Champion Concept: [Unnamed], the Oracle - Support, Adds Counter-Play Potential against Stealth & CC.

VYTO·9/29/2016, 11:59:39 AM·2 votes·660 views

[Unnamed], the Oracle

Role: Support

Intent: A champion which utilizes vision-granting abilities, intended to provide greater counter-play potential to the game for dealing with champions who have stealth, as well as means to better support against teams with high amounts of Crowd-Control. The trade-off is less damage, especially early on.

Thematic: Human or Humanoid, Female. Humble, Well-spoken with high vocabulary, and has Supernatural awareness.

Mechanics: Vision-granting, Anti-CC, & Dual-Purpose Abilities. Does best during Late-Game due to Ability-Level Scaling of many Values, including some Ranges and AP Ratios, but has below-average damage output at early levels, even for a support. Lacks "Hard CC" (Immobilizes). Also has high Mana costs and Cooldowns. Extremely Complicated.


ABILITIES:

Note: "Caster" always refers to the champion being described by this post; "the Oracle". Also: I'm using ※ as an asterisk, since asterisks are usually removed.

EDIT: Nerfed Values all around.

Passive - "Premonition": Cooldown: 300/280/260/240 seconds (Decreases with ult level) Range: 1750/2000/2250/2500 (Increases with ult level)

When a stealthed enemy champion is within Range, they are revealed to you and your allies for 6 seconds, putting this passive on cooldown.

Alternately, if an enemy champion is out of vision but within 70% Range[※1] and is not in a lane[※3], they are revealed to you and your allies for 6 seconds, putting this passive on 80% cooldown[※2]. If the revealed champion enters stealth within those 6 seconds, they remain visible to you and your allies, the reveal duration is reset to 6 seconds, and the other 20% of the cooldown is added.

This passive is on cooldown when the match starts. Cooldown Reduction affects this passive, but at only half effectiveness. (Maximum of 20-22.5% Cooldown Reduction on Passive, depending on Masteries)

※1 1225/1400/1575/1750 ※2 240/224/208/192 seconds ※3 If this is too complicated to program, an alternative to this requirement is: "and at least 1000 distance away from their minions and towers" (The purpose of either requirement being to only reveal would-be gankers, and not lane-opponents)

Q - "Luminous Wave": Cost: 70/80/90/100/110 Mana Cooldown: 15/14.5/14/13.5/13 seconds Range: 750/800/850/900/950

Casts a magic wave projectile, dealing 30/90/150/210/270 (+15/20/25/30/35% Ability Power) Magic Damage to the first enemy champion hit within 80% of its max range[※4], revealing all champions hit (including stealthed enemies) for 2/2.25/2.5/2.75/3 seconds.

※4 600/640/680/720/760

W - "Fate's Grasp": Cost: 70/90/110/130/150 Mana Cooldown: 20/19/18/17/16 seconds Range: 700

Places a circular zone with a 175/200/225/250/275 radius at the target location which lasts 1 second, dealing 10/40/70/100/130 (+20/22/24/26/28% Ability Power) Magic Damage to enemy champions upon cast, and applies Fate's Disdain for 4 seconds to all enemies within the zone upon it's expiration.

Fate's Disdain: Champions: The next attack received which deals Physical Damage to the Target from one of the Caster's allies will have 10/12.5/15/17.5/20% of its damage converted, dealing True Damage instead and consuming the Debuff. This can only be triggered by champion Abilities and Basic Attacks, and cannot be triggered by the Caster.

Minions & Monsters: When an Allied Champion deals Physical Damage to the Target, 20/50/80/110/140 additional True Damage is dealt to the target. Attacks do not consume this Debuff. (Damage source of this True Damage is considered the same as the source of the Physical Damage, so the attacking champion gets the "Last-Hit", and not the Caster)

E - "Purge Malice": Cost: 100/120/140/160/180 Mana Cooldown: 30/28/26/24/22 seconds Range: 750

When cast on an Immobilized or Polymorphed Ally, all Disables are removed from the Target, and they are Healed for an amount from 40/50/60/70/80(+10% Ability Power)% to 60/75/90/105/120(+15% Ability Power), based on their Missing Health. For this effect, this Ability can be cast through all forms of Crowd-Control (Except Stasis), but cannot be Self-Cast.

Alternately, when cast on an Ally, all Slows are removed from the Target, the Target's Movement Speed is increased by 5(+2% Ability Power)% for 2 seconds, and they are granted Slow-Immunity for 2/2.5/3/3.5/4 seconds. For this effect, this Ability can be Self-Cast, but cannot be cast through Ability-Disabling Crowd-Control.

R - "Judgement", "Divine Judgement" or "Divine Intervention": Cost: 125/150/175 Mana Cooldown: 240/210/180 seconds Range: 12500 (Target must be visible to cast)

Passive: Basic Attacks deal (10/15/20% Ability Power) Magic Damage on hit.

Active: The target enemy champion is revealed to your team and marked for 8/10/12 seconds, even when stealthed. The mark reduces the Target's Armor and Magic Resistance by 5/7.5/10%, causes vulnerability to Shame, and applies a stack of Cowardice for each of the Target's Allies that are within 900 Range of the Target. (Stacks of Cowardice are actively added or removed when the Target's allies enter or exit the 900 Range, respectively)

Shame : Slows the Target's Movement Speed by 5%. Only applies when the Target is moving away from an enemy champion[※5] within 900 Range, or upon entering the Attack Range of a friendly tower[※5].

Cowardice : Reduces Armor and Magic Resistance by an additional 1/2/3% per stack.[※6]

※5 Of the Target, not the Caster ※6 Maximum Reduction: 3v3: 7/11.5/14% 5v5: 9/15.5/22% Hexakill: 10/17.5/25%

Please let me know what you think! (Maybe even a Rioter's opinion?) :D

14 Comments

Astôlfo9/29/2016, 1:06:22 PM2 votes

Yeah no. This is flat-out ridiculous.

DrugsForRobots9/30/2016, 6:19:41 PM2 votes

I'm going to comment because I actually like the core concept of a 'watcher' style champion. I've been trying to get such a champion to work for a while, and while my kit isn't perfect, it's the idea that's important.

Looking at your kit:

  • The passive is very low interaction. It's basically a huge F U to any stealth champions who would gank your lane - not a lot of room to for the stealth champ to outplay, nor does it really let you outplay them, since there's no real input required on your part.

  • Q works, but it's kinda 'meh'.

  • W works, but I think the clause about the minions and monsters is unnecessarily complex.

  • E seems like a simple effect that needs to be cleaned up. Isn't it just a CC-cleanse + heal + MS bonus?

  • R is pretty low counterplay and a hard counter to stealth. I don't think the pitiful slow and Armor / MR shred is particularly flavorful or ideal.


But about the idea of a 'watcher' style champion, I think it's a champion archetype and role League needs. Kits can change and numbers can be adjusted, but it's a shame the concept of a vision-based support was downvoted, as that sends the message to Riot that this is something we don't want or need. :/