[Champion Concept] Seven-headed Dragon King

regonas··3 votes·1,968 views
tinypic photo

Fire element attack range: 280 (ranged) Wind element attack range: 550 (ranged) Water element attack range: 385 (ranged)

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Passive: Elemental Trinity: your abilities cause you to change your basic attacks.

Fire element: your basic attacks burn hit enemies for 20/30/40/50/60/70 (+20% of AD) (+10% of AP) magic damage over 3 sec. Wind element: your basic attacks increase your attack speed by 5/6/7% for 2 sec stacking up to 10 times. Water element: hit all enemies nearby you main target for 40% of normal damage and apply on-hit effects for 40% of their normal power.

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Noxious Ash Breath [q] Burn enemies in a cone for 40/60/80/100/120 (+20% of AP) magic damage. In addition, hit enemies starts to burn for 100/130/160/190/220 (+50% of AP) magic damage over 10 sec. Your Fire element or Wind element augmented basic attacks refresh duration of this damage over time effect. Your Water element augmented basic attacks remove this damage over time effect. Change your current element into Fire element. Cooldown: 10 sec Mana cost: 40 +5% of your max mana Range: 350 Width: 300 Casting time: 0.3 sec

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Tornado Gust [w] Flap your winds making several (2 +1 per 6 levels) randomly moving tornadoes. These tornadoes will move into targeted direction, but with unpredictable patterns and bounce of the walls and structures. Each tornado deal 30/45/60/75/90 (+15% of AP) magic damage per 0.5 sec to enemies inside of it. Each tornado lasts up to 3 sec. Enemies taking damage form more than one tornado receive only 25% of damage from additional tornadoes. Each tornado lasts for 3 sec. Change your current element into Wind element. Cooldown: 12 sec Mana cost: 20 +8% of your max mana Max movement range of single tornado: 900 Inside range of single tornado: 100

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Aqua Breath [e] Shield yourself and nearby friendly champions from damage for 4 sec. Shield absorbs 70/110/150/190/230 (+40% of AP) damage (halved on other friendly champions). Change your current element into Water element. Cooldown: 10 sec Mana cost: 12% of your max mana Range: 400

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Elemental Quaternary [r] Take on an element of earth combining all positive effects of all three elements (basic attack range becomes as wind's element) from your passive for 6/7/8 sec. In addition, augment your other abilities while this ability lasts:

Noxious Ash Breath: blinds hit enemies for 1/1.5/2 sec. Tornado Gust: slows movement speed of damaged enemies by 10/20/30% for 1 sec. Aqua Breath: heals affected targets for 30/45/60% of shield value in health.

Cooldown: 90/80/70 sec Mana cost: 50 +15% of your max mana

~~ ~~ Build examples:

  1. item 3020 item 3115 item 3285 item 3116 item 3151 item 3100
  2. item 3006 item 3115 item 3078 item 3146 item 3124 item 3116

12 Comments

WaLLmaster1 votes

Well your concept is sure cool and creative but might be difficult to balance out between the damage,utility and mana costs (which in my opinion seem too heavy for this champion to stay longer in lane,especially without mana pots) but it is overally good and it offers high reward for high skill. Keep up the good work. Cheers :)

regonas2 votes

{quoted}

Well your concept is sure cool and creative but might be difficult to balance out between the damage,utility and mana costs (which in my opinion seem too heavy for this champion to stay longer in lane,especially without mana pots) but it is overally good and it offers high reward for high skill. Keep up the good work. Cheers :)

Thanks, mate. I do calculations for my concepts and try to make them balanced, but you may be right on this one. Numbers does matter.

You i free to check on my other more balanced concepts or even concept themes.

WaLLmaster1 votes

Well you sure are a creative guy,I checked out some of your concepts (didn't have time to read them all :P) and I especially like [http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/1LlFKrzO-champion-concept-merandill-the-slayer-of-demons-mechanically-difficult-tank] you clearly know what you are doing. Cheers :)

regonas2 votes

{quoted}

Thanks, man. I do try hard to make viable concepts and maybe some day one of them become a champion.

I do calculation for stats, damage, defense and other, so most of them are balanced well.

If you have time, several weeks ago i made a list of my favorite concepts done by me: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/khKuahUE-top30-champion-concepts-made-by-me-i-hope-rito-will-notice-me It is a bit outdated, but most of them are pretty good.

