Parkour Champion Idea

The Ghost Rider·3/28/2016, 11:04:50 PM·1 votes·972 views

Alrighty so for this particular champion I am not going to mess with lore or even this champions' name, merely his kit, in order to keep him open for change in that regard. Therefore, throughout this discussion I will be referring to this champion as Jim. I imagined Jim with his core gameplay centered around the idea of a melee champion who has the ability to kite any other champion, including ranged ones. Another major theme of his kit is utilizing the idea of parkour, creating an assassin-type melee champion who has the ability to use terrain to draw enemy teammates out of position as they chase him, before letting his allies take care of the enemy or turning around himself and smashing his opponent to the ground. With this in mind, lets get into Jim's appearance.

     Jim is a champion whos appearance will depend heavily on his lore, however, I want to call attention to it because of the one thing that I think makes Jim unique: His gliders. Jim, through some mutation of some sort or something else to be decided, possesses long, bonelike blades that attach to his arms at the wrist, and run along the far side of his arms (The side that leads to the pinky finger) and extend around two feet past his elbow, where they taper to a point. These bonelike blades, which he possesses on both arms, give him a unique fighting style, as his weapons point behind him. However, I earlier referred to them as gliders. This is because the blades can be unfurled (much in the way a silk fan is opened) so that, in addition to extending behind him, the blades now also point forward, doubling their length. Now, as cool as that is, get this. The unfurled blades make a 180 degree angle. When they do this, they reveal several spines reaching out at different angles from the blades, all the spines are on the same plane as the blades, mind you. the purpose of these spines is to suspend a thin, fleshy organ in a rough semicircle (think the silk of a silk fan. Actually, Thinking silk fan can really help you visualize what I'm saying about his gliders in general) these two semicircular areas of flesh on either side of his arm allow him to, you guessed it, glide short distances. This helps immensely with his parkour.

     As Jim utilizes parkour heavily in his playstyle, it is easy to see where he could belong- in the streets of Zaun or some other place similar to it. However, seeing as we already have two resident street rats (Talon and Ekko) it may be too redundant to give him that background. Some other suggested ideas which could lead into a lore story are, A: He is a Demacian vigilante, committed to justice but disgusted by some sort of corruption in the Demacian government (Influenced by Leblanc/Jarvan, maybe?) B: Similar to A, He lives in the darkness of Noxus, born with a strong moral compass and disgusted by the workings of the more powerful people in the state, he has resolved to assassinate all of Noxus' high powers. C: He could be a boy off the streets of Zaun, maybe even be a member of Vi, Ekko, and Jinxes (Unconfirmed) gang. These are all just ideas, feel free to use or not use them at will. Now, without further ado, lets get into abilities. (These will be out of order so pay attention. Also I'm bad at naming things so ability names are not static. Keep in mind Jim is meant to be a high skill cap champion)

Passive: Aggravating Agility: Jim gains 10% movement speed when moving away from enemies, in addition, if a projectile meant for Jim is traveling in his vision for more than two seconds, he will automatically block it. (ANY projectile. If Jim sees a turret shot coming at him for 2 secs, blocked. Ez ulti (idk how you'd manage that) seen for more than two seconds, blocked). This encourages running away, and, if your fast enough, can help you avoid some damage.)

W: Unfurl/Furl:5 sec CD, Unfurl: Jim unfurls his gliders, gaining 50 attack range but losing X AS and X AD. In addition, replaces his Q and E abilities with new ones. Furl: Jim closes his gliders, losing 50 attack range but gaining X AS and X AD. In addition, his replaces his Q and E abilities with new ones.

Note: Jim's furled stance is meant to be his high damage assassin half, while his unfurled stance is meant to be his agile kiting half.

Q: Furled: Reverse Leap: 8 sec CD, Jim lunges forward while spinning backward, leading with his elbow in an attempt to impale his opponent with his blade. If he hits a champion, deals X(60%) of his AD, causes them to bleed for X(50%) of his AD over 5 seconds, and roots them for 1.5/2 seconds. If he does not hit anything, he will finish his spin to face forward, while unfurling one glider to sweep in front of him in a short cone, dealing X(35%) of his total AD. (Jim's furled Q deals significantly less damage if he lands the cone instead of a direct hit. That is to reward opponents for getting Jim to chase them. Jim's playstyle should not be a head on charge, rather he should lead the opponent to charge toward him, where he can turn around and bait them into a devastating furled Q)

E: Furled: Glorious Slam: 12 sec CD, Jim leaps high into the air, assisted by his gliders, before slamming back down at a target location 1.5 seconds later, dealing X(110%) of his AD in a small AOE area, damage is increased by 25% for every 30% HP his opponent is missing. Execute damage is dealt individually, not as an augment to the AOE damage. If Jim kills a unit, he will heal for 50% of NON EXECUTE damage he dealt. AKA the heal will not be increased based on the killed targets' missing HP. HOWEVER, if Jim does not hit an enemy, he will take X(55%) (Half the original damage) of his AD as damage to himself. (This move is meant to be a flashy execute move, with incredibly high damage and a nice heal if he gets a kill to boot. However, it is mandatory that he lands it, otherwise he will take a devastating amount of damage himself. and with the long channel time, which incredibly projects his landing area, and a short landing area not hard to leave, Jim needs to either begin his long little Aatrox dive in brush, or be slam dunking a crowd controlled opponent to be safe)

