Champion Concept: Automa - the Magical Machine

Gilgayu·1/5/2019, 5:54:11 PM·1 votes·1,755 views

(I will eventually add on to my lore, as currently it will be really inaccurate. I have to read a few official lores, Heimerdinger's specifically, before deciding what this should be)


Lore: It has been ages since Zaun and Piltover worked together, yet the notorious advances Zaun made over the years caught the attention of the ingenius scientist, Heimerdinger. Driven by his own madness, Heimerdinger traveled down to Piltover undercover, but how long can he remain unrecognized? For he is a well-known figure all across Runeterra. Despite the danger of being kidnapped (he is short...), he knows meeting that person will make all the danger worth it. The one who is the very definition of technology, the one who dared to experience on himself and rise above the others.

He came to meet Viktor.

Neither of them give each other a pleasant first impression, and they both know it. But that did not matter --- nothing can stand before the madness of science. In just a few hours, Heimerdinger was able to illustrate a blue print. It was of a machine, of a animal, of a monster that will destory Piltover if not the world. It is a project that can only be done here at Piltover, combining the power of hextech and chemical. (To be continued... I will finish this eventually...)


Roles: AD on-hit brusier, mage Positions: Jungle, Top

Base Stats:

Health ---------------------------------- 370(+110) HP Regen ---------------------------- 10(+ 0.8) Mana/Energy ---------------------- 700 (+ 18)/200 (I'll explain later) Mana/Energy Regen --------- N/A (explanation down) Attack Damage ------------------ 50(+7) Attack Speed --------------------- .5(+.05) Armor ------------------------------------ 33(+3) Magic Resist ---------------------- 40(+1.2) (this abnormal amount has to do with his lore, I'll finish it eventually...) Movement Speed -------------- 350 Range ------------------------------------ 250/ x? (I'll explain later) ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Passive: Infinite Enengy - as a product of ancient magic and advanced technology, Automa's abilities use mana, but he also uses 4 energy/second by moving/attacking. For every minion he kills, he gains 3 energy, for every monster he kills, he gains 5 energy (10 for large monsters), and he gains 200 energy for every champion kill. Upon leveling up, he also gains 50/70/100 (level 1/7/13) energy. He also steals 2 energy (if the target he is attacking is also energy based, it becomes literally stealing) for every auto attack (work on all units, even wards and plants)

Self-Sustain - Automa cannot gain mana from any source beside going back to base(Blue buff will increase his energy gain by 1 everytime). Whenever he uses up his mana, his location will be shown on the mini map (even if the enemy doesn't have vision of him),he will enter a statis (similar to hour glass), use half of his remaining energy, multiple it by 3/4/5 (level 1/7/13), and make it into mana.

Fuels - Items that give bonus max mana will be stored as fuels with 1/4 of its original value, and everytime you used up all your mana, you will automatically regen mana from your "fuel tank" without having to expose yourself by converting energy into mana. The fuels are also single use, meaning if you bought item 1027 , it will be kind of like a comsumable ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Note: %AD mentioned below means % bonus AD ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Q: Legacy - Passive: Unlocking this ability will changing your auto attack pattern into the alternating:

  1. 250 range melee attack that will give a stack of targeted that last 5 seconds (refreshes when you stack another one) and will let you do 4/5/6/7/8% increased damage to the target, there is no max stack. You can stack on multiple targets at the same time (the target will have an icon above there hub, since it is a debuff, to see how many stacks they have currently)(you will only have this if you didn't unlock this ability)
  2. 550/580/610/640/670 range ranged attack that deals 15% of your ap as bonus damage, ignoring 6/8/10/12/14 % of enemy's armor and mr.

Active: Using your creator's arm, you will deal magic damage to your target (point and click) and slow them by 10% (+5% for every 100 ad) for 3 seconds Using this over 3 times within 62/57/50/44/38 seconds will overheat the arm (stopping the cd for 10 seconds) and damage yourself for 500% of your current energy. So for example you overheated when you have 120 energy, you will then take 620 true damage as punishment Damage: 30/50/70/90/110(+5/11/17/23/29%AP) || Cooldown: 16/14/12/10/8s || Cost: 40/40/45/45/50 mana ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W: Toxication - Can be toggled on/off. Your consumption of energy will be tripled, and you will in turn be able to gain 3/4/4/4/5 energy and 10/12/14/16/20% (+5% for every 200 bonus health) movement speed for 1.5/1.4/1.3/1.2/1.1 seconds for using pattern 1 auto attack. Your pattern 2 auto attack will also apply damage over 1.5/1.4/1.3/1.2/1.1 seconds.

