Yet another, "Minion General" Champion

Erdrik·4/20/2018, 3:59:54 PM·2 votes·1,554 views

After a search I saw there were several Champion concepts posted relating to being able to manipulate Minions. But most of them were not particularly detailed, and didn't seem to cover the ideas in mine, so I figured I'd post it here.The concept is entirely mechanical, I did not come up with any kind of "character" or "personality" for it.

The Minion Champion should have a medium ranged Basic Attack.

Passive - Effect Radius: 800 Allied Minions within the Effect Radius of the Minion Champion are effected by the "Commanded" buff. "Commanded" Minions deal Bonus Magic Damage equal to 25% of their Basic Attack Damage to enemy Champions, and gain Bonus Health equal to 3% of their max for each Minion effected by the "Commanded" buff, up to a maximum bonus of 15%. This Bonus Health cannot exceed their Late Game maximum.

**Q - ** Mana Cost: 40/55/70/85/100 Mana Cooldown: 10 sec Target Range: 800 Effect Radius: 800 -Single Target Enemy Champion -Effect Radius centered around Minion Champion at time of cast, and remains at that location -Minion Champion must be in a lane

When cast, every Allied Minion within the Effect Radius will be effected by the "Strike Command" effect and will attack the chosen Target for the next 4 / 5 / 6 / 7 / 8 seconds. If the Target dies, or leaves the Effect Radius or the Minion's original lane for more than 2 seconds, or the Minion Champion enters a base, leaves the Minion's original lane for more than 2 seconds, or the Ability's effect ends; then the Minions will lose the "Strike Command" buff and resume normal lane behavior. When the Minions lose the "Strike Command" effect, they will be SLOWED and CRIPPLED by 30% for the next 20 / 18 / 16 / 14 / 12 seconds.

The "Strike Command" effect will cause the Minions to gain a prominent visual effect to telegraph that their normal targeting priority and lane behavior has changed.

**W - ** Mana Cost: 80/110/140/170/200 Mana Cooldown: 15 sec Target Range: 2500 Attack Range: 2500 Projectile Speed: 1000 Effect Radius: 600 -Targeted Area of Effect -Must Target a point within Ability's Attack Range of an allied Turret -Must Target a point within Target Range of the Minion Champion

When cast, a single allied Turret within the Ability's Attack Range will Attack 1 / 1 / 2 / 2 / 3 times, at a rate of once per second, at the closest visible enemy Champion within the Effect Radius of the Targeted Area of Effect. The Turret's Target will reacquire the closest enemy Champion within the Effect Radius between each attack.

**E - ** Mana Cost: 16/18/20/22/24 Mana Cooldown: 15 sec Effect Radius: 1600 -Toggle -Mana is consumed per second while ABILITY is active

While the Ability is active, the Minion Champion will be SLOWED by 15% and Allied Minions within the lane and within the Effect Radius will be effected by the "Formation Command" effect. Minions effected by the "Formation Command" effect ignore normal lane behavior and instead take up specific positions surrounding the Minion Champion. Minions under this effect gain Movement Speed equal to the Minion Champion's Movement Speed, the ability to Attack while moving, and will prioritize the nearest visible enemy Champion within their range if there is one. This Ability can effect up to a maximum of 4 / 6 / 8 / 10 / 12 Minions, and only if the Minion is not SLOWED or CRIPPLED.

If the Minion Champion leaves the Minion's original lane, for more than 2 seconds, enters a base, or the Ability is deactivated; then once every 3 seconds one Minion will lose the "Formation Command" effect and resume normal lane behavior. When the Minions lose the "Formation Command" effect, they will be SLOWED and CRIPPLED by 30% for the next 20 / 18 / 16 / 14 / 12 seconds.

The "Formation Command" effect will cause the Minions to gain a prominent visual effect to telegraph that their normal targeting priority and lane behavior has changed.

**R - ** Mana Cost: 200 Mana Cooldown: 75/65/55 sec Cast Range: Entire Map Effect Radius: 1600 -Targeted Location -Must Target a point in a lane

When cast, every Allied Minion within the Effect Radius, centered on the Minion Champion, will be effected by the "Transfer Command" effect. Minions effected by the "Transfer Command" effect will ignore normal lane behavior, the "Formation Command" effect, and the "Strike Command" effect and instead move to the Targeted Location. Once all effected Minions are within a range of 800 of the Targeted Location, the Minions will lose the "Transfer Command" effect and resume normal lane behavior in whichever lane that was Targeted.

Upon losing the "Transfer Command" effect, the Ability will empower every Allied Minion within 1600 of the Targeted Location with the "Assault Command" effect(including any that were not initially effected by Ability). Minions effected by the "Assault Command" effect will receive Bonus Magic Damage equal to 10% / 15% / 20% of their Basic Attack Damage, gain Bonus Movement Speed equal to 20% of their base Movement Speed. These Bonuses will last until the Minions are killed.

The "Transfer Command" and "Assault Command" effect will cause the Minions to gain a prominent visual effect to telegraph that their normal lane behavior has changed.

2 Comments

FrostlySpark4/20/2018, 5:38:26 PM2 votes

A lot of thought was clearly put into this champion, and it shows, however their is a very clear weakness with it. The issue with the idea of controlling minions in this way is that as soon as this champion exists a lane, they immediately lose a large portion of their power. As soon as a fight occurs in the jg, this champion would become effectively useless as most of their power exists in the control of minions. This means that this champion would have to stay in lane and push endlessly whilst hoping that their teammates don't fight 4v5 and lose. Try giving this champion power outside of lane and this idea would be amazing.