[Champion concept]

SdeIncognito·3/9/2015, 7:10:38 AM·4 votes·636 views

Hello, my name is Sergio, and eventually I want to apply for the job of champion designer/member of the balance team in Riot Games, and for my application to work off I want to design a champion from the basic concept to the art and, even the 3D model and animations.

First of all, I wanted to create an AD assassin that had a really defined set of weaknesses and strengths that defined his gameplay pattern in a way that, while being a versatile champion, was fun to play, and to play against. I was watching the PAX when the concept of "Ranged Udyr" hit me during this interview so I decided to do an Udyrish champion, because the pattern wasn't as standard as a poke mage, or marksman, for example, so I decided to do an AD assassin.

For the Lore, i feel I need a lot of work on that, but for now the only things I can tell is that the champion comes from Ionia, and emigrated to Piltover during the war, and was amazed by the Hextech there, but his lack of knowledge of the discipline made him adapt his skills (energy bending) to the looks of piltover items. He creates his weapons using energy, and eventually will be his resource probably. I have not decided that part until I test it on the Unity program I will do just to take a feel on what is good and what isn't on this champion.

His Kit:

Passive: soft hands: His autoattack damage when he has not a weapon on his hands is 20% weaker, and 20% higher with a weapon on them.Weapons have a lifetime of 4 seconds before they disappear I think he has a good set of skills and needs something he can be taken advantage from in lane, this is a weakness that can be exploited based on his cooldowns, like, for example, a riven

Q: Swift sword: Haru creates a sword on the target location, with his second cast, he dashes to the sword and grabs it, with a third cast he dashes through a target dealing physical damage and reduces the cooldown on this skill by 40%. It's his mobility tool, but I do not want it to be a raw, click and move 2 times skill, I want this to be an engage tool, so the cooldown is way higher if he does not engage on someone

W: Vapor Hammer: On first cast: Haru equips a hextech hammer, having adicional damage on autoattack but reduced attackspeed. On a second cast: Haru swings the hammer using all the weight on his body, knocking his target and himself back some distance. Think it like Quinn's E and Jayce's E. A disengage tool that can't be comboed to InSec in teamfights since you misposition yourself WAAAAY to much to make it a thing.

E: Righteous Bow: On first cast: Haru equips a huge Ionian Bow, gaining aditional Basic Attack range for 2/3/4/5/6 autoattacks, losing 20 movement speed. On second cast: He charges an straight line Arrow that bounces on walls for a number of bounces based off the remaining arrow casts.I thought on the second cast a lot, I thought on an arrow that pierced through as many targets as charges remained, but this is way more fun to play around. Way more fun. I will test it a lot since it can feel really bad to see a wall, and say "Yeah this definitely will bounce this angle" and then it goes on a random direction due a spaghetti code problem, so it might be a good skill theoretically but unusable on the practice, so this is really open to change.

R: Ethereal Arsenal: Hanzo empowers his other Abilities and loses energy costs: After hitting an enemy with an ability, the weapons stay pinned to the enemies

R+Q: Hanzo creates 3/4/5 swords around target, refreshing the Q cooldown each time he second casts it, doing. R+W: Hanzo Hits the ground, creating a shockwave on a cone before him. Enemies receive a higher knockup based on distance. After the shockwave, the area has a huge slow zone due to the gorund being broken. R+E: Hanzo shoot a set of arrows on a really fast pace Think Velkoz R with arrows just coming one after the other stopping on enemy hit.

After 3 seconds the pinned weapons explode doing damage increased on the number of weapons per person Note: this is a single target worthy skill, which means, that the shots do way more damage if are on a single target. picture like 4 shots on a single target > 6 shots on different targets

I need a lot of feedback to make potential changes (This is a really early set that I scrapped off a few hours ago).

2 Comments

Faïez3/9/2015, 9:17:23 AM1 votes

Pretty awesome kit, would love to have this in game.