Champion Concept: Psych, The Daredevil

Markula01··2 votes·1,371 views

Lore: Psych spent his entire life on the edge. He can gain no greater joy than being in mortal danger. When the League of Legends was founded he believed that he finally found the ultimate thrill for him. But to his dismay, no one would take accept him as one of their champions. He had no fighting experience, no weapons, no powers. But Psych refused to give up. He stole chains from a Demacian armory, and made a drastic request of Viktor . He asked to have his forearms replaced with wrenches for the chains, shooting the chains out of his palms. His plan was to use the Demacian chains to swing across Zaun, as well as giving him the ability to fight anyone he wants to. He decided to ask to have his legs augmented with rocket boosters while he was at it. A week later, he went on a rampage all across Piltover. He crumbled statues, trashed the college, and broke out all the criminals that Caitlyn and Vi has ever caught. Now that he has made a name for himself, the League was more than happy to include him.

Physical Description: Scrawny physic with arms like Popeye. Forearms and shins are plated in bronze. Hair is blonde and messy, and he has a long goatee. He's always smiling and laughing like a maniac. He fights by swinging his metal arms around.

Abilities: Passive: Thrill Seeker Psych builds Thrill whenever he loses health, kills a minion or non-epic monster, and damages or scores a kill/assist on a champion or epic monster. His basic abilities will change or become empowered when his Thrill Level reaches certain thresholds.
Also, Psyche gains Tenacity equal to his Thrill level.

Q: Chain of Mayhem Cost: 4% of current health CD: 2 charges, 16/15/14/13/12 second recharge Psych throws a chain out in a line, latching onto terrain or an enemy unit. If he latches onto terrain, he pulls himself to it and gets refunded three-quarters of the cooldown. If he latches onto an enemy unit, he deals 80/90/100/110/120 (+0.4 AD) physical damage and: **Thrill Level below 50: **he pulls the enemy to him. Thrill Level at least 50 and less then 100: he pulls himself and the enemy towards each other to meet at the middle. Thrill Level at 100: He pulls himself to the enemy.

W: Mood Swings Cost: 4% of current health CD: 8/7/6/5/4 seconds. **Passive:**Basic attacks and Chain of Mayhem deal 10/15/20/25/30% bonus magic damage. If Thrill Level is at least 50, his basic attack range is doubled. If his Thrill Level is at 100, he gains 10/15/20/25/30% Life Steal. Active: Psych's next basic attack will deal double damage and stun. If Thrill Level is at least 50 and less then 100, the same basic attack will also fling his target. If Thrill Level is at 100, the same basic attack will hit all enemies in basic attack range and apply on-hit effects to all targets hit. (He will not fling his target if his Thrill Level is at 100) Other basic attacks reduce this ability's cooldown by 0.5 seconds, increased to 1 second if against champions.

E: Party Jump Cost: 4% of current health CD: 12/11/10/9/8 seconds Psych leaps to the target location, slamming the ground with both fists upon arrival to deal 50/60/70/80/90 (+0.6 AD) physical damage and knocking up all enemies in the area. Thrill Level at least 50 and less then 100: Damage is doubled. Thrill Level at 100: Damage is Tripled.

R: Thrill Rush Cost: Free CD: Special Passive: Gains 0.2/0.3/0.4% Attack Speed and 1/1.5/2 Movement Speed per 1 point of Thrill. (Maximum 20/30/40% Attack Speed and 100/150/200 Movement Speed) Active: Psych gains a second wind, fully healing himself and gains 30/45/60% physical and magic damage reduction. This ability can only be activated when Psych's Thrill Level is at 100, the effect ends when his Thrill Level falls to 50, and it won't be available again until his Thrill Level has fallen to 0.

Special Interactions: Jinx: Psych raised her. Caitlyn and Vi: Related to Jinx or the breakout. Viktor: Related to Psych's augmentations. Heimerdinger: Related to him trashing the college. Warwick: Both were old friends before their transformations. Singed: Related to Warwick. Demacians: Related to the theft of the chains. Thresh: Chain puns. Pantheon: God of War references. Femme Fatales: He hits on them. Kled: Confesses that he trespassed... for the thrill. Illaoi: Blasphemy. AurelionSol: Compares him to a tiny yapping dog.

