[Champion concept] CHILL, the lord of the jungle

a Shiny Rammus·3/13/2015, 1:12:02 AM·3 votes·615 views

DISCLAIMER : ->English is not my native language, so i apologize for the mistakes in this post. -> The Value/CDs/Range/etc... used for the champ are really approximative, don't be turned off by them and look at him firstly for the concept.

So : CHILL,

To begin with, he would have thresh-like auto attacks (ranged but without projectile, like with a lasso or something) but with a reduced range, like thresh's minus 100 units. He would be an AD bruiser, counter jungling, jungler.

SPELLS :

  • PASSIVE :

When CHILL kills a neutral monster, a pet from the monster's family start to follow and fight for CHILL. CHILL gains the gold generated by the pet. Max pets limit : 1.

When CHILL is getting auto attacked by an ennemy champion while fighing a neutral camp, the monsters CHILL is fighting will now attack the champion who auto attacked CHILL (if it's not out of their reset range).

  • Q - Onslaught (10/9/8/7/6s CD)(500 RANGE)(Targeted) :

CHILL and his pets charge at their target and hit it, dealing 70/115/160/205/250 (+0.6AD) (+10/25/40/55/70 (+0.2AD) /pets ) physical damages to their target. The target is feared while CHILL is charging at her.

  • W - Recon trap (15/15/15/15/15s CD)(750 RANGE)(Same cast as Viktor's E, or Rumble's R, but from one wall to the other) :

CHILL sets a trap joining 2 walls in a straight line (Like you would set a rope to make someone fall)(Max. length : 500). The only visible part of the trap is where it joins the wall. If one of the two extremities is hidden (in a bush or fog of war), then the other extremity won't be visible. (Max 8 traps at once) Walking through the trap will root the target for 0.75s and make it visible to CHILL's team for 6s. The target is then immune to these traps for 6s but will still break them.

  • E - Terrain Knowledge (12/12/12/12/12s CD)(200 RANGE)(Targets walls only, CHILL will head to the targerted wall in order to cast.) :

CHILL hops over the targeted wall (Max. wall length : 400 (Shortest distance possible to reach the other side being used, not necesserelly perpendiculary)). When landing, he slams the ground, dealing 40/60/80/100/120 (+0.25AD)(+5% bonus HP) physical damages. The cooldown of this spell is reduced by half when out of combat ( It takes 12s to be considered out of conbat against champions, and 6s against neutral monsters and creeps. )

  • R - Unleashing the beast (90/75/60s CD)(Only self-cast) :

Passive : Max. pet limit increased by 1/0/0

Active : CHILL gets 25% bigger and his pets gets 100% bigger. CHILL and his pets gain 150/300/450 flat HP and 20/25/30% movespeed bonus for 10s. Onslaught's cooldown is refreshed if CHILL kills or get an assist (max 2s.) on an ennemy champion during his ultimate (only during the active part).

  • MISC. :

-> Every neutral camp gives a pet, they look different but have the same stats. -> Pets can be killed. (And will be !) -> The blue and red buff gives a pet that is 5% more powerful than neutral pets (They have 105% of a neutral pet's stats.) -> Killing dragon gives a dragon pets, that takes 2 pet slots, but that has 25% more power than each. (dragon pets has 250% of a neutral pet's stats. (two neutral pets would give 200%)) -> Baron Nashor, Scuttle crab, creeps, and other champion's pets won't give any pet.

  • MORE INFORMATION

The ratio and base damage i wrote could be OP or trash, i'm not really good at putting values, but i just want to bring the idea i had for the spells.

Enjoy and thank you for your feedback ! :)

8 Comments

Psychoaryama3/13/2015, 1:54:13 AM2 votes

I'm not good with numbers either, so I don't have any suggestions for that, but overall this champion looks great! I'd love to see something like this in the game. The only real suggestion I have is that if you don't know what numbers to put down, try not putting numbers to begin with. If people like the champion and think they know numbers that could work for damage, duration, cool-down, etc. then they can suggest them, but in my experience it's always annoying to get into an argument about the champion simply because they don't like the stats/numbers you chose.

Psychoaryama3/13/2015, 3:10:30 AM2 votes

Thought they seemed familiar. Nevertheless, I like the abilities. Especially the pets, that would be interesting.

Earthlord Jazz3/13/2015, 3:59:31 AM2 votes

Seems very interesting. Right now I'm flipping through all the champion concepts as I don't have too much time to give a proper review right now, but I will definitely give an in-depth review for this champ later tonight. Looks really fun!

Earthlord Jazz3/21/2015, 9:21:03 PM2 votes

Sorry for the long delay!

Passive: I always enjoyed minions, and this is a really cool one. I'd suggest having the pet level up the more you clear out other jungle camps. That way, you feel rewarded for keeping your pet alive, as it'll gain more and more stats the longer you "train" it. In addition, it'd be a nice feature to for each pet to have an additional function. EX: Wolf could pounce when he attacks (like Nidalee Pounce, dealing additional damage on that first auto), Krugs are bulkier, the Brambleback minions have additional burn DoT, Sentry allows you to see in bushes while being outside, Gromp has a ranged attack, Birds grant bonus movement speed. I feel like it's important to have the pets be different just to give him more variety and more thought into which pet he wants to train.

Q (Onslaught): A nice enough gap closer. How fast does he charge? Is like like the same speed as a Poppy Heroic Charge?

W (Recon Trap): My favorite ability by far. Very very clever, but I feel like it's underpowered slightly. It can only really be placed in the jungle, and often times an enemy will trip one when you are very far away. A .75 second root is not nearly enough time most of the time. I would, in addition to the root, give another .75 sec slow after it is tripped, and also have them take additional damage. Finally, the minimap should be pinged whenever one of these traps are tripped, making for great pseudo wards (but again, only in the jungle area).

E (Terrain Knowledge): Wouldn't it be cool if he could actually run on the wall? As in, he could jump on a ledge, run on it a little ways, then leap off it just like a gap closer. That's what I thought this ability was at first, but then realized it's just a vault. Quite honestly, it feels really underpowered in your original form compared to Fizz's Playful/Trickster, as he can vault over walls, dodge abilities, do this anywhere, and have a slow if possible. Chill needs something else to make this skill more versatile. Think about it I suppose. I like how you have a reduced cooldown while out of combat.

R (Unleashing the Beast): Sounds good enough