Mushin, the grasp of Ionia, 1.2 version, updated

Asphyor·8/17/2017, 4:01:16 PM·1 votes·408 views

First of all i'd like to thank the community for the good feedback they provided. Here's the updated version of the concept. I haven't added the numbers part because its quite easy to unwillingly create something very unbalanced.

Lore aspects: -short- Ionian young man, seeked knowledge, traveling from temple to temple The shojin monks were great fighters, yet they'r style was strict and unadaptable. Magic shure is strong, as a youg girl, held in a temple showed him,, almost taking his life but he had no inclination towards the mystical arts. He eventually developed his own style since he couldn't conform exactly to either the way of the fist, nor of the magic following a strong moral code regarding what's honorable in fighting and what is not. Interactions: mocks weapon users ... and JAX ...now that i think of it, it might praise malzahar for not using his dagger :D Quotes/jokes: -seing syndra: Those "orbs" are deffinitly weapons.... / "so much untapped power" ~ Untapped? 'not for long" ;) I am untouchable" ~ Lemme just have a try ;D "I just fight by hitting people.... using the whole planet" -jax: immagine if i had a real weapon... answer: your arms will hurt to much to hold it anyway (armbar refference) -seing Riven casting her Ult: "Awww, and I tought you were on the right path"

Skill-related quotes: Chokehold " Quite breathtaking, agreed" Pummel " Don't worry, your face will swell evenly " Spine-breaker " I can always crack up a good joke... you're the joke"

takedown: That's gonna hurt in the morning" sweep: "On your knees!!!" Flying armbar " Hope you are a lefty..." to tryndamere " is that your strong arm?

Kit: Class: Bruiser Main resource: Energy

Passive: the passive have 2 components ( 1 The bigger they are… -damage to “large” champions increased by a certain amount 2 Take em’ lightly: skills used against “small” targets have they’r cooldown reduced by a small percentage

• Q: Takedown: basic attack range, Perform a throw onto the enemy, flinging him a small distance towards the cursor (roughly one or 2 teemos) and dealing damage

• W: leg Sweep: half-circle shaped aoe attack, +slow

• E: Flying armbar: skillshot short ranged dash, targets first champion or epic moster hit, deals damage + max health % donus damage to the target and breacks its arms rendering it disarmed ( damage they deal is reduced)

• R: Grapple dash to the enemy, root yourself and the target for a very short period of time ( 1 /2 secs at most) and enables an one-time use of one alternate skills. Using grapple onto CC’ed target reduces the cooldown of this skill by 50% (base cooldown approximatly 30 s sinc eits a bread-n butter skill)

ALTERNATE skills these skills appear when having an opponent under the effect of R: Grapple in similar manner to rengar's empowered abilities or how jayce/nida switches kits

Q: Pummel: perform a flurry of punches onto the target dealing damage and applying on-hit effects multiple times W: Spine-breaker: deals max % dmage E: Chokehold: hold the enemy still for an extra second, first attack performed by an ally on the target will auttomaticly crit.

2 Comments

Arakadia8/18/2017, 9:14:05 AM2 votes

Hey Asphyor! I saw you didn't get any feedback or responses and I know that sucks, so I thought I'd try to help you out. Please consider what I say, but do not feel forced to change everything. This is your concept after all!

Without further delay, I'll start with the passive and move down to the ultimate!

Passive: the passive have 2 components ( 1 The bigger they are… -damage to “large” champions increased by a certain amount 2 Take em’ lightly: skills used against “small” targets have they’r cooldown reduced by a small percentage

I think this passive in theory has some cool potential. However in game this passive wouldn't be very fun. First of all, it requires no tactics or skill to use. The best Mushin and the worst Mushin player will both use his passive the same way.

The second thing, is that this passive doesn't reward or encourage anything. You can't control who the enemy is. Its just stats based on the enemy.

My biggest problem, which is absolutely fixable but does need to be fixed, is that this passive is very unclear. Poppy is a squat tank. Her character is pretty dense, unlike someone such as Vel Koz who is very spread out but large. So would Poppy be considered a "large" champion? Based off her model she would be a small champion and a mage like Vel'Koz would be a large champion, which is pretty confusing.