You also lose 5/6/7/8/8% of your health every second, but you will gain 8/10/12/14/16% life steal and spell vamp Damage (pattern 2): 15/25/35/45/55 (+4/5/6/7/8%AD)(+10/11/12/13/14%AP) || Cooldown(time before toggling on/off): 2.5/2/1.5/1/0.5s || Cost: 20 mana right away, and then all the conditions ticking every second ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E: Pew... Boom - Using hextech technology, Automa will fire a laser (Ez's q style but slightly faster and thinner, jhin's w's range, it also passes through units), and 2/1.7/1.4/1.1/0.8 seconds later, it can be cast again for him to leap to where your mouse is up to 600 units (or you can also just leap right on top of one of the enemies hit by you, regardless of range), deal aoe damage, and fear all enemies in the radius (350) for 0.3/0.4/0.5/0.6/0.7 seconds Damage (Laser): 40/55/70/85/100 (+40%AP) || Cooldown (starts after first cast) 27/23/19/15/11 || Cost: 100/120/140/160/180 mana Damage (Leap): 20/27/33/40/47 (+40%AD) || Cost: 10 energy ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R: Mission: Massacre - Passive: While Mission Massacre is not on cool down, you will gain the following buff.

  1. Your auto attack will do 20% of your armor and magic resist as bonus ad (pattern 1) or ap (pattern 2) damage.
  2. For every % of hp you are losing, you gain 0.2/0.3/0.4% damage reduction

Active: You gain 15/20/25/30/35% damage reduction, 15/25/30% movement speed, 35/50/65% attack speed, and 5/10/15% lifesteal and spell vamp. Your energy cost will also be doubled during this duration. These buffs will only end if you run out of energy (remember, fuels are only for mana), and then you will enter statis, though this time vulnerable and all of you existing armor and mr will be halved. After surviving 15 seconds of statis, you will revive at 50/75%/full health, energy, and mana, and all of your stats will be increased by 6/8/10% permeantly. If you die during the duration (so before statis), you will lost 10/8/6% of all your stats permeantly. Cooldown (starts after cast) 140/120/100 seconds || Cost: 100 energy

Note that:

  1. When you enter statis (because of your ult), enemies over 1200 range from you will gain 100% movement speed when moving toward you (ms steroid ends when they are within 1200 range). This prevents using this ability at a safe place just to get that permeant stat bonus.
  2. You can't cast your ult within the farthest turret your team has, what I mean is that for example, if you have all your turrets, you have to cast this ability over the river. If you lost all your first turrets, you can cast this as close to your base as the buffs on your side of the map. This prevents player from just casting this in base for the stat bonus.

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Special thanks to ChaosReyn. He(she?) inspired me to start making my own concepts, and he got some really cool concepts of his own.

I also made another post about possible new items, if you guys have time, check it out.

Well, that's it. Hope you guys enjoyed. This is my first champion concept, so the numbers will probably be really off....

5 Comments

nasu0101/6/2019, 12:32:40 AM3 votes

Deep breath.... OK so after reading through this post I've come across a couple issues so before we break down this concept ill commend you. Good job on a character utilizing/alternating between melee and ranged, interesting mechanic for converting mana and nice set of abilities. Now though I commend you there are faults, this is your first champion so this is where you learn/start learning about the limitations of concept creation, So let us begin, firstly am not going to tell you about formating but a nice trick is to insert x3 "-" in an empty line to get

Also make use of the tools on the mini bar provided by the board all the icons have very nice and sometimes needed effects e.g. alfa

Breakdown Firstly I'd say that your champion is still lacking further explanation and not lore wise, you listed off some abilities and their alternate effects yet left out how exactly it happens/ how to make it happen this refers to the Q . now I noticed that you also tied this alternation into all his other abilities but am not sure if you realized but this only applies until you take your q meaning until lvl 3, so my question to you is why did you focus on it so much? The explanation for how this ability works is missing, eg the way you described the laser and leap, also this draw back seems to overshadow the benefits of the ability however it is a draw back so it can stay.

Now on to your w Toxication, this ability seems to be contridicting. the fact that there's a limit to your increase while still being drained of mana contradicts the purpose of a toggle, so here's how I'd make this, add your alternation as a passive here instead and remove the movement speed limitations, you already don't get that much speed so you might as well make it last so I'd actually raise the ms to 30% while toggle is active but scale it with lvl so it would be gains 10/15/20/25/30% increase ms and since I'd have the switch here he's now more mobile and ranged while its on but it drinks manager like a hummer on 10 miles.

I don't really get the reason you focus oh him running out of manager for him to have 2 backup sources but this is the nature of your concept and I respect that so on to the passives for a bit,

his basic movements (attack, move, dance...) uses 1 energy/second and 2 energy/auto attack. For every minion he kills, he gains 3 energy, for every monster he kills, he gains 5 energy (10 for large monsters), and he gains 200 energy for every champion kill.