Q: Unfurled: Nimble Jumper: 5 sec CD, Jim leaps onto any unit (Save wards) and jumps to another unit before finally jumping to the ground, Dealing X(20%) of his AD to opponents he jumped off of and pushing units slighty opposite of the direction he leaped, disabling them for .2 seconds (Here's where we get into the Parkour of his kit. Jim can't jump from wards (Theyre too dinky) but anything else is fair game. Walls, enemy champions, Yorick ghouls, minions, Friendly champions, Baron and Dragon (Though the bosses are a bit too big to be displaced) Donger turrets, normal turrets, Tibbers, Azir's Emporer's Divide (Though Jim'll probably get slapped right back), anything. This ability can help him keep one step ahead of his opponents, however it deals minimal damage. not that he needs it with the furled execution he's can dish out. The range for each jump, (The two bouncing jumps and the landing) I think, should be a bit longer than Azir's Arise! range, to help him leap from wall to minion, or turret to enemy champion, but still keep him from being ridiculous. after all, he can't fly, merely glide. I recommend giving players only a split second to select another jump destination once they've used one of the first two, however you should enable them to queue up their landing spots. Parkour is about planning what you're gonna do ahead of time, and even if you don't, parkour demands split second reactions and speed to pull off. Also, if a player should select the same wall for two jumps, but different points on the wall, I recommend having his model do a wall run, for style and awesomeness purposes. Also, allow Jim to select the same unit twice if he wishes, for more damage and a cool ninja like move like a backflip or something.)

E: Unfurled: Night Glider: 30 sec CD, Jim leaps ONTO TERRAIN, before running along it (+100 movespeed while running on terrain or gliding) in a straight line to its end, granting him vision of either side. When he reaches the end of the terrain, he leaps into the air, spreads his gliders, glides a short distance before touching down. IF Jim, while gliding, would glide over or be blocked by terrain, he instead mounts it and resumes running, and glides once he reaches the end, and so on and so forth. (This is Jim's real escape. Casting it is similar to casting Bard's Magical Journey, but like a one-time, one-man magical journey that can refresh itself. fantastic for abstract ganks. Jim's glide distance should be a little less than the range of Azir's Conquer, and his running stance can be the same as Udyr's when he runs in Phoenix stance.)

R: Subconscious Alacrity: 100 sec CD Jim, for fifteen seconds, unfurls his gliders, granting him access his unfurled abilities only, and enters a hyperfocused state, increasing his unfurled Q damage scaling to 45% of his AD, and speeding up his projectile passive to .75 seconds. In addition, his W is changed from Unfurl/Furl to Sweeping Roll. (This ultimate allows a good player to show off his parkour abilities while in the middle of the enemy team, so long as he has a tank. The buff to his Q allows him to bound around dealing actual damage, and his projectile passive buff helps deter pesky marksmen and mages from deleting you, so long as you bounce away from them fast enough. In addition, Sweeping Roll helps keep you moving and grooving during a fight.)

W:(Ultimate): Sweeping Roll: 1.5 sec CD, Jim rolls a short distance and sweeps his glider in a semicircle toward the nearest opponent, prioritizing champions and dealing X(55%) of his AD in a cone. Using Sweeping Roll reduces the CD of Nimble Jumper to 0. (Sweeping Roll is Jim's bread and butter during a teamfight, and switching between it and Nimble Jumper can make it impossible to pin you down.)

(Skillcap/ Play potential) Jim is intended to be a nimble, high skillcap champion who leaps around the battlefield, dodging everything, blocking everything else, and slashing you opponents up before crushing them with a mighty Glorious Slam. Therefore, I would like to suggest these possibilities be open to raise Jim's skill ceiling and increase his potential to make big plays. Most of these pertain to Night Glider, Jim's engage and escape

A: Enable Jim to use Flash while gliding during Night Glider, this will enable him to run, using the right walls, from one base to the other. B: Enable Jim to use Nimble Jumper while running during Night Glider, so he can exit early if the end of his path looks dangerous. C: Enable Jim to use Night Glider while jumping from Nimble Jumper, so he can smoothly transition from bouncing off of people's heads to whisping away into darkness D: Enable Jim to use Furl while jumping during Nimble Jumper and while running during Night Glider, so he can capitalize on a juicy Glorious Slam. If he reaches the end of Night Glider furled, Jim can automatically unfurl while he spreads his gliders.

With Jim having such a strong ability to kite and such powerful Furled moves, it is necessary that he have a weak early game, personified through long cooldowns. With the idea of Jim being a parkour champion, I think it would be fitting if he used energy as a resource, however that would require his abilities reduces to no cost during his ultimate, as he spams them so much. this would also be a lane sustain buff and that's intended to be his weak spot, and I know its generally reserved for Ionians.(Lore Idea though, eh?)

Note, anytime I use the term AD I am referring to Jim's Total AD.

Well, that's my champ idea. I would really love to see Jim on the Rift one day, with awesome lore and an actual cool name.

4 Comments

KingBushwack3/29/2016, 12:15:31 AM1 votes

when I see parkor champion the first thing I think about is a sweet skin with the steriotipical look of a parcorist. screw spelling

Ralanr3/29/2016, 12:19:17 AM1 votes

Why not from the desert regions like Malzahar Sivir and Kassadin?