[Champion Concept]Ball and Chain

SkyBlade79·4/20/2016, 2:20:16 PM·2 votes·192 views

I posted this a few months back, but got absolutly no response, so posting it again. It was a lot of work, and I'd like a response, even if it's negative.

Another insomnia champion... I really need to learn to get to sleep better. Anyways, just the name Ball is kind of a trigger... so if you can think of anything else...

Ball and Chain will be a tanky, hard to play champion. Chain will be a tall, skinny ghoul, with a hood over his head (think nightmare tryndamere). He will be wearing nothing on his chest, and burlap pants. He drags around a fairly large spiked ball, connected to him by an ethereal chain (think Kalista and her Oathsworn). When he sprints with his ball tethered, he picks it up and runs. When he sprints without his ball tethered, he drops to all four.

Starting stats (not good at this stuff): Health : 600 Health Regen : 8.0 Mana : 310 Mana Regen : 8.0 Attack Damage : 64 Attack Speed : 0.675 Armor : 30 Magic Resistance: 35 Range : 150 Movement Speed : 315

Passive - Bound: Ball and Chain are forever ethereally bound. When Ball is near Chain, Chain will become Bound, and his basic attacks will do 5%/7.5%/10% (increases at level 9 and 18) of his bonus health as bonus physical damage. If Ball is out of Chain's range, Chain will become Unbound and 75% of Chains' Bonus Health will be removed , and he will gain 50-150 movement speed(based on level). Chain will automatically be rebound to Ball when within 200 units of it.

Q - Slingshot Cost 75/85/95/105/115 Mana Cooldown 20/18/16/14/12 seconds (Range is about the same as a fully charged level 3 Zac leap.) Chain roots himself and summons an ethereal slingshot for up to 7 seconds. The slingshot can be cancelled by moving or basic attacking. The ability can be recast to launch Ball to a target area, dealing 75/100/125/150/175 (+15% bonus health)(+50% AD) magic damage. Enemies hit by Ball will be revealed and slowed by 20%/25%/30%/35%/40% for 1.5/1.75/2/2.25/2.5 seconds. Ball will remain stationary where it lands until picked up or Retrieved.

W - Cast/Retrieve Cost for Cast 5% Max HP Cost for Retrieve 50/60/70/80/90 Mana Cooldown 15/13/11/9/7 seconds (Range is about the same as an evolved Kha'Zix Leap)

Bound - Chain channels for 1 second (he swings Ball around his head, preparing to throw) then tosses Ball to an area, dealing 40/65/90/105/130 (+20% bonus health)(+25% AP) magic damage. After a 0.5 second delay, he pulls himself to Ball, fearing all nearby enemies for 0.75 second. He does not become Unbound during this time.

Unbound - Chain summons Ball to him. All enemies struck by Ball will be dealt 50/75/100/125/150 (+10% max health)(+75% AP) magic damage, and will be snared for 1.25 second. Chain will then become Bound.

(Remember that Chain will have only 25% bonus health when using Retrieve)

E - Arc of Pain Cost 45/60/75/90/105 Mana Cooldown 10/9/8/7/6 seconds

Bound - Chain swings Ball around himself, dealing 60/75/90/105/120 (+5/8/11/14/17% bonus health) physical damage, and gaining 5/10/15/20/25 (+1 per 100 bonus health) Armor and Magic Resistance per enemy hit, with a maximum of 25/50/75/100/125 bonus. The amount gained is halved for minions, and lasts 1/1.5/2/2.5/3 seconds.

Unbound - Chain lashes out at all enemies near him, dealing 60/75/90/105/120(+100% AP) magic damage, and becomes stealthed for 0.5 seconds per enemy champion hit, with a maximum of 2.5 seconds.

R - Desperate Call Cost 10% Max HP, 10% Max Mana Cooldown 60/45/30 per Ball, not affected by Cooldown Reduction Ammunition 1-3

Chain summons 1-3 extra Ethereal Balls (using his entire current ammunition and resetting the ammunition cooldown timer to it's highest value) , empowering his spells up to 30 seconds.

Slingshot - Chain is able to launch all of his Balls. His Bound Ball will be launched last. When an Ethereal Ball hits an enemy champion, the Ethereal Ball deals normal damage, then explodes (being consumed) after a 1.5/1.25/1 second delay, stunning all enemies in the blast radius for 0.5/1/1.5 seconds.

Cast - Chain is able to Cast up to four times, depending on how many Ethereal Balls he summoned. If an Ethereal Ball hits an enemy champion or neutral monster, they are not dealt any damage, and the cooldown for Cast is reset, the mana cost is refunded, and Chain is healed for 5%/10%/15% of his maximum HP. This will consume one Ethereal Ball each time it occurs.

Arc of Pain - Chain deals 120/150/180/210/240 (+5/10/15% bonus health) physical damage to all nearby enemies, and he gains the normal Arc of Pain armor and magic resistance. Each time an empowered Arc of Pain hits an enemy, it will consume an Ethereal Ball, but it will consume no more than one Ethereal Ball per cast.

Item Synergy:

item 3083 A TON of bonus health, giving him much stronger abilities and autos.

item 3748 Great for dealing extra auto attack damage with a flat hp build.

item 3053 A lot more survivability, and a nice little damage boost.

item 3027 Viable, yet risky. Gives a decent amount of health, and a nice bit of AP.

0 Comments