And others meant to anger enemy champions

3 Comments

Sad Tyrant1 votes

Q: Bit too much like Naultilus

W: too much like shadow Kayn's passive/ and Blitz's E / Voli Q / and Azir W: Rethink this (this is too much, overloaded)

E: bit too much, I would double the base damage, have the first level of thrill increase it by 25%, and have the second level of thrill be the knock up

R: Tank Psych would be ridiculous.

I would re think how Thrill interacts with the kit, the kit lacks reliability meaning it would be excessive to try to learn him, and he would feel clunky.

Markula012 votes

Thanks for the advise. I love your suggestions for his E and I'll definitely keep it in mind when I rework the concept.

My plan for his Q was to make able to move around the battlefield according to his Thrill level (low Thrill--Blitz's like pull/Middle Thrill--Naultilus like pull/Max Thrill--Amumu like dash)

My plan for his W's was to have his basic attacks match his Thrill Level. My plan for the W's active was to act as a follow-up to his Q, changing based on the situation.

My original idea for ult's active effect was to still fully heal himself, but also maxing out his Thrill level instead of adding a damage reduction.

I don't understand the last part. I thought I did a pretty good job with how his Thrill interacted with his kit. Can you please explain a little more.

P.S. I also had an idea for a another ability for him called AGAIN!!!. It would deal a large amount of physical damage on his next basic attack and also knockbacks the target. Thrill Level would simply increase the damage even more do to his over-excitement, and the ability's CD would refresh when he scores a kill or assist. Scoring a kill with AGAIN!!! would be relatively easy at maximum thrill level, and the idea was that he could use his Q to dash an enemy, use some basic attacks, finish with AGAIN!!!, and repeat. I scrapped that idea however because it made him too much of a one-trick-pony.

Sad Tyrant1 votes

I think a better word for what I was trying to say is "consistency"

For example Jayce has 7 abilites, QWE x2 and his swap, jayce is hard to learn because of that. learning what each ability does, how they interact with each other, and how to combo them. Gnar is almost the same but he has no control over his transformation.

what Psych has is 7 abilities which he has no control over what form they are in, and would be excessive learning on the part on the enemy, and unforgiving to the player who constantly has to manage the thrill, what if he wants a flip he can;t get it because he is at 100%. Consistency in the heat of the moment, is key. With Gnar, the playstyle is poke and kite, and when the bar is red it's go time, consistent.

His E is the easiest to see, Orange outline while jumping while medium, red outline while jumping while at 100% (at least in my mind, Basically I see a Red Kha'zix) so it pretty good

His whole kit is overloaded, but W is the worst one, 30% bonus magic damage, equal to a 10th level SA Kayn, perma and his AA range is double and he gets lifesteal. and when he activates it 200% damage and additonal effects, It's a lot mate, needs to be toned down a bit.

W: Passive : Psych deals 10/15/20/25/30 magic damage with his AA's and Chain of Mayhem, this is increased by 50% while under Rush and by 100% while under Thrilled

Active: Psych's next basic attack deals bonus damage and has bonus effects based on his thrill. (40/55/70/85/100% AD) bonus magic damage and slows.

Rush: The enhanced attack stuns instead.

Thrilled!: The enhanced attack flip' n'slams the target and explodes slowing all enemies in a radius

^ That's how I would do it

The problem with his ult is that it is overloaded, and everything I could suggest is currently on another champion in the game.

Alistar's damage reduction is 55% - 75%(which is what you have), Olaf's immunity, Mundo's and singed's regen.

The Q is a little bit of everyone, I would have it just pull him, and have his thrill mainly interact with the recharge. and if he hits a champion he gets attack speed (maybe too much like Xin?).

I would have his passive be the move speed and Tenacity, cut them in half, and when he ults, double them for the duration.

The only thing I could suggest for the ult is a shield or like Abaddon from dota 2, (which is that damage is transmitted as healing instead) and have his abilities work with that awell.

Thanks for reading

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