions were too much for one champion and just made him too complicated, so I promised that after the April CCOS was over I'd split them into two separate champions, each with two of the original four kits. Anyone that's already seen these already knows what the original four kits are. That said, I am simply copying the abilities for now, so if any numbers in the kits seem like they could be changed, please tell me since these are just the most recent numbers I gave them and were based on Conundrum having 3-4 kits at once. I also had to adjust where each form was taken on, so if you feel like you have a better set of locations where each form should be used, feel free to say so (especially with Enidrum, the Jungle/Water champ)

Also, after setting up the separated champions, I thought of an alternative way to simplify him, which I will describe at the bottom of this post.

Conuma, the Shapeshifting Warrior

Role: Fighter, Tank

Passive/Innate:

> Innate: Warrior-Shift > Conuma transforms to suit his environment, and his kit changes with him. In a base, he takes on the form of a large bipedal brick-and-stone monster and gains 100 (+10 per champ level) health, and in the field, he takes on the form of a quadrupedal beast with red skin and long blades sticking out of his forearms, and gains 5% armor penetration and magic penetration. (In both forms, his face consists of two thin, dark eyes)

Q:

> Base Q: Tower Construction > Conuma summons a tower at a target location; minions are attracted to it, and the first allied minion to the tower enters it and becomes an archer. > > Conuma uses a strange magic that takes bricks from the ground and re-forms them into a small tower. Towers have the health of three minions and last for 3 minutes. Nearby minions will be attracted to the tower upon its summoning (allies to enter the tower, enemies to attack it); the first allied minion to the tower will enter the tower and climb to the top to become an archer (other allied minions are no longer attracted to the tower). The archer minion cannot leave the tower, but gains 50/75/100/125/150% attack damage and a range of 200 units around the tower. Max: 6 towers. > Mana Cost: 70/80/90/100/110 > CD: 9/8.5/8/7.5/7 seconds > > Field Q: Slice and Impale > Conuma moves in and uses his arm blade to slash at his enemy, then dashes forward to impale them on it, dealing damage and shattering some of their armor. > > Conuma uses his left arm blade to slice at a target opponent, dealing 15/20/25/30/35 (+20% AD) physical and 10/15/20/25/30 (+20% AP) magical damage, and then impale them, dealing 10/18/26/34/42 (+20% AD) physical damage and dropping their armor 5/9/13/16/19%. > Mana Cost: 50/60/70/80/90 > CD: 10/9.5/9/8.5/8 seconds

W:

> Base W: Raise the Defenses > Conuma summons a wall to block enemy movement while allowing ranged allies to attack enemies from behind the wall. > > A brick wall 200 units long with the health of 4/5/6/7/8 minions and 50/60/70/80/90 armor is raised at a target location up to 300 units away. This wall blocks the paths of both allies and enemies, but ranged allies can attack through the wall while ranged enemies cannot. Enemy minions within 300 units of it will be attracted to the wall. The wall lasts for 3 minutes. Enemies in the way of the wall upon its summoning will be dealt 7/14/21/28/35 (+40% AP) magic damage. Max: 3 walls at a time. > Mana Cost: 60/70/80/90/100 > CD: 10/9.25/8.5/7.75/6 seconds > > Field W: No Mercy > Conundrum sees that his target is getting weak, and his natural bloodlust kicks in, making him attack harder and faster the more weakness the target is displaying. > > Conundrum gains 20/21/22/23/24% bonus attack damage and 10/13/16/19/22% attack speed for 3 seconds. If attacking a slowed target, he gains a bonus 2/3/4/5/6% attack damage, and if attacking a stunned/tripped target, he gains another 4/5/6/7/8% attack damage and another 3/3.5/4/4.5/5% attack speed. > Mana Cost: 45/55/65/75/85 > CD: 13/11.75/10.5/9.25/8 seconds

E:

> Base E: Castle's Rage > Conuma becomes enraged with his enemies and begins hurling chunks of the ground at them to deal more damage and hardening his skin to prepare for a tough battle. > > For 5 seconds, Conuma begins throwing rocks for his basic attacks, gaining a basic attack range of 225 units. He also gains 15/19/23/27/31% attack damage and 20/21/22/23/24% armor. > Mana Cost: 45/55/65/75/85 > CD: 10/9/8/7/6 seconds > > Field: Slice the Legs > Conuma refuses to lose his fleeing target, and does whatever it takes to catch them or make sure they can't run. > > Conuma can cast this on a target from 300 units away (this is a targeted ability, not an activate-on-press-of-a-button ability like Garen's Q and E). If cast on a target 300-251 units away, Conuma dashes 200 units toward the target and slices at them with his blades, dealing 40/60/80/100/120 (+20% AD) physical damage. If cast on a target that's 250-201 units away, the target is slashed at, dealt 45/65/85/105/125 (+25% AD) physical damage, and slowed 5% for 2 seconds. If cast on a target 200-125 units away, the target is tripped (cannot move, but can still attack/cast spells) for 2 seconds, loses 5/7/9/11/13% AD, and is dealt 50/70/90/110/130 (+30% AD) physical damage. > Mana Cost: 55/70/85/100/115 > CD: 11/10.25/9.5/8.75/8 seconds

