[CHAMPION CONCEPT} Echil and Meldryk - Power Awakening
Hello boards! A while back I took a gander at making some champion design concepts but never really did anything with them. Here's one of the more interesting ones that I managed to put together. There's no visual ref or lore for this concept but the gameplay idea was what I was focused on here.
ECHIL AND MELDRYK
=KIT= ECHIL Auto range: Melee Resource: Mana Average stat line, low health regen Passive: Power Siphon Echil does not generate gold. Instead, Echil will slowly store 'power' within his cask over time. Last hitting creeps and jungle mobs will earn Echil extra 'power'. Damaging enemy champions as well as large and epic neutral mobs will also earn Echil extra 'power'. Every time Echil returns to base he will automatically feed his earned power to the inactive Meldryk. After (25) minutes, Echil can choose to perform the ritual to permanently summon Meldryk. This has a 5 second channel and can be interrupted.
Q: Magus Burst Low-medium cooldown Mid range X mana cost Echil summons a burst of energy at target location which deals damage to all enemies on it. The energy then creates a damaging trail that leads back to Echil and gives him 'power' based on the damage dealt and amount of targets struck.
W: Power Expulsion Medium cooldown Charged ability X mana cost X power cost Echil charges a burst of power using the resource that he has collected. This expends an amount of power based on the charge time to knock back all enemies around him in a chosen direction and slow them for a short duration. A longer charge will send the enemies back farther.
E: Safety in Knowledge High cooldown Long range X mana cost Echil summons an orb of vision that reveals an area in a circle. This orb acts as a ward and is invincible for (10) seconds.
R: Awaken Meldryk Very high cooldown Echil temporarily awakens Meldryk to protect him. The player will take control of Meldryk until they decide to return to being Echil. This is a pre-mature summoning and thus Meldryk will rapidly lose 'power' for the duration of his summoning.
MELDRYK Auto range: 200 Resource: Manaless Passive: Power Incarnate Meldryk gains a massive amount of stats based on the amount of 'power' that he has been fed. If he has been summoned pre-maturely then his power will rapidly decrease, otherwise it will not. Meldryk can earn more power by defeating epic mobs and through kill streaks. Upon his summoning, and every 10 minutes that pass afterwards, Meldryk can absorb an item from the shop to earn it's passive/active effects. He will not gain stats for this.
Q: Ender Burst Medium cooldown Mid range No cost Meldryk slams the ground and creates a storm of magic energies at target location. The energies then create a damaging trail which leads back to Meldryk and knocks all enemies hit slightly towards him.
W: Ender Force High cooldown No cost Meldryk screams and releases an absurd amount of force around him, knocking all enemies away from him and dealing damage. Meldryk then gains extra movespeed based on the amount of enemies hit. The amount of units that enemies are knocked back is determined by Meldryk's level of 'power'.
E: Ender Pressure High cooldown No cost Meldryk emits a massive aura of power that instantly kills all enemy creeps and small jungle mobs within a range determined by amount of power. Enemy champions take a light damage over time and a light slow while within the range of Ender Pressure.
R: Ender's Fist Medium cooldown (by ult standards) No cost Passive - Meldryk will rapidly regenerate a percentage of all damage that is dealt to him Active - Upon Meldryk's next auto-attack, he will begin to charge a massive attack with all his power. When he swings, the attack will create a rectangle of force in the direction of Meldryk's attack that deals 3 waves of physical damage before ending. Despite being tied to an auto-attack, this ability can be avoided by the initial target This damage can apply to turrets
The idea of this champion should be fairly self-explanatory, you begin the game as a pretty weak champion that has the goal of releasing a much more powerful one come the mid to late game. Because of the risk and rewards involved with trying to gather power to summon Meldryk, I thought that this was an interesting take on turning good play into strength as the game goes on. If I had to pin down a main inspiration for this idea I would liken it to Babidi attempting to summon Majin Buu at his full power in Dragonball Z. That is to say, the enemy team should be doing everything they can to prevent it from happening. Or, you get queued up with a toxic Majin Vegeta and you end up with terror on your hands.