Champion Concept: Glitch - (Feedback Requested!)

GGumby·5/4/2016, 10:55:02 PM·1 votes·421 views

Lately I've been tossing around the idea of a globally present Support champion, with an incredible early game and rather lackluster late, somewhat along the lines of a less overwhelming Twisted Fateish support. A champion that can support multiple lanes at once, yet doesn't hold an insane presence in either. Here me out with this one, as I have no idea how this would actually work in game with numbers and balance issues, but I think it'd be an interesting kit to say the least. The theme and passive of the champ I'm iffy about, and this idea is still in the early stages, but I think the overall concept to be a unique one.

Glitch Thematically the champion would be what I would call a "glitchy Tron" sort of feel, with the character constantly phasing out between reality and a virtual reality they created. I'm always partial to the genius yordle kind of trope, so I'd imagine a Ziggs/Heimy sort of scientist who fucked around with some sort of virtual world and the experiment went bad, shit along those lines. Sort of leaning towards a female Yordle, as there aren't any female Yordle inventors that come to mind yet, but I unno. It's really just the first kind of theme I saw working with this, I might change my mind of it later when I flush it out a bit.

Passive - The Reality Principle Now with this sort of theme I had a passive in mind almost identical to the new Malzahar passive, which is kind of upsetting. I pictured it perfectly where the champ, after a few seconds out of combat, would begin to phase out of reality and become transparent. From there either CC wouldn't work or damage wouldn't hit, but I think Malz already has this to himself so I won't attempt to take it. As a backup I was thinking something along the lines of minion aggro not pulling from auto attacks. Along with the "global presence yet not really there" sort of feel, it would allow the champ to harass with autos easier as well as give it that feel of not quite being in reality. I'm not sure how unbalanced a change like this could truly be, maybe having it only work for a set number of autos and after a good chunk of time out of combat, but again the passive and theme are where I'm less than confident on.

Glitch's Q Glitch's Q teleports Glitch a small distance forward, forcing glitch to teleport back to their original position after 2 seconds. Glitch can recast this spell at any time to return to the original position early. During this teleport, Glitch loses their ability to cast ranged auto attacks until they either return to their original position or melee the opponent. Upon physically touching the enemy, that enemy becomes glitched, being stunned for 1 second.

I want this to be usable as a dive to maybe dodge skillshots, but I don't want this to be a Leblanc style escape mechanic. Firstly, I want glitch to be forced into taking a risk to apply any CC, making them get close to the enemy first. Secondly, as a Champ with complete global presence, I didn't want to make them insanely mobile as well, which is why the Q forces you to return to your original starting position. Now I'm torn between it being a slow or a stun, as I'm not sure if a global presence should also have hard CC. If it's a slow, then the auto will merely be a ranged attack. If I end up going with the stun, I'll remove Glitch's ability to cast ranged auto attacks as explained above. Forcing them to physically touch the enemy champion and make them "glitch" as well, which I think would be thematically fun.

Glitch's W Now this spell is Glitch's staple move and what makes Glitch, well, Glitch.

Glitch generates charges of W over time, able to hold up to 2 charges at any time. Casting W places a small device on the ground, doing nothing until a second device is placed. Once a second device is placed, a small portal appears above it, linking the two devices together. By right-clicking the portal, Glitch teleports to the other portal, closing the portal behind them. The portal must then recharge before Glitch can take another ride again (and I'm think a good 30-40 second cooldown on this recharge, maybe more). Glitch is the only champion who can jump between these portals. Portals can be destroyed by three enemy champion auto attacks. These bars of health do not replenish automatically. A portal can be repaired if Glitch casts W on an already existing portal, consuming a charge of W.

THIS is what makes Glitch the multi-lane support I envisioned. Starting with W and throwing a portal off somewhere early, near either mid or top lane most likely, sets the pace for the rest of the laning phase, allowing Glitch to help the other lanes that may need the help, or to even pull off some crazy coordinated ganks/invades with some solid team work. The portal closes behind Glitch for a while, however, so Glitch isn't able to just pop in, pull off some stupid play, then just teleport right back out to safety. Teleports must be chosen well, especially when leaving a teammate alone.

Glitch's E Glitch can cast E on either an allied or enemy champion, lagging the Champion out. If cast on an enemy champion, that champ is moved back to the location they were previously at 1 (2?) second ago. If cast on an allied champ, the same effect applies, as well as restoring a small portion of health if they recently took damage.

Again, I want this to be risky for glitch, forcing them to touch enemy champions physically to cause the "glitch" as an odd form of CC. I don't want this to be an interrupt, so it wouldn't stop channels, it would merely move the enemy champion back a little bit. The healing aspect I think would be a good small touch to create that more Support sort of feel.

Glitch's R _Glitch's ultimate creates charges over time, allowing Glitch to store up to 2 charges. This ability can be cast globally, with a cast functioning similar to Anivia's wall or Zyra's (new) Q, and a size roughly similar to that of Anivia's Wall at Rank 2. When cast, Glitch creates a small rip in reality, causing two portals to open near each other. After a small delay, the two portals envelop each other, dealing AoE damage to enemy monsters and Champions between them, slowing them for a brief period of time. _

Despite this being able to be casted globally, I want this to be seen as somewhat underwhelming as a spell outside of its global presence, with a relatively lower cooldown for an ultimate, maybe 30-20 seconds depending on rank. Now thematically I'm not sure about portals, or if I should go with something else, but I at least wanted this to get across the idea of a small global slow with a decent amount of damage, while also being harder to hit.

Definitely give me some feedback, yall. Obviously I've not delved deep into the Champions concept as a whole yet, as I'm still not entirely confident in the idea. If it proves to have a little interest though I'll definitely do my best to flush it out, from character theme to spell functionality. Thanks for any and all feedback!

1 Comments

GGumby5/5/2016, 7:08:28 AM1 votes

Guys I'm completely fine with everyone disagreeing with the concept, but come on. Throwing a downvote without the comment? At least tell me why my idea is a piece of shit.