R:

> Base R: Bulldozer > Conuma smashes the ground in rage to hurt enemies near him, then charges forward blindly in an attempt to push his enemies back and give his team space to move forward. > > Conuma smashes the ground, dealing 100/130/160 (+40% AD) physical and 60/90/120 (+30% AP) magical damage to enemies up to 200 units away from him. He then charges forward (not a selectable direction, just whatever is "forward" to him at the time), dealing 100/140/180 (+40% AD) physical and 70/75/80 (+40% AP) magical damage to enemy units in his way and forcing them aside; enemies directly in his path are stunned. He continues charging until he hits a wall or exits the base he is in. If he hits a wall and an enemy is in the way at the time, they are dealt 60/100/140 (+40% armor) bonus physical damage. > Mana Cost: 90/100/110 > CD: 140/130/120 seconds > > Field: Hellish Onslaught > Conuma digs his blades into his opponent's arms so they can't run away or fight back, and then tears through them to finish them off. > > Conuma can cast this ability 3 times within 3 seconds, with each cast at least 0.5 seconds apart. If he is hit by an enemy champion's ability (not summoner spells) at any point during this time, this ability immediately goes on cooldown and the targeted enemy is released. On the first cast, Conuma digs his left arm's blade into the left side of a targeted opponent, dealing 90/100/110 (+40% AD) physical and 60/70/80 (+35% AP) magic damage; the opponent can no longer move but can still cast spells and attack. On the second cast, Conuma digs his right arm's blade into the right side of the target, dealing 90/100/110 (+40% AD) physical and 60/70/80 (+30% AP) magic damage; the target now can no longer use spells, but can still basic attack. On the third cast, Conuma slices through the target, dealing 100/120/140 (+45% AD) physical and 80/100/120 (+40% AP) magic damage; the target is now released, but loses 10/15/20% of its armor and magic resist (armor and magic resist decreases by another 5% if the target was slowed/stunned during the first cast) for 4 seconds. > Mana Cost: 60/65/70 mana per cast (after all 3 casts it will cost 180/195/210 mana) > CD: 140/130/120 seconds

Enidrum, the Shapeshifting Assassin

Role: Assassin, Mage

Passive/Innate:

> Innate: Assassin-Shift > Enidrum transforms to suit his environment, and his kit changes with him. In the jungle and base, he takes on the form of a dark assassin and gains 1 (+1 per level) movement speed and 10 (+2 per level) attack damage against neutral monsters, and in water and the lanes, he takes on the form of a quadrupedal beast with blue skin, webbed feet with claws, fins on his head and back, and a whale-like tail, and gains 10 (+2 per level) ability power, as well as 10% (+2% per level) attack speed against minions. (In both forms, his face consists of two thin, dark eyes.)

Q:

> Jungle Q: Treetop Assault > Enidrum jumps up into the trees to run around in them almost completely undetected. > > Enidrum jumps on top of a selected wall and can now run along it like a path. Enemies can attack him from here after 0.5 seconds to make him fall off towards them. While on top of a wall, he becomes stealthed, but visible on the map to allies and nearby enemies, and can be targeted/hit by enemy attacks/spells. If Enidrum selects an enemy within 300 units of himself (not counting the wall's height) as a target for a basic attack, he pounces down on them and deals 10/15/20/25/30% bonus attack damage to the target with his next basic attack. To come down from a wall, Enidrum must click on a regular path on one side of the wall. > This ability goes on cooldown once he leaves the wall. If he clicks on a path to leave the wall rather than attacking or being attacked, the cooldown is cut in half. > Mana Cost: 50/65/80/95/110 > CD: 8/7.5/7/6.5/6 seconds > > Water Q: Whirlpool > A small (100 unit radius) whirlpool is opened at a target location (up to 500 units away from Enidrum) for 3 seconds. Enemies that step in the whirlpool are spun twice and dealt 5/10/15/20/25 (+15% AP) magic damage, after which they lose 3/3.5/4/4.5/5% magic resist and (if they are moving) their direction is reversed. > Mana Cost: 45/55/65/75/85 > CD: 9/8.5/7/7.5/6 seconds

W:

