The Triumvirate

Bârd·9/24/2016, 9:23:39 PM·2 votes·505 views

Passive: Force of Nature

The Triumvirate is composed of three units; Wing the eagle, Tusk the boar, and Beast the Rhino. These units move separately, and each can gain gold and experience which all of them share. Killing part of the Triumvirate will grant 1/3 the gold and XP of a kill, and each surviving member of the trimvarate loses 30% of their current health. Each member of the Triumvirate has its own item slots.

All spells are available from the start of the game, and skill points are not granted.

Flight: While out of combat, Wing gains 75 movement speed, his sight ignores terrain/brush, and he can fly over walls. Maul: Tusk's basic attacks deal only 90% damage, but deal 20% of the damage over 2 seconds, slowing the target by 1% per 1% missing health. Endure: Beast takes 20% reduced damage and ignores one disable every 20-10 seconds.

The Triumvirate shares a mana pool. 350-900 mana 5-10 MP5

Wing Half the size of Teemo 125 attack range 325 movement speed 0.68 (+4%) attack speed. 65-110 AD 495-1200 HP 30 armor 30 magic resist

Tusk The size of Corki 150 attack range 345 movement speed 0.65 (+2%) attack speed 70-150 AD 550-1700 HP 45-80 armor 30 magic resist

Beast The size of a 4 stack, level 16 Cho'Gath. 225 attack range 325 movement speed 0.62 (+1%) attack speed. 75-190 AD 600-2000 HP 50-100 armor 30-70 magic resist

Q: Control Wing no cost, 0 second cooldown Swap to controlling Wing directly.

Q2: Unite; Wing 50 mana, 40 second cooldown (only usable when all Triumvirate members are alive) After 1.5 seconds of channeling, bring all members of the triumvirate to Wing's current location. Shares a cooldown with all other "Unite" spells. (EVERY member of the Triumvirate must complete the channel in order for the teleport to occur)

W: Control Tusk no cost, 0 second cooldown Swap to controlling Tusk directly

W2: Unite; Tusk 50 mana, 40 second cooldown (only usable when all Triumvirate members are alive) After 1.5 seconds of channeling, bring all members of the triumvirate to Tusk's current location. Shares a cooldown with all other "Unite" spells. (EVERY member of the Triumvirate must complete the channel in order for the teleport to occur)

E: Control Beast no cost, 0 second cooldown Swap to controlling Beast directly.

E2: Unite; Beast 50 mana, 40 second cooldown (only usable when all Triumvirate members are alive) After 1.5 seconds of channeling, bring all members of the triumvirate to Beast's current location. Shares a cooldown with all other "Unite" spells. (EVERY member of the Triumvirate must complete the channel in order for the teleport to occur)

R: (3 different spells. Which one you cast depends on which character you are controlling. All 3 have seperate cooldowns).

(While controlling Wing) Aerial Maneuvers 10 second cooldown, 50 mana Wing flies in a circle around a targeted area (450 radius), dealing 75-250 (+.5 AP) magic damage to all enemies in the area and knocking them 200 units towards the center of the area. Enemies within 200 units of the area are knocked to a set distance of 200 units away from the area, and are dealt the same damage. For each champion hit, the cooldown of this spell is reduced by 1 second and Wing gains 5-20 attack damage and movement speed for 5 seconds.

Wing is untargetable during the cast.

(While controlling Tusk) Animal Rage 15 second cooldown, 75 mana For 5 seconds, Tusk gains 25-50% movement speed (50-75% towards champions), 20-75% attack speed, and 20-60 AD. Kills and assists add 5 seconds of duration as well as 10-30 extra AD per kill/assist as long as it lasts. (Note: Tusk himself needs to get the kill or assist for the bonus to happen. If Beast or Wing did it, but Tusk didn't help, he does nothing).

(While controlling Beast) Bestial Charge 20 second cooldown, 100 mana Beast charges in a target direction (2000 range), stopping when he hits terrain. All enemies he hits are dealt 75-300 (+.75 AD) physical damage and are brought along for the ride, disabled for the duration of the charge.

Beast cannot stop the charge manually, nor can he change his course.

2 Comments

JanusRuE9/25/2016, 4:37:21 AM1 votes

Very RTS micro/macro, and with only one real ability I need more info or would have to see it in action.

I see a few issues that would need to be hammered out for this to work.

  • The lack of skill points on the 'basic' abilities would mean the only power spikes are from item purchases and that seems like it takes out the decision of picking which aspect of this character you want to focus on early/mid game. I would think that switching between one of the 3 should add a udyr style buff, bird gaining a move speed buff, boar gets a gap closer, rhino knocks up/back first enemy hit or something like that. Skill points can be added to the Q/W/E that upgrades the effects so this champion still feels customizable even with 1 real ability.
  • Having 3 different inventories would be silly to manage... but having 1 would raise the issue of buying an item and gaining triple stats, making it become OP very quick. If they had 1 inventory it would be less micro/macro management on the summoner, and if the stats were split from the items, either evenly or asymmetrical (IE if 100 health item is purchased, bird only gains 33%, boar gains 66%, rhino gains 100%, 200% in total) gaining a higher % bonus stats in total because you do have to micro/macro this champion the whole game. This would offers different build paths depending on if you want to focus on one aspect over the others (IE bird build as a super fast scout, boar build as a hit and run bruiser, rhino build as a CC tank).
  • If you switch between aspects , do the others just sit there, follow last given command or go into pet AI? I always feel that pet AIs are either really unfair (seeing you when a player cannot, having much higher accuracy/reaction time) or really really dumb...
  • Having 3 'champions' makes summoners spells seem odd. Would flash/heal/etc activate on each aspect or only function on the active aspect. How would TP work? and having a built in TP on a 40s CD makes TP either redundant or critically needed. also how would B would, would all start channel or only the active one?
  • Having 3 'champions' seems like you can split 1 to each lane and sap XP gains from top mid and bot at the same time, and if you had coin (either 1 in each inventory or if they all shared it) you would be gaining gold super fast as a support for each lane. Although it would be interesting to have to manage a triple lane support with a built in TP.
  • Respawn seems like it would be strange... would each aspect have its own respawn timer, would each one have a reduced respawn timer that just stacks up if multiple of them die, would the first one downed start a respawn timer and when it pops it respawns all that are dead?

just a few things i would want hammered out :-p