New Champion Idea

Obeify··1 votes·899 views

So it kind of upsets me that this is the only way to vent all these creative ideas I have been having for new champions...but I guess that's the nature of the beast. Anyway, to start this off I'll post an idea I had for a support. I was sitting around with my friends when I thought; "There are not that many plant champions, I want more!" So his name is Krogus....I actually don't know a good name.

Passive: "Tough Bark" For each percent of missing health below 60% Hp Krogus ignores 1% of enemy damage capping off at 40%

Q: "Grasping roots" Krogus Latches one arm to an enemy for 2 seconds, and with a second charge latches other arm to a wall, structure or other enemy. If Krogus latches to another Enemy he is pulled to them, if he latches to a structure he pulls himself and the enemy with him, Missing the second charge will be equivalent to failing the Leblanc snear.

W: "Splinters" For 10 seconds Krogus becomes covered in Splinters and the next 5 auto attacks dealt to him will return 50/70/80/100/120 damage back to the enemy Passive: Every 4TH auto attack Krogus lands will root whatever he hits for .75 seconds (does not need to be consecutive on the same target)

E: "Deciduous" (No mana cost) Krogus sheds his leaves losing 15/30/45/60/75 Health for each second left on, while healing all near by teammates for his hp lost per second.

R: "Natural Selection" Krogus Marks an enemy for 5 seconds lowering everything within 600 range radius (excluding allied objects/minions/champions) resistances by 30%. killing this enemy will result in double the bounty

I have about 30 other ideas like this for completely unique champions and I am constantly brainstorming more....If there is anyone that is good at making concept art, feel free to contact me and we can team up. I plan to release new Ideas like this daily and perhaps make a reddit page showcasing them as well.

16 Comments

MisterHealYoGirl1 votes

...why would you pay 75 health per second to heal your enemies? I'm also not sure about the ult. It rewards you for killing people, but it doesn't help you DO that at all. If you fall behind, you're not going to be much help, since you offer virtually no damage and only a double-skillshot form of CC.

Lady Hammerlock1 votes

another problem I see is that if your team is behind and the enemy is super ahead the ult is meh

Obeify1 votes

The only reason I made his ult situational is because I feel like the rest of his kit really makes him a strong team fight and lane support. His ult just helps a team snowball their lead, it can even bring you back from a big deficit, say the enemy kat is godlike and you mark her, then cc her and your adc gets the kill, thats 1000 gold to your carry. obviously its needs to expire quickly though so it does have counter play. I appreciate the feed back, but when I thought up this guy I was really trying to think of ways to allow for outplay potential as well as the ability to out play his cc and natural tankiness.

MisterHealYoGirl1 votes

If the enemy Kat is godlike, do you really think your ADC can kill her? She's obviously super fed, and you don't have much lane presence, so your ADC is probably a little behind. Unless you can hit two skillshots on a highly mobile burst mage in the space of about, say, one second, your ADC is very, very dead, and you're probably next.

Obeify1 votes

Yea, but most champs are useless in that situation however this champ would offer a way back in...a soraka, tahm braum, blitz,thresh also would struggle there, but they wouldnt not give the chance of come back like the dude I made up

Lady Hammerlock1 votes

so he would synergize very well with snowbally champs like riven icase she fell behind thanks for clearing it up

Obeify1 votes

I've since made changes to his abilities, I feel the point its at right now is how it would best fit as a support, another user reworked him to be more of a fighter, which is another interesting vision for this guy.

Obeify1 votes

You arent healing the enemy, I meant it to say you are healing team mates around you. and the bounty goes to whoever kills the enemy. and the double skillshot of cc is actually op in my view, and because of that I didnt want to overload the kit with all this other cc. His passive will make him naturally tanky and his W also adds to the fact that he will be an annoying tank in your face if you build Thornmail on him.

Obeify1 votes

And he would actually outclass sona, taric, bard and a few other supports, just based on the fact that he has a very good cc, and he heals and he is tanky AF...plus he has good engage.

Obeify1 votes

I think I made him more viable, thoughts now?

MisterHealYoGirl1 votes

Definitely better. The addition of some extra CC does help, definitely, I see him right now as a tankier Blitzcrank with some sustain options, but less kill potential.

