New Champion Concept: Mino- The Agile Rodent

Zynck··3 votes·1,734 views

Background: Mino, a Yordle from Bandle City, moves on all four feet. He is an Energy based melee champion that thrives in the Top lane as a fighter, punishing his enemies with quick strikes before retreating to safety, only to do it again. Mino's Passive: Part 1- Mino passively gains movement speed as he gains levels. Part 2- Mino gains "Static" stacks as he moves, releasing them with each basic attack, dealing small bonus damage. Mino's Q-Mino charges a short distance, tackling anything in his way. If the Unit is a Champion, the unit is slowed and take a second strike of damage on contact. If the Unit is a Monster or Minion the unit is carried to the max distance before taking damage,only one minion/ monster can be "tackled", and only can damage up to 2 enemies (monster or champion{on Contact and at max distance}). Mino's Q deals on-hit effects. Mino's W- Passive: Basic attacks deal a % of max health as damage (about 2-3%) W Active: Mino's W passive is replaced with a massive armor/magic resistance buff, along with bonus Health Generation. Mino's E- Mino gnaws at a units weak point, causing a % of targets missing Hp as damage, causes Champions to bleed. Killing a unit will return energy, and some Cool Down. Mino's Ultimate R- Mino removes all disabling effects, then gains an "Energy Shield" that blocks all spells for 1 second, killing or assisting in a kill will add an extra second on the shield.( Shield doesn't block basic attacks, or De-buffs such as bleed, ignite burn, exc.) Style and Combos- Mino is an agile fighter that excels in getting into trouble then turning a fight in the teams favor. He deals massive constant damage, but when out matched can quickly active his W to gain the buff required to win the fight or get out safe. Using His Q to engage in a teamfight, follow up in a teamfight or even just poke at your enemy will maximize your use of the ability but can also be used and a quick retreat method when you gone to deep. Mino's E is his "bread and butter" when matched with his Q, he can dash in with his Q and active his E to gain a massive damage spike, since the Q also does on-hit effects the W passive damage is included (unless you active W but then you still get massive armor and health gen). Activating your ultimate as you enter a teamfight can stop you from taking massive damage and being bursted before you are any use, since he is naturally "squishy". Here's a combo, RQEW, gaining the defense from the ultimate before charging headfirst behind enemy line with your Q and dealing massive damage with the W passive and E active before activating the W for more defense stats to keep you alive if the enemy tries to kill you. Since killing a unit with your E refunds energy last-hitting with it can cause you to near endlessly cast your abilities and harassing your lane partner. Lane Combo- QEQ, simple right? Mino has low Cool Downs but high energy costs, so killing a unit with E is a must if you want to be effective, so Charge in with your Q kill a minion or champ with E before refunding enough energy to Q back out or into the next target. Thats about all i have for now. I plan on posting more Champion Ideas, so look for them and Rito why not give it a second thought your self?

2 Comments

ShatteredSkys1 votes

Hey!^_^ Here are my quick thoughts on your concept!

Passive: This isn't really a critique but more of a question. Why did you consider going with two passives? I've been seeing this a lot with other concepts and was just wondering what was with that? Because technically that's called being overloaded.

W: What kind of % hp are we talking about? True, magic, or physical? True might be a bit too strong, magic would be pretty strong, and physical should probably be fine.

Overall: My main gripe with this concept is that it's very similar to what Gnar does. Gnar is capable of pulling off the whole and run tactic with mini form, and he has the ability to go full tank mode with his mega from much like your doing with w active and ult. In addition Gnar has amazing initiation with all the CC he brings to the table something that Mino lacks.

Zynck1 votes

Thank for taking time to comment, i'll try to answer best i can. I chose 2 passives because i thought only having scaling movement wasn't enough, so to add a little more power to it it creates the charge to deal bonus (magic) damage, not a lot, only 100 or 200 max. However i under stand what you mean by overloaded. The W %hp would be Magic aswell however that would be something the Balancing Department would end up deciding anyway. And i personally love Gnar and how hes played and Mino takes a lot of his concept from that style of play. League doesn't have many movement based champs that are valid, and because he is squishy he can be bursted down by combos pretty easy so switching on the W gives you the defense you may need but at the cost of damage and a lot of it, but because the W is also an active not Toggle it wears off so you need to decide what you are to do with it. As for the CC i decided to give him very little only because he does have that all-in concept when you do a teamfight, so instead of, say, throwing the team into a wall like Gnar, you take all the agro but from champions while dealing a lot of damage OR being a Temporary heavy tank, and throwing CC on that is just too much with all his % hp damage.

Feel free to ask any more questions or tell me if i'm unclear on something! Thanks for the Comment!

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