[Passive concept] Combo-based champion idea.

Straa·10/15/2014, 7:01:41 AM·3 votes·905 views

I don't have a kit thought out in the slightest, just the general passive:

Passive: Four Hit Strike: All abilities go on cooldown after four casts, or X seconds after initial cast. Abilities that are cast multiple times in succession cost less, but deal less damage and lose any CC component. Possibly an Energy user.

The main idea behind it is mostly have a champion that can chain four of their abilities in any order, without having a Bread and Butter combo (i.e. Lee Sin Q > R > Q > E > W out), but instead being able to use different chains in different scenarios. Each ability wouldn't have an individual cooldown, they would share, so having their system level up similar to Udyr would be best, with all four abilities available from the start and lacking a proper 'ultimate'. And with the deterrent of casting a single spell multiple times (say one was just a stun, casting again would do less damage and no CC, or if a dash, maybe just travel less distance each cast, etc), it forces the player to make choices in what they would want to do in whatever situation.

tl;dr: (possibly) energy using champ that has one global cooldown that activates after casting any four abilities / X seconds after first ability, mashing one ability makes it cheaper but weaker.

5 Comments

P0PPY10/15/2014, 7:51:56 AM2 votes

Sounds like Riven to me... while riven doesn't reduce any damage/CC upon re-using her skills. lol

Cpt Archa10/16/2014, 12:44:08 AM2 votes

Alyssa - The Revered Shade

Passive - Four hit strike: Independent abilities have no cooldowns (Except for R) or X seconds after initial cast. Abilities cast in rapid succession cost less(Or just have her be resource-less?) and have weakened effect (Every successive cast(WITHOUT an ability in between them) Deals 25% less damage.

Maybe certain abilities have extra effects based on what ability was used right before it (Incoming A bunch of random names and Numbers) Q-(Skillshot) Kunai Throw- Alyssa throws a Kunai doing P Damage If W was cast before this Alyssa throws 10 kunai in a circle around her with the same range as Q(When Q level's its range increases) doing P/5 dmg If E is cast before this Alyssa's Q becomes Targetable and does P damage + Y*3 dmg over 3 seconds and also marks the target as the landing position for W/Causes target to explode with poison (for a E-Q-E combo) If R(1 or 2) was cast before this Kunai throw does P damage and increases dmg done to target by alyssa by F% for 7 seconds(F is low, time is high,(Stacks with itself for multiple Q stacks,(AD fighter splitpush alyssa?) Alyssa has high mobility but low damage?(I think it would be a spin on assassins, rather than get in blow shit up and get out)))(Her R2 might be better for this)

W-(AoE dmg) Dance of Death - Alyssa Spins unleashing hell(T damage) on close proximity enemies and marking them If Q was used before this skill it blinks to Q's landing position before dealing T*2 damage(If Her skillset goes on cd like OP says after X seconds it could remove the last landing position of Q) If E was cast before this Alyssa Leaves a pool of Airborne poison that has double the range of original W and does T/2 damage over 4 seconds If R1 was cast before this it becomes a short range blink and then the PREVIOUS location (blinked from) explodes for T(4) damage if R2 was cast before this Dance of death goes off every time alyssa re appears for 2 seconds dealing T/3 but alyssa can not activate any other abilities while this is occurring. (She can reactivate this if she wants, if just refreshes the time)

E-Essence of death - Alyssa coats her weapons in poison causing her auto-attacks to do Y Damage over 4 seconds If Q was cast before this The Projectile(Kunai) Explodes at the landing point or Marked target doing Y(3) damages over 2 seconds(Stacks with previous Poisons from Alyssa If W was cast before this Alyssa slows(Maybe cancels channeling?)(ministun?) and poisons all enemies hit by Dance of Death If R1 was cast before this Alyssa Starts releasing an AoE posion originating from her position, doing Y(5) DPS over 3 seconds(Longer than her invisibility) If R2 was cast before this Alyssa's poison becomes instant, And her auto attacks do Y/2 bonus damage instantly

R1 - From the shadows - Alyssa goes invisble Then dashes to target area and Cannot move or cast abilities for 2 seconds then she has 2 seconds of invisibility to move and cast (Casting moving and AA'ing does not break invisibility)(This skill does not effect her passive and has an independent CD)

R2 - From the shadows(Revised) - Alyssa goes invisible and re appears at .5 second intervals for 6.5 seconds and gains 65% Bonus MS along with Turning off her passives ability limit, at the end of 6 seconds alyssa's skills go on CD (Activates her passive)(Alyssa can not activate this ability unless an enemy is within a certain range, And it cancels and forces Alyssa to take a breather(Snares herself) if she kills all enemies in area or she leaves the area(or they get away) for 2.5 seconds Self snare effected by tenacity

I meant to just do something simple to explain my original idea, but i guess i came up with a version of OP's champ Slightly changed i guess. (The ult is independent) Sorry if the formatting is hard to read or anything...

MochaChank10/15/2014, 7:17:50 AM1 votes

So pretty much an Assassin from Diablo 2.