Hmmm i guess i get the concept now but champions don't normally have both mana and energy bars so change the "energy" to charge basically the same thing but terming it different helps since it doesn't regenerate on its own, my next question, why is he a top lane? Out side of his r he has no real sustain, nor does he have built in defensive measures so why top i see this more as a mid lane skirmisher or if you implement the change to his w an off and on ADC like Jayce , now the fact that you want him jungle is allowable but again sustain is in question, if he had an AS boost then fine but still jungle can work, he has that leap in his E to help with gap closing as well as the w, which brings us to his E.

Automa will fire a laser (Ez's q style but slightly faster and thinner, jhin's w's range, it also passes through units), and 2/1.7/1.4/1.1/0.8 seconds later, it can be cast again for him to leap to where your mouse is up to 600 units (or you can also just leap right on top of one of the enemies hit by you, regardless of range), deal aoe damage, and fear all enemies in the radius (350) for 0.3/0.4/0.5/0.6/0.7 seconds

This is one of his better abilities but needs the most work first off you again need to explain how it works clearly you did a good job here but still missed important pieces, secondly range is a defined metric in this game just like how we have gravity, you cant go around it, not unless you can create an anti gravity influx but were not here to talk about quantum physics, I'd say this if you want the leap you have 2 options 1 have it so that you leap to the lasers end point or have the laser mark a target which is how you avoid gravity but this is the hard part if it marks for a leap then it cannot pierce otherwise there's the problem of multiple targeting, i can probably find a way around it but that might have a fee, so there's part 1 of the leap, part 2 is where I'd say is a bit too much (lol and that's coming from me lmao) any ways the problem here is the R, R is really already broken but it also brings this into this ability specifically, since its a 2 part ability, you fire the laser then recast to leap this is broken if it has an Aoe fear, don't get me wrong i get why but it makes this character seriously overloadad, so I'd change this to either a stun affecting the landing zone, or a knock back pushing them out of it, both can actually work imo but its your call remember we are toning down the E, {NB}( i am not mentioning numbers since they are always subject to change and most likely someone else will help with that).

And now for the finisher, or in this case the mode, i get that you wanted to do a terminator kind of champion here but this mode is completely broken if its supposed to be his engage, like i said earlier it is overloaded

Passive: While Mission Massacre is not on cool down, you will gain the following buff.

Your auto attack will steal 5/6/7/8/10% of enemy's movement speed, ad, and attack speed. When Self-Sustain becomes active, you will gain 30% damage reduction when the statis effect ends and 70% movement speed buff. Your auto attack will do 20% of your armor and magic resist as bonus ad (pattern 1) or ap (pattern 2) damage Active: You gain 15/20/25/30/35 damage reduction for 4 seconds, all your abilities' cd will be halved during the whole duration (Q will not overheat). You will also gain 30% movement speed, 60% attack speed, and 25% lifesteal and spell vamp. Your energy will also be infinite during this duration, but you will enter statis(this time vulnerable to enemy attacks) after the duration ends. If you die during the statis or the duration, all of your stats will be increase by 2/4/6/8/10% permeantly.

The passive grants a random buff, the active grants damage reduction, all abilities get half cd making this guy walking URF, he gains ms life steal and attack speed, which is already a mode in it self, he has infinite energy and no longer has the draw back of overheating, (if any thing I'd say this is where he needs it), and in The event that he dies die he still gains extra stats boosted permanently, the fact that I was still listing after calling him walking URF should be reason enough to understand that this is going too far.

Breath...... Sigh, now don't get me wrong this is an interesting concept and again its your first so congratulate yourself that you even put all this together, we as a community always help and welcome new concept creators since it helps us develop our interpretation skill and gives us the chance to guide others with critic, now I'd say that you have some work to do on this champion but go ahead and do it see where you can make tweeks what can be adjusted so that it follows the idea you have in your head.

Ill link my gallery which i suggest you create if you are going to create other concepts

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Eal50gAL-nasu-010-concepts-gallery

Ill also add a link to Mr. Voidlings gallery

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/ymj1MEPc-all-my-champion-concepts

Check out the galleries if you want to understand more on how to implement what and for inspiration if your stuck on something.

And again welcome to the community were glad to have you [zombie-brand-clap] So see you around the boards [vlad-salute] Nasu the frozen signing out

ChaosReyn1/6/2019, 7:34:25 PM2 votes

OK...I see you've met Nasu. That guy in addition to Voidling, myself, and a couple others are pretty much the C&C Spam Squad of concepts. Between the three of us (Void, Nasu, and myself) we've probably make close to 50 concepts since December alone (with Voidling leading the pack at 20+ within the month). First rule of concept creation feedback: take everything a critic says with a grain of salt, but also take it very seriously. ESPECIALLY with Nasu: he knows his stuff, and is probably the most analytic of us. Introductions out of the way. Time for my own analysis as well. Don't think I'm gonna go easy on you because of a shoutout. :P

