(Edited) Ib, The Child Eternal

Onimarus·10/17/2015, 5:18:21 PM·2 votes·637 views

Full Support Low damage/high CC.

I'm too lazy/uncaring to provide lore. Just imagine a child appearing on the Rift and causing havoc among both teams before getting cornered and bargained with. They could play all they want in the Rift as a Champion, after all. Heavy implications towards Ib being a ghost as well.

Appearance would be a child in a bowler hat, vest, and plaid shorts. Platinum-blond short hair with long bangs, light skin, and green eyes.

Passive: Child's Delight -- Each time a champion is CC'd nearby Ib, all active cool-downs are reduced by one second.

Q: Handball -- Ib spikes a ball towards an area. If it hits a wall, structure, or enemy, it bounces back towards Ib's general area, allowing Ib to spike the ball again for free (within 0.75 seconds) and gaining a stack each time. If you miss the landing, wait too long, or just miss the target, all stacks are consumed and the skill starts it's cooldown. Ib can gain up to ten stacks.

Enemies hit by the ball are stunned for (0.25 x # of stacks) seconds and are dealt ([10/15/20/25/30 true damage] + 35% bonus AP) per hit. Ib can cast Q again to dive towards the landing point at the cost of half the stacks currently held (but must have more than 1 stack to do this) before the ball lands. Damage towards structures with this skill is doubled. Enemies stunned can't be stunned again by this skill for 3.5 seconds.

W: Stickball -- Ib brandishes a stick causing the next AA to deal (35/50/70/85/100) extra physical damage. If an enemy has their movement impaired, this also knocks them back slightly, causing any other enemies in the path to be knocked to the side.

If Ib has a stick ready and is within Q's landing zone, Ib instead leaps up and smashes the ball towards the mouse pointer's current location, consuming all of Q's stacks and putting both Q and E on cooldown. Smashing the ball this way instead causes it to pierce through enemies, dealing (35/50/70/85/100 x [1/4 *# of Q stacks]) in physical damage to everybody hit and knocking them to the side. If the ball hits a wall or structure before landing, it bounces back towards Ib.

E: Knucklebones -- Ib tosses eight metal jacks onto the ground randomly, applying a stack to enemies walking through them for each jack stepped on. Each stack deals 3% of the enemy's current health in magic damage (over 0.75 seconds) and slows them by 15% until all stacks are cleared up. Jacks disappear once stepped on by an enemy.

If the landing point of Q has a jack in it, the ball instead explodes upon landing, consuming all stacks of Q and placing it on cool-down. Enemies caught in the explosion are dealt (15% of their total health + [25 x (# of Q stacks)]) in magic damage and are disrupted. Jacks take priority over Ib's presence.

R: Slingshot -- Ib pulls out a slingshot and carefully aims down it's sights. After 0.5 seconds, Ib gains twice the amount of Q stacks currently held and consumes them, shooting a ball forward. If it makes contact with an enemy champion, it bounces off of them towards the next enemy champion, continuing on until it hits six times or until no other enemy champion is within range. Enemy champions hit are dealt ([10/15/20/25/30 magic damage x # of stacks consumed] + 75% bonus AP) and are slowed by 35% for (0.25 * # of stacks consumed) seconds. After six champions are hit, or if there isn't another champion in range, the ball then bounces towards Ib's general direction, returning to a normal Q and allowing the games to continue.

2 Comments

Narasimha12/11/2015, 4:39:48 PM1 votes

Ask, and I shall deliver!

Passive: As it stands, a bit too vague, and a bit too strong. It's hard to tell without cd numbers on your abilities, but 'all cc' is incredibly broad. At the least, he could buy Rylai's, and thus have permanent cooldown reduction just for landing abilities. If his ability timers are low enough, this would essentially make him pre-rework Ryze, a ridiculous spell spammer. 'Low damage' doesn't mean too much if he can rapid fire his spells. His passive should probably be much more limited and well defined.

Q: Super interesting. Kind of like Draven's axe juggling, but with more incentive to keep up the juggling than just damage. I'm unclear as to why it's true damage though. Seems very out of place. I'd also increase the recast duration to a flat 1 sec, .75 can be shorter than you think. The stun cooldown should be increased as well, to probably around 6 or 7 seconds. Remember, at max stacks, it has a 2.5 sec stun on a 3.5 sec cooldown. That means 1 second for the opponent to react, and that's not including other forms of cc.

W: Seems simple enough. Hard to judge without some of the numbers though. Mana and cooldown are very important on abilities like this.

E: You need to specify the duration of the jacks. As it stands, the implication is that they are permanent until stepped on, which means an enemy can potentially be permanently slowed.

R: Just to clarify, LB doesn't have an ultimate? Because this ability has 5 ranks instead of 3. So either you missed something, or something is just kind of wonky. If it's the latter, the ability needs to be toned down slightly. This ability has strong damage, good chaining, and fairly strong cc as well. Either reduce the damage, reduce the stacks gained (maybe +3/+4/+5), reduce the damage each subsequent champion takes, or make the slow scaling (20%/30%/40%)

General: Overall, a great idea. The abilities all show creativity and interact with each other excellently. The only problem is, without numbers like base stats, scaling range, mana costs, or even cooldown timers, it's impossible to judge how strong this champion could be. He could be a troll pick, or the next Lulu top. Keep up the good work though, it definitely shows promise!