WaLLmaster1 votes

Sure man,I'll check them out when I have some time. I have a lot of work these days so I can't spend much of my time on LoL boards but I'm always willing to read a good concept and post some feedback. Cheers :)

Rook Loux1 votes

Why 7 heads?

regonas2 votes

{quoted}

Why 7 heads?

Well: One for fire Two for wind Two for water Two for earth

Also, seven is a magic number: seven deadly sins, lucky number seven, seven heavenly virtues and etc.

BenjaminPurple1 votes

I think if Riot were to make something like this, it would just be released as Ao Shin, whose champion idea of some sort of elemental dragon kind of overlaps with this one. Also, I've been waiting for Ao Shin for so long, I think it's just Riot not having a skill set for him.

regonas1 votes

{quoted}

I think if Riot were to make something like this, it would just be released as Ao Shin, whose champion idea of some sort of elemental dragon kind of overlaps with this one. Also, I've been waiting for Ao Shin for so long, I think it's just Riot not having a skill set for him.

Well, Ao Shin looks like a storm dragon to me. And Ao Shin should be moving like wind-serpent, so this concept and Ao aren't much alike.

Haven't riot stated that they can't make him for now, because they can't make him move realistically?

maxaroni1181 votes

Damn i wish they'd make ao shin. Cant they just take the outline of Cassiopeai's snake movements and use it to form a dragon? I wish i worked at riot

Wind2341 votes

I see this champion and I'm immediately reminded of the Hydra from Hercules. Was that an inspiration for the design? I know there's several different multi-headed serpents/dragons throughout mythology so any one of them could be it lol

Just one glance at this thing tells me that he's a very mechanically difficult champion with a high risk-reward. People who are new to him won't know what they're doing, but experts, well...there will be lots of killing. So just from looking at his kit, his suggested items and scaling, it looks like he's a Mage/Fighter champion, a rarity. He's got a lot he can do, but he seems to be the kind of champion who'd be really slow and really big. So...a mage juggernaut? A maggernaut? ...yeah, that pun wasn't a good one. XD

I'm not really sure where in the lore he could fit in, though. A hydra king with the power of four elements...hm, he could possibly be from Ionia, land of all that is Chinese. XD A dragon king would have to be pretty notable, though. It's possible he could hail from a new place no one's even heard of yet. Perhaps he knows of Shyvana or her father? After all, she was raised with dragons, wasn't she?

Anyway, onto his passive! I see that the traditional elements (fire, water, wind and earth) were a huge design inspiration and I love how detailed each element is. They each have different strengths, so you have to be mindful of which element your basic attacks are if you're going to maximize damage. His fire element passive is nothing we haven't seen before; basic, straight-forward and not very powerful on its own. It's like a mini-summoner 14 really. The wind element passive has me a tad confused when you say that it stacks up to 10 times. Does that mean the length of the buff stacks or the attack speed? And judging from that, I assume the wind passive has a cooldown? If it does, you didn't write it down. Just a little clarification here would be appreciated. ^^ As for the water passive, a small AoE that reminds me of Graves but not as OP. All in all, complicated, but manageable and not too powerful. I assume that he'll be going either mid or top lane, so he'll be switching elements a lot.

His Q is really strong, but not because of the initial damage. The DoT is insane on this thing. I think the burn damage over time should definitely be toned down a bit. I'll admit, it does give the vibe of burning your enemy alive, but it doesn't offer much in terms of counterplay and can you imagine how much this would hurt early game? 140 guaranteed damage is a lot for level 1! And with your fire and wind attacks refreshing the duration, making it last longer, you could easily melt someone to half their health or more with one ability and one basic attack. Though the fact that water attacks end the debuff is a good touch and I like that. I also like how the wind also keeps the fire going - nice touch of elemental harmony. ^^ I'd tone down the numbers here, but the ability itself isn't bad.

