[Champion Concept] A rough idea of a caster swordsman champion

ArkyWantsSnacks·2/17/2018, 9:27:46 PM·2 votes·292 views

Hey guys, this is just a rough idea of something i came up with. I've always wanted a champion with swords that doesn't rely on one or two abilities for damage and more like an rpg kit. I am open for any criticism since i'm new to champion concepts or designs.

This champion's main role is a fighter/assassin played in the top lane/ jungle. The general idea for the champion is that he wields 2 swords that control/ are imbued with 4 different elements(fire, ice, wind, earth), and the gameplay revolves around controlling the 4 elements that are changed by using different abilities. The 4 abilities work kind of like udyr where there isn't an ultimate.

Passive: After casting one of the 4 abilities, the champion's swords change elements. Each element has a bonus effect on his auto attacks. The effect lasts until the element is changed. Fire is a dot burn(mini ignite, kinda like gp's passive)Ice grants a slow to his attacks, wind gives bonus attack speed, and earth grants a shield every 3rd auto attack that is non stackable. Q: The champion strikes the ground with one sword, dealing damage in a straight line and leaving a line of frost on the ground, Slowing any enemy standing on it. The slow effect is lost after leaving the area. After casting the ability, the swords change to ice element.

W: The champion spins with both swords, creating a ring of fire(darius q without windup) that damages enemies around him. Enemies hit will be burnt for 3 seconds. After casting the ability, the swords change to fire element.

E: The champion winds up for a strike that creates a strong surge of wind and dashes forwards at the same time, hitting all enemies in his path. The damage and speed of the dash falls off towards the end of the dash. Upon arriving at the end of the dash, the wind is released in a small aoe, knocking up all enemies. The center is knocked up for longer than on the edge.

R: The champion slams the ground with both swords, creating a wall of earth that increases in size and duration scaling on ability level. Thewall counts as terrain and reflects all projectiles(both allied and enemy). Skill shots will be reflected according to geometry, and point and clicks are reflected depending on the trajectory in which it makes contact. Towers shots cannot be reflected. The reflected projectiles can damage both allied and enemy champions. The range of the ability is what ever remaining range it had before hitting the wall. After casting this ability, the swords change to earth element

I don't have any ideas with damage numbers and cd, but generally all abilities have similar cooldowns with q and w slightly lower. Another mechanic that can be added is chaining abilities to create new effects or enhance them. For example an e -> q can make the champion q twice, once with each hand. e -> w can increase the range of the spin, w -> r can amplify the damage of the reflected projectiles etc. I wanted this champion to feel more combo heavy and revolve around different combination of abilities.

1 Comments

Meliodas Shi2/18/2018, 7:42:35 AM1 votes

looks like he has an ultimate, his earth ability seems kinda op, just saying. It would have to have a 30 sec cd to not be op.