Very rough zone-control tank concept

Rháást··5 votes·708 views

So, I've just got this rather spontaneous idea minutes ago, and, at my friend's suggestion at trying to share the idea with them to instead post it here. This being my first time posting on the board at all, let alone posting a champion concept, that is also very incomplete and open to further ideas

So, the champ idea is for a snake/worm champ, possibly Icathian, possibly a top or support tank.

The passive would probably have 2 parts, one of which to keep a handle on the second. First, the champ has segments of some undetermined length, with a small health bar, perhaps 10% or so health, with a single segment for every, say... 300 or so max health, more or less depending on how big the segments would be, with some form of health loss to the main body of the champ, perhaps in the form of reduced max health, taking any current health with it and with some other losses. These segments could perhaps have some partial vision, say 50% of a the normal vision from a champ. Second these segements can only body block enemy champs while they have health, a core part of the idea here, while preventing body blocking entire minion waves or ally champs.

As for the rest of the abilities, I've only really thought up two.

First off, a targeted skill or self-centered AOE that is cast from all segments in range, something to reward getting up close and around a target. It would probably have a longer cooldown, as to provide a bit of a gamble; circle more segments around the target, or fire now

The other ability, perhaps the ult, would be some sort of speed boost that gets stronger and more costly as it's used, most likely applying a small knockback to the side with no stun or interrupt to enemies

Stat-wise, it'd definitely be one of the slower, if not the slowest, champ, with a bit more bulk than average

So, how does it sound? What would work as the other two abilities? Think it's a bit too strong for a champ, or a bit too hard to code? Or would it be a total flop?

7 Comments

kińdrèd2 votes

but will it vore?

Def Not A Kaiju1 votes

ofc it will, like Kench.

prolly have sh!tting d!ck nipples too.

Def Not A Kaiju1 votes

segments would most likely end up body-blocking itself (think of trying to turn back on yourself only to be minion-blocked by your own body). this could be solved by having it have fizz's passive.

honestly, i could see this as being a deep-sea worm type thing, that is wholly underground, but each segment can be placed (think zzrot) in a location within range, and can select which segment to use as the source of skills.

the ult could be using all segments as skill sources.

though this idea does kinda remove the dash.

dunno, interesting idea, just spitballing.

my rough outline:

passive: fizz's + killing a minion/monster grants +2 max hp permanently, +3 for champion kills, +1 for assists

q- divide/unify

  • divide- places a body segment in area around main body, all skills are cast from main body segment (+1 segment for each rank).
  • unify- returns body to worm form, only available when all body segments have been placed

w- segmented assault

  • divided- all segments burrow and return to main body, applying slow/knockup
  • unified- all segments burrow and erupt at target location, applying a slow (or knockup) to all enemy/neutral units they hit

e- icorr

  • divided- fires a skillshot that applies a debuff/slow from each active body segment.
  • unified- fires skillshot that applies debuff above, but instead of slow, applies DoT.

r- [i dont have a name]: toggle

  • passive: skill ranges are increased 50/75/100 units + 50 units for each rank in q
  • passive (while divided)- w/e are replicated from each segment (only available while toggled off)
  • passive (while unified)- hp regen (only available while toggled off)
  • on (divided)- each segment does DoT (possibly %max hp) and slows, drains mana
  • on (unified)- gain increasing speed, up to a cap. drains mana

but...thats my take on your idea.

Rháást2 votes

Passive: The original idea is that of a living wall, and I did mention the body-blocking issue for not only itself, but its allies and all minions. The health passive might be too similar to Sion, so perhaps instead of health gain, it can just gain segments based on CS and kills/assists, or it could be exclusive to the segment's health

Q- The idea of leaving segments behind as you mentioned seems like it could be a bit overloaded, especially if the champ accumulates a large sum of segments, perhaps giving too much vision control or control in general anywhere and everywhere instead of just along its path of travel.

W- While the divided use seems fine, the unified use of sending all segments to a target location could be a bit too strong, especially alongside E, and followed by R. It'd make closing in on a target much too easy when it should be both challenging and rewarding to catch an enemy champ in your grasp.

E- This seems like a decent skill for the champion concept I initially had, and a good way to select your target and catch up if it were to slow, although the DOT might be just a little out of place.

R- This skill is definitely overloaded. Two passives and two actives is a bit much, especially with all the other skills in this particular kit having 2 effects. The idea of the W casting from every segment doesn't make much sense, though having E cast from each segment might make coiling a target a bit too strong, as it'd become near impossible to avoid all of them. The regen passive seems like a good idea, , but I think both the segment DOT and the speed boost shouldn't be on the same ability.

Def Not A Kaiju2 votes

better to start out overloaded and trim away the fat, as it were.

the body segments thing- i was thinking thered be a max number of segments, limited by your max hp. can only have a segment with 800-1000 hp each, so stacking max hp would be incentivised (i mean, it is a tank).

Rháást1 votes

So, I've finally thought up another idea for an ability; a tail strike. It would be a knockback or stun skillshot depending of if you cast it to the side of or straight ahead of the last segment. It'd provide some damage and utility at the end of the train of a body so it's not just the end of the body wall. The range for the tail sweep, the sideways variant, should be about the same as Darius's pull, fanning out to the targeted side, with a wider cone, while the tail stab probably would have the same range as Yasuo's Q.

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