I actually really love his W. Like super love it. And no, not just because my screen name is Wind and it's my favorite of the classical elements. :P I assume that it fires off similarly to Ashe 's W. I like how it bounces off of walls and structures, so someone could hide behind a turret to dodge it, but it also lets you be sneaky with it too. You could bounce it off a wall and hit an escaping enemy with an unexpected angle, for example. It's also good that you toned down damage from multiple tornadoes - good balancing move. I can't think of any good criticism for this ability, except maybe the max movement range might be too long? I don't know lol

His E is interesting, because not many mages have a form of protection outside of summoner 21. I worry that it conflicts a bit with the rest of his kit, which is primarily a damage-dealing sort, and that the shield might make it hard to kill him in lane (I will fully admit, however, that this is potentially bias I have against shields on damage dealers because of Yasuo and Riven ) I also don't think that it needs to shield allies; it's nice to help your buddies, but when you're playing a rampaging dragon king, you want to feel like one, so having a spell that protects instead of hurts sort of feels a little out of place. Plus you're likely big enough to shield them with your body, so...lol If I were you, I'd replace the shield with a damaging ability based on water - perhaps some kind of AoE like his passive? That's just a suggestion, though.

Now onto his R....oh boy. Here's what would probably make him extremely OP. It's a buff ult instead of pure damage, which I don't have a problem with, but wow, this thing would be a nightmare to fight. Remember the problems I had with his Q? This is where they'd most easily be taken advantage of and you could probably handle a 1v4 or 5 pretty easily with this bad boy. There's a lot of power in this - a fast AoE basic attack that gives DoT and resets said DoT with every hit. That's gonna hurt. And with his spells getting augmented, that'll hurt even more! Though I'll admit, a blind and a slow are more CC than actual damage, so it's not as bad as it seems. Still, it leaves very little room for counterplay...or does it?

Now, from his kit alone, he's a very, very powerful champion with a lot of fancy toys to play with. However, like I said before, he's going to be slow and big, so that means a big hit box. Plus, he doesn't have very much mobility so outside of summoner 4 he's not going to deal with escaping very well. On top of that, I feel like CC would be this guy's kryptonite - he can't hurt you if he's too busy being plowed into walls and knocked into the air. He's a bit bulkier than your standard mage too, judging from the item builds you suggested, but with item 3036 a thing now, ADCs do have a means of taking him down. Also, I believe someone else noted that his % mana costs will probably greatly hinder him, especially early on. So mana regeneration is a must for him if he's going to put out all the damage he's capable of.

So, all in all, this champion is an odd one. On paper, he looks broken, but he does have a lot of practical and exploitable weaknesses that can be accounted for. I'd say watch his numbers, especially his Q, change his E up a bit to make it fit with the rest of his kit, and maybe take a look at the % mana costs so he's not constantly backing or OOM during the laning phase. Perhaps increase the % mana cost as he levels his abilities instead of having it flat across all ranks? I do like his concept and I feel like he'd be very rewarding to play as, but I wouldn't want to play against him. Some fine tweaks would do him some good, but you definitely have a very nice package here!

regonas1 votes

{quoted}

Thanks for a review.

And, like all stacking effects, Wind Element passive stacks attack speed, not time.

Q might seem strong, but look at the stats of it. Short range, casting time, dot deals damage very slowly means that in mid lane it would be pretty hard to hit an enemy with it. In top lane this would also mean that you will be punished pretty hard for coming into close range. Imagine Darius coming close to you only to put his dot and run away or Riven walking up to you to stun you and then walk away. Q can be counterplayed very well and isn't as good as it sounds.

E doesn't bother me. Champion with only damaging abilities are usually pretty boring. Champion needs some sort of mobility or defense, so i chosen defense. Mobile assassins are extremely dangerous, but this shield could help out a little bit. Also, water element (think about Nami) are some sort of healing or shielding element.

R is fun and surprising ability. On paper it doesn't look too strong, because it give some CC and basic attacks becomes affected by all elements. CC is close range and extra damage from long range fire element is't that great, but it is better than some might think:

  1. Tornadoes slows enemies allowing you to kite them or preventing them from escape
  2. Stacking attack speed lets out to attack faster and faster refreshing both dots
  3. Extra healing form E allows to stay in the fight longer or even tower dive.
  4. Have huge potential is team fights, because of multiple dots per basic attack
  5. With right items (build 1) this ability makes him really bursty.

And yea, balancing this many numbers are pretty hard. I did try to make him as balanced as possible, but i am just a single man. There is a limit how much i can do alone.

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