> Jungle W: Strategic Throw > Enidrum analyzes a target and decides whether he should use his bone throwing knife to trip the target, slow them down while dealing some damage, or try for a deadly blow to the head. > > This spell can target an enemy up to 500 units away. Upon casting, three selections will appear above Enidrum's head: a head, a torso, and a foot; these selections will be swapped through one at a time until Enidrum re-casts this ability (think Twisted Fate). If the target is hit in the head, they will be dealt 50/70/90/110/130 (+20% AD) physical damage (the most physical damage); if aimed at the back, the target will take 40/60/80/100/120 (+18% AD) physical damage and be slowed by 15/17/19/21/23% for 2 seconds; if aimed at the feet, the target will take 30/50/70/90/110 (+16% AD) physical damage (the least damage) but trip and be stunned for 1 seconds, and their armor and magic resist will be decreased by 15%. > If cast while standing on a wall, the target will be slowed 10% for 2 seconds if hit in the head, stunned for 0.5/0.7/0.9/1.1/1.3 seconds if hit in the back, and slowed by 15% for 2 seconds after being stunned if hit in the feet. > Mana Cost: 50/58/66/74/82 > CD: 12/11.5/11/10.5/10 seconds > > Water W: Fish in Water > For 5 seconds, Enidrum gains 5/6/7/8/9% movement speed and attack speed, and deals a bonus 15/20/25/30/35% damage as magic damage with basic attacks (+15% AP). > Mana cost: 45/54/63/72/81 > CD: 15/14/13/12/11 seconds

E:

> Jungle E: Leaving Without Me? > Enidrum won't let his target escape, and generates a rope from his hand with a bony knife-like protrusion at the end, which he throws at his target to catch them and pull himself towards them. > > Enidrum throws a dark rope with a blade attached to it in a selected direction (range of 475 units); the blade deals 40/60/80/100/120 (+30% AD) physical and 20/40/60/80/100 (+30% AP) magic damage to the first enemy/neutral monster that it reaches and sticks to them for 2 seconds. Enidrum can recast this to drag himself to the target and deal 10/30/50/70/90 (+30% AD) bonus physical damage and slow the target by 5% for 2 seconds. Stunned targets take 5/6/7/8/9 (+10% AP) bonus magic damage on both casts. > Mana Cost: 50/60/70/80/90 > CD: 17/16/15/14/13 seconds > > Water E: Water Pillar > Enidrum causes a large pillar of water to rush into the air at a target location up to 500 units away from himself, dealing 10/20/30/40/50 (+20% AP) magic damage to enemies that get caught in it and knocking them up for 0.5 seconds. The pillar of water lasts for 3 seconds and can be walked through; enemies that have already been knocked up by the water pillar cannot be knocked up again, but are still dealt the initial damage and another 2/4/6/8/10 (+10% AP) magic damage per 0.25 seconds that they remain in the pillar; Enidrum can walk through this pillar to gain back 5% of his max health and gain 2% movement speed. > Mana Cost: 60/70/80/90/100 > CD: 15/14/13/12/11 seconds

R:

> Jungle R: In For the Kill > Enidrum sees that his enemy is weakening, and decides it's time to finish them with a barrage of quick, deadly attacks. > > Enidrum selects an enemy up to 600 units away, pounces on them, and makes a barrage of attacks on them, dealing 100/120/140 (+40% AD) physical and 90/100/110 (+35% AP) magic damage and slowing the target by 5% for 3 seconds. Enemies that are already slowed are dealt 10% bonus magic damage, and enemies that are stunned are dealt 10% bonus physical and 15% bonus magical damage (additively, not multiplicatively). > If this spell is cast while Enidrum is in a bush or on a wall, it gains 10% armor penetration and magic penetration and the enemy is stunned for 0.5 seconds instead of slowed. > Mana Cost: 120/135/150 > CD: 150/135/120 seconds > > Water R: Water Arena > Walls of water are raised in a circle 1500 units around Enidrum (they do not follow him). Enemies that pass through this wall are dealt 10/20/30 (+20% AP) magic damage per second they are in the wall and slowed by 5% for 2 seconds; while within the arena and 2 seconds after exiting the arena, Enidrum gains 10% movement and attack speed, and while within the arena he gains 20% bonus attack damage and 15/30/45 (+20% AP) bonus magic damage with each basic attack, and his basic attack range becomes 200 units as he fires magic-infused balls of water at the targets. Passing through the walls heals Enidrum for 1% of his max health per 0.5 seconds that he passes through it. The arena (the walls) last 5 seconds. > Mana Cost: 110/130/150 mana > CD: 120/110/100 seconds

Like I said, these kits are simply copy-and-pasted from the most-recent versions of each of them. Conuma's kits are both from Conundrum V. 1.5, and Enidrum's Jungle kit is from Conundrum V. 1.5 while his water kit is from the original Conundrum. If there are any changes that need to be made to better adjust him for having been split up into two separate champions, please say so.

Alternate way to split up Conundrum: I was thinking that maybe rather than make Conundrum 2 separate champions, maybe he should just be in some way customizable. For instance, when someone selects him in the champion select or when the game has just started and all champions have just entered the rift, they are given a selection of the Base-and-Lane version (Conuma's kits) and the Jungle-and-Water version (Enidrum's kits), and they decide based on their team's current needs which set would be better. A more complicated version of this would be allowing them to choose any two of the four kits (Base, Lane, Jungle, Water) during champ select or when the game starts, making it even easier to adjust based on the needs of the team.

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