Champion idea

Niaphim·12/18/2015, 12:42:11 AM·1 votes·330 views

Description/Title: The mist commander Role: top/jungle, probably support

All numbers below are subject to balancing, I just put some reference values that represent intended gameplay.

Autoattack radius: around 250-300 (above melee range, but lower than for "normal" ranged champions)

Ability scaling: AP

Abilities:

Q: Mist cloud. Point and click, short range (400-500). Deals damage over time to the target and in a small AoE. 15s cooldown, 8s duration. Comment: Similar to Malzahar's dot, less damage to single target, AoE radius should be sufficient to tag all monsters in a jungle camp. Damage is spread over a relatively long duration. Counterplay: not staying too close to each other and to affected minions/monsters.

W: Adaptation. Passive: being hit by physical or magical attacks increases damage reduction from a corresponding damage school by 10% (up to 50%) but increases damage taken from the opposite school by the same percentage. Active: revert the bonus to opposite (20s cooldown) Comment: The effect is permanent and updates every second (compares number of magic and physical hits taken during the last second). Champion should get a texture color change for "physical" and "magical" resistance states for clarity. Counterplay: focus with a proper carry, change focus in teamfight if necessary.

E: Challenge. Skillshot, medium range (600-700). Creates a ring of mist around target with a missing segment between the mist commander and the target. Ring shrinks gradually. If an enemy champion passes a mist part of the ring, they become blinded for 3 seconds. 15s cooldown. Comment: Engage tool Counterplay: Look on map and decide whether to retreat and blindly run to safety or to accept a fight.

R: Empower. Transforms all applied Mist Clouds (Q) into Devouring mist. Devouring mist deals increased damage and spreads to nearby targets. Comment: AoE damage, works even when enemies are out of sight, probably could use a stack system. Counterplay: not staying too close to each other and to affected minions/monsters (same as Q).

Suggested gameplay: AoE DoT dealer. Weak in 1v1, but fairly durable due to W passive. Becomes dangerous in siege scenarios (minion wave for spreading R) and stacked fights. Can be easily killed with proper focus. Dangerous for enemy low health champions as they can be chain-tagged.

Yay/nay?

1 Comments

Vesarixx12/18/2015, 1:26:52 AM1 votes

Kind of binary abilities for the most part, the game play seems like it would end up being limited to walking towards the enemy trying to Q them, or using Q to zone them off the creep wave, the only cc being a blind doesn't really allow for any opportunity to set up plays and a 3 second AOE blind is pretty toxic, it really doesn't work as an engage. W is also not a healthy mechanic, there would be no reason to toggle it in the majority of cases and the only real counter play to it is to auto attack a few times before a combo, with AD champions you can't really even do that, and what about mixed damage? Corki deals magic damage and physical damage on his auto attacks equal to 55% of his AD, which would cause coding issues with this ability, as would Orianna, Kayle, Warwick, Akali, Zed, Bard, Braum, Ekko, or any of the many other champions that deal magic damage on basic attacks. There are several items that have the same issue, item 3115 item 3930 item 2033 item 3091 item 3504 item 3124 item 2015 item 3100 item 3094 item 3087.