Obeify1 votes

His ult is like the love child of trundle ult and craven passive haha

OmbreNombre1 votes

I'll suggest some improvements to this champion idea...

Passive: starts at 75%, caps at 60% ( every 1% of his maximum health he loses, he gains ( Lvl scale multiplied by 1.5 / 3 / 5 ) Armor and Magic Resistance )

Q Ability: Grasping Roots

  • Skillshot ability
  • If it hits a champion, it causes a AOE stun that crawls 100 units towards the nearest targets and pulls in any monster/minion caught in its after affect, dealing ( 75% AP )
  • If it hits a minion, it marks it for Krogus's new W to be casted(Mark lasts for 7 seconds)
  • If it hits a monster, it will create a healing aura that will heal Krogus only for ( 65% AP x 1/2/3/4/5% of missing health )

W Ability(New): Rooted Advance

  • Cast-on ability
  • Passive: for every minion Krogus kills that was marked by Krogus's Q, it will give Krogus 1 health
  • Active: Krogus can activate this ability on a marked minion that will cause Krogus to advance into the minion and release a cone of roots that will deal (100% AP) and give Krogus a shield that,
    • if enemies are hit, gives 100/125/250/375/500 shield.
    • if minions are hit, gives Krogus a healing aura that will heal for ( 30% AP x 1/2/3/4/5% of missing health ) -Active: Krogus can activate this on a monster which will cause Krogus to grow his roots through a minor monster, and can reactivate so that he can create a vein that will slow enemy champs if they pass through, or give friendly champions a movement speed buff. Krogus loses health for the duration that this is on a minor monster( 20% AP x 1/2/3/4/5% of maximum health, caps at 5%, at which doesn't allow him to cast it anymore ) -Active: Krogus can activate this on his passive E, which will grow roots that he gains a movement speed buff if he walks on the leaves. The roots can grow out to enemies 250-375 units away from the leaves, which will slow the enemies and after 3/2.75/2.5/2/1.5 seconds will root the enemy in place for 1.5/2/2.5/2.75/3 seconds.

E Ability: Deciduous

  • Passive: leaves a trail that will heal champions if they pick up the dropped leaves
  • Active(NEW): Krogus's bark thickens, any attacks dealt to Krogus will be soaked up and after 3/4/5/6/7 seconds of soaking up damage, Krogus's next auto attack will deal ( 75% of damage soaked x 25% AP ) magic damage

R Ability(NEW): Natural Selection

  • Passive: Krogus's cooldowns slowly increase by 0.1 second, but in turn, his Passive will recieve more Armor and Magic Resistance(1/3/5.5)
  • Active: (Range=1250) Krogus can mark a champion, in turn will make Krogus dig downward and follow the marked champion, and any enemy in the way of Krogus's adventure downward will be knocked up, and eventually will get to the marked champion. Krogus now creates a fog in which slows enemy champions and decreases their vision while in the circle of fog.

I mean, I spent 30 revisioning Krogus as a Tanky support/jungler, but this is what suggestions i could create for Krogus. I actually want another tree in the game( not because I just watched Guardians of the Galaxy last week but w/e ) which will give variety to the choices of the nature champions in the game.

Obeify1 votes

I like those changes, but it seems like that new W is Op as shit though

OmbreNombre1 votes

Actually since I have the time to think(I almost lost consciousness at church, believe it or not)

W - Rooted Advance - [ ] for changes

Passive: For every minion(with the mark from Q) killed, Krogus will gain 1 health point[capping at 175/200/250].

Active: [Krogus jumps to a targeted location, when he lands, he smashes down, creating a rooted cone of damage dealing 100/200/275/350/500(50% missing health x 25% AP)]

       If Krogus hits an enemy minion, he will stun the damaged minions.
       If Krogus hits a jungle monster, he will recieve a healing aura that give ([15%] AP x 10/20/32/42/50) health.
       If Krogus hits an enemy champion, he will slow the damaged champions.

Active: If Krogus targets his E Passive Leaves, he will connect the leaves and entangle units closest to the leaves, and will stun for 0.5/1/1.25/1.75/2 seconds.

E - Deciduous

Passive: Leaves a trail behind Krogus that will slowly heal friendly champions for (10% Maximum Health) x 1/2/3/4/5 health. Healing caps at 3.

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