New champion idea

Makior72··2 votes·351 views

Just had a thought (in its infancy) for a support that would fit nicely into the current meta i think...

The concept is that the support in question would be a dancer and high risk/reward in trades.

Her kit: (no name ideas yet for any of these)

Passive: attacking a target with basic attacks 4 time in x time frame charms the target for x second(s) if a target is already charmed auto attacks do increased damage instead.

(note: only the dancer can charm their victim in this way, attacks from team mates do not count)

(passive can only be activated 1 time every 5 seconds)

Q: line skill shot to charm the target. (exactly like ahris charm) the charm itself does no damage.

W: increase your own movement speed and autoattack speed by x %

E: skill shot jump to targeted location. If the dancer activates their passive after junping before the cooldown expires her E will reset.

R: the dancer becomes imobile while performing a dance. This dance will give their team mates a small heal and % lifesteal added to their attacks

Champion strengths: strong engages and high mobility.

Champion weaknesses: naturally squishy and must make use of her melee auto attacks to get the most out of her kit. Moderate to high mana cost.

I could see this champion being used in almost any role honestly...

So what feed back do you guys have for me? Too OP? Not viable enough? Maybe you actually like the idea?

5 Comments

Vesarixx1 votes

Charm is pretty pointless on a melee champion, and having it on a passive and a basic ability is not healthy as it would need to be extremely short in duration to not be overpowered, seems a bit like Braum but it doesn't fit the idea of them being squishy. You also mention that they have strong engage, which they don't, they have a limited ability to chain CC a single target in melee range. W is a press button receive stats ability, which isn't interesting or helpful for outplaying your opponent, it just makes them a stats reliant champion. E is usable but it doesn't really have a lot too it aside from a gapclose/escape. the R seems like a worse version of a Janna ult, no disengage and part of the heal relying on auto attacks.

I'll try coming up with something that fits your dancer concept for the support role.

Makior721 votes

[{quoted}](name=Raith alghul,realm=NA,application-id=A8FQeEA8,discussion-id=mAua6zuc,comment-id=0000,timestamp=2015-11-28T03:46:30.412+0000)

Charm is pretty pointless on a melee champion, and having it on a passive and a basic ability is not healthy as it would need to be extremely short in duration to not be overpowered, seems a bit like Braum but it doesn't fit the idea of them being squishy. You also mention that they have strong engage, which they don't, they have a limited ability to chain CC a single target in melee range. W is a press button receive stats ability, which isn't interesting or helpful for outplaying your opponent, it just makes them a stats reliant champion. E is usable but it doesn't really have a lot too it aside from a gapclose/escape. the R seems like a worse version of a Janna ult, no disengage and part of the heal relying on auto attacks.

I'll try coming up with something that fits your dancer concept for the support role.

Fair enough, could replace the Q with a ranged poke attack (a whip maybe? or throw a dagger or something?

For the charm length I was thinking something like 1 second charm and the 5 second delay in the passive applying to someone else is there so someone cant just build full attack speed and jump around charming literally everyone.

The idea for the W was so they could have the ability to jump into an enemy with E, hit W get 4 attacks off and jump out before being killed while allies finish the job, or if the enemy is alone take advantage of the charm / passive status and continue to do damage to the victim. It also allows them to chase a little or escape as the need may be.

Agree that the ult at a glance looks a lot like a janna ult, but Janna's ult doesn't heal for much directly and neither would this one, but the increased lifesteal provided would give the potential for allies to heal themselves while fighting. This could have synergy with kindred ult now that I think about it.

Vesarixx1 votes

Was thinking something more like this.

Kachina: the fire dancer

Range: 575, attacks by striking opponents with a fire poi, not considered a projectil Attack speed 0.69 (+3.4%)

Passive: Hot to the touch: Basic attacks deal 15% AP in magic damage and apply a stacking debuff on hit that shreds enemy armor/MR by 5% stacking up to 3 times and lasting 4 seconds, on the third auto attack the target is marked and set aflame and takes 5 every 0.25 seconds magic damage over time for a short 3 seconds, additional attack refresh the resistance shred and extend the burn effect by 1 second for a maximum of 6 seconds, cannot occur again vs the same target for 6 seconds after the effect ends. Basic abilities have enhanced effects vs targets with 3 stacks, and will consume the mark but does not remove the burn effect. Kachina not gain AD per level.

Q: Enchanting Smoke: Fires a lined skill shot in a target direction, dealing magic damage to the first enemy hit and challenging them, upon hitting an enemy champion Kachina channels forcing the target enemy to dance. Breaking the channel will end the CC effect except against targets who are aflame, who are charmed for a max CC duration of 2 seconds instead. Channel duration 1.25/1.5/2/2.25/2.5 seconds

W: Stage of flames: sets a 175 radius area on fire for 5 seconds enemies within this area cannot use mobility spells and take magic damage every 0.5 seconds they stand in the circle. Allies that pass through the circle gain burn damage on auto attacks and damaging abilities for 5 seconds, allies are healed for a portion of the burn damage. Enemy champions that are aflame are slowed while in the circle. Minions take enhanced damage. Magic Damage Per Second: 10 / 15 / 20 / 25 / 30 (+ 10% AP), 500 range, 12 second cool down. 1/1.25/1.5/1.75/2x damage vs minions

E: Wildfire: Blinks to a target location up to 450 units, the next basic attack will deal additional magic damage equal to 50/100/150/200/250 +50% AP and interrupt channels, resets basic attack timer. Enemies who are aflame are dealt additional damage based on their missing health. missing health damage 5/6/7/8/9%, cool down 12/11/10/9/8 seconds

R: Cleansing fire Passive: Basic attacks deal additional magic damage equal to 5-15% AP based on level(stacks additively with "hot to the touch")

Active: removes CC effects from a target ally, healing them based on missing health and granting increased movement speed or 1.5 seconds.

The passive gives reason to stick around and harass the enemy, rewarding the player for continuing the assault and enhancing the damage or utility, the stun/charm allows for great pick potential.

XerKB1011 votes

Good idea overall however it feels like this champion is under powered like it would be understandable if she did slightly more dmg or maybe a slightly stronger heal however her passive charm being a basic attack would make it impossible for her to basic attack an enemy champion without getting destroyed by the enemy adc or mid laner overall good idea but you need to buff her kit and she will seem very underwhelming to summoners. But anyway keep up the good work :D

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