Spirit champion

Disulfiram··2 votes·506 views

Just an idea, needs refining...

This champion at spawn (and respawn) would be a spirit, unable to interact with the game world: no skills, no attacks, not killable, can just move and explore. (Maybe also semi transparent or even fully invisible to enemies?)

In order to interact with the physical world he has to possess a monster or a minion. Possessing different monsters gives him the ability to attack and cast spells (with stats and effects depending on what he possessed) but also makes it possible to kill him (by killing enough of his hosts - just one or does he just lose some of his own hp when the body is damaged?).

He can only leave the body he possessed if that body is killed. He also can't recall while possessing something. He can though sacrifice some of his own hp to get rid of his body.

Killing his body gives the killer the gold he'd get normally by killing that creature.

He gets credited the kill of a monster or creep he possessed only if he manages to walk it all the way to his fountain (making "stealing dragon" quite literal for him XD) and only after 6.

(His early jungling would probably consist of taking the red buff monster to the blue buff golem and duking it out XD)


The first thing I'd think about this is "wouldn't possessing the dragon at 2.30 make him op?" Well, maybe. But A) The dragon is slow. B) He can't heal while possessing and can't be killed by his own team. C) Towers can (obviously) attack him. D) He can't just walk home and call it a day (he needs level 6 for that).

All of this together makes me think that he may not be op early when possessing the first dragon: either he stands around doing nothing (which is essentially a 4v5 for the enemy) or it will eventually result in a guarenteed free dragon for the enemy.

(I do wonder if a dragon host with no sustain would survive enough full jungle clears to be brought in the fountain at 6).

3 Comments

Bunnymap1 votes

There's making a unique champion, and then there's going so far you can't even tell it's a champion anymore. If this was an ability on a champions kit who worked normally, it could work with modifications, but this just wouldn't work with the game as it is.

You Disgust Me1 votes

Actually a vessel/possession based champion would be pretty cool. However, there needs to be counterplay when being able to possess certain creatures. I will list them out as follows:

  • The champion would need to have a main body.
  • There needs to be a range to how far the a vessel can travel from the main body.
  • The main body needs direct interaction with the vessel via in terms of possession. Think Orianna's passive with Ball.
  • There needs to be consequences to creating/losing a vessel (e.g.: the vessel dies).
  • Possession needs to be extremely restrictive on what can be possessed.
  • There needs to be a way to make the possessed creature visually distinguishable and threatening to the enemy team.
  • The vessel and main body need to have different skills that complement each other.
  • There must be a cooldown for creating a vessel.

However, what I just described is mostly similar to all minion summoning champions such as Annie, Ivern, and Mordekaiser.

Disulfiram1 votes

[{quoted}](name=The Stupid One,realm=NA,application-id=A8FQeEA8,discussion-id=uqVmXAnF,comment-id=0001,timestamp=2017-03-21T18:40:06.323+0000)

However, what I just described is mostly similar to all minion summoning champions such as Annie, Ivern, and Mordekaiser.

Not necessarily... this could instead be done, for example, by having some sort of place of power that needs to be conquered, like Skarner's shrines. One at the fountain, that can't be lost, the others placed around the map.

The spirit champion can only possess things inside the radius of conquered palces of power. Teammates and enemies can conquer them, as can him but only if he's using a possessed body.

While possessing something, that something becomes the main body (and maybe gets a bonus when fighting near a place of power?).

  • There needs to be consequences to creating/losing a vessel (e.g.: the vessel dies).
  • There needs to be a way to make the possessed creature visually distinguishable and threatening to the enemy team.

Damage to the vessel could directly damage (and even kill) the spirit. The act of possessing that something could have an animation: this would give a warning and a justification for its change in appearance.

  • There must be a cooldown for creating a vessel.

Fair enough.

  • The vessel and main body need to have different skills that complement each other.

(This would give him something to do while his possession is on cooldown. :D )

Mmm... maybe their relationship (lore-, role-, and logic- wise) could be akin to that of demons and abominations in Dragon Age?

In gameplay instead it could be: -while possessing (= abomination form) he interacts directly with the world (= can fight and farm) -while not possessing (= spirit form) he is much weaker but can still influence the events (e.g. by buffing/debuffing others) and explore

(I don't agree much with the "complement each other"... if he's not given much freedom to switch forms, then what's the point of having them complement each other? Imho a better approach would be to have the spirit form be some sort of "backup plan" for when the vessel dies and/or a new one cannot be possessed)

  • Possession needs to be extremely restrictive on what can be possessed.

Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy :'(

Aside from summoned pets and maybe epic monsters pre-6, why does this need a restriction?

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