I suggest you keep the basic idea of this passive, as it has some cool potential, but do three things:

  • Make it more clear what bonus effect with happen to who.
  • Make it more interactive and thought provoking.
  • And give the passive an intended purpose. For example, maybe if the champion is "heavy/large" you get armor penetration for a few seconds. This would help against tanks. Currently just having it do bonus damage makes sense thematically, but in game it doesn't make much sense.

• Q: Takedown: basic attack range, Perform a throw onto the enemy, flinging him a small distance towards the cursor (roughly one or 2 teemos) and dealing damage

This is an interesting twist on the flip mechanic Volibear, Singed, and now Urgot have. It's pretty good for re positioning enemies, however it doesn't fit too much in the kit. Both Singed and Urgot have synergy with their flips. I suggest you give Mushin some synergy with his flip.

So far Mushin doesn't have any synergy in his kit. And synergy is important. You want champions to feel smooth, like their abilities are meant to be used together.

• W: leg Sweep: half-circle shaped aoe attack, +slow

I would change this ability significantly. Not only is it pretty boring (even the name is just leg sweep), but its basically just a less interesting, less skillful, Camille W with less counterplay and more clunkyness.

A master martial artist should be able to do even more than you expect. A leg sweep aint anything incredibly impressive.

• E: Flying armbar: skillshot short ranged dash, targets first champion or epic moster hit, deals damage + max health % donus damage to the target and breacks its arms rendering it disarmed ( damage they deal is reduced)

As a Jiu Jitsu practitioner myself, who is unable to do flying armbars ;-;, this is a neat ability. I always like using the underused, or totally new, debuffs like disarm. A lot of your abilities seem to make the assumption the champion is a humanoid character. This isn't character breaking, but I suggest you shift things up a bit. If you look at abilities like Teemos blind, Amumu's ult, Rakan's ult, they still all make sense on wierder champions like Rek'Sai. However a flying armbar that overextends arms usually won't work on colossal voidborns.

Otherwise this ability is a neat dueling skill.

• R: Grapple dash to the enemy, root yourself and the target for a very short period of time ( 1 /2 secs at most) and enables an one-time use of one alternate skills. Using grapple onto CC’ed target reduces the cooldown of this skill by 50% (base cooldown approximatly 30 s sinc eits a bread-n butter skill)

ALTERNATE skills these skills appear when having an opponent under the effect of R: Grapple in similar manner to rengar's empowered abilities or how jayce/nida switches kits

Q: Pummel: perform a flurry of punches onto the target dealing damage and applying on-hit effects multiple times W: Spine-breaker: deals max % dmage E: Chokehold: hold the enemy still for an extra second, first attack performed by an ally on the target will auttomaticly crit.

Now this is a cool ability.

It offers decision making, which is usually a good thing, it shows off Mushin's ability to do various attacks, and it feels badass. Dashing to the enemy only to rapid fire punch them? Sick! I'm getting some Mortal Combat vibes here.

I do like that Pummel is pretty good against squishies, Spine-breaker is good against durable champs, and Chokehold is better for lockdown and against allies.

In addition, I suggest you clarify if Flying Armbar (E)'s disarm counts towards his ult's cooldown refund. It would make sense, considering every single one of Mushin's abilities applies some form of CC.


All in all Mushin is better then a solid amount of concepts I see around here. I am a little worried with how many debuffs and how much crowd control he has. I don't see much of an incentive to build damage on him, so I can potentially see problems similar to Tank/Bruise-build Ekko.

I suggest you try to format your post better next time for a variety of reasons. For example, rather than wording Mushin's E ability the way you did, you could do this:

E: Flying Armbar: Mushin dashes a short range, targeting the first enemy champion or epic monster hit.

The first enemy hit is dealt flat damage plus a percentage of their maximum health, and has their arms broken, disarming them for a short time period. Disarmed enemies deal reduced damage.

######- Cast Range XXX | Hit Box Width: XXX| etc., etc.

Anyways, I hope I helped! Cya!

ModEchoing8/17/2017, 4:54:03 PM1 votes

Please please PLEASE do everyone a favor and don't repost your entire concept just to make changes. Not only does someone else on this forum do that so frequently he's generally on everyone's "do not review" blacklists, but it discards any running commentary on the original thread and doesn't alert them that you've made any changes.