On their own, your base stats are close to balanced. You're compensating having higher early resistances by having lower HP, but by late game, that balance is caught up on and he's a little beefy. his attack stats are fair. A little on the lower side on damage, but compensated for with AS, and with the beefiness of his natural stats, it makes him focus more on being defensive early anyway. I like how those stats are set. It makes you have to build into HP/Attack items and try and chill early...at least if you look at them on their own. I'll come back to this later. :P

Passive seems balanced enough when looking at your mechanics and your Self-Sustain...though charging energy for a dance emote, even if it is aesthetic, seems sort of troll. Then again, spamming /d, /l, etc is also troll, and often times used in bait strategies...balanced? I'm assuming his energy at least has to have some sort of recharge mechanic to it...otherwise, just getting to lane leaves you at an average of half energy each time, with the exception of the very first run where you have homeguard bonus. I'd just go ahead and take the energy drawbacks out and treat his energy like a normal energy champion (200 energy at a regen rate of 5/s) as this concept is already overly complicated.

When it comes to your fuel sources though, I have a couple clarity questions...but I also hereby declare I can break your concept. These only recharge on going back, correct? And using fuel sources works one at a time, I'm assuming...so if I decide to buy 6 mana items, I get to have 6 separate recharges (of varying amounts of mana) before being left in stasis? What happens when I'm somehow stuck with less mana than I can cast with? This is a question I'm specifically asking because of Eltra, but also because of how the fuel system is set up. Nobody has a way of stealing/draining mana in canon yet...but were they to make a champion that could, and they end up leaving your champion with 8 mana instead of 10...you couldn't enter stasis, but you also couldn't cast. Will fuels/stasis work if someone like Eltra drains your mana to 0 instead of you doing it yourself? And while we're on the topic of fuels, let's talk about RoA and ArchStaff, both of which can create odd numbers as they charge over time, and both of which are pretty essential mana building items if you're taking the "spam mana" route. Sure, by the time they're finished charging, they make round numbers...but when they're still charging, what is 1/4 of their value? They can give you awkward numbers that make this same Eltra conundrum I'm worried about, for a more relatable and canon example. Also, the (+18) on your base mana causes this same issue passively...oof. This on its own can theoretically break your champion in lane - leaving him unable to cast, but also unable to recharge as he can't cast to proc the effect of fuels/stasis. If you're going to run it like this, remove the base mana gain, and make up for that by scaling your fuels to 1/4||1/2||3/4 (upgrade this at 7/13) and make sure to iterate that if you still have fuels, you can cast from them, allowing you to still cast things at lower mana...leave the part where you can't use stasis if you're sitting at an in-between - this forces Automa to have to leave lane when he's out, which also helps to balance him (it?) especially in your early game.

I understand the confusion Nasu had with your Q...but all of that confusion is sort-of cleared in knowing that before you unlock your Q, you only have type 1 attacks, and that once you unlock the ability (likely at lv 3 for the sake of consistency) you have no control over it - every attack will uncontrollably alternate between a short ranged attack, then a long ranged attack, similar to how Kled's W proc will go off regardless of anything, or how Gnar can't control his transformation. For the sake of balance, I would say to remove the true damage bonus until after you unlock the actual ability. dealing true damage from the very start of the same onward would simply be obnoxious. By the same comparison, your ranged auto bonus seems extremely weak. My suggestion would be to deal 5% true damage on attack 1, and ignore 5/7/9/12/15% of AR/MR on ranged auto...this will at least spread the balance, and make people more liable to level this first (though they will still probably only put their first point into it at lv3) like you expect them to. "What do you mean, they wont take it til lv3? My W is built around it!" Let me explain that in talking about your W now.

The reason people are going to take this ability lv1 and abuse your champion is because of how your current Q is worded. "You will only have your shorter ranged attack that applies 10% bonus true damage until you put a point into this ability." This is also why I suggest you take the true damage away until you put a point into it, and why I'd have you lessen it overall once you do. This ability, the way you have your champion written, means that Automa just simply runs into lane, toggles this on, bullies you with his constantly empowered autoattacks while gaining the movespeed to keep in range and harass you, and essentially always win early trades even at a range disadvantage. Yes, it costs more energy to keep up with them, but all Automa players have to do is burn most of that energy, walk away with this toggled off (and still under a MS bonus) while he's got less than 15-20, and passively wait until it recharges to go do it again. With the concept of just changing his energy to work like normal, this aspect would be even worse if you considered energy as normal but left the bonus true damage on his basic attack...even if you nerfed it to 5% and insisted it stayed. in addition, once you do hit 3, you can pretty much literally right click an enemy champion, take your hand off the mouse, do something else that doesn't take your eyes off the screen, and unless you ended up under their tower or ganked, you've probably won your trade and killed them. As is, this is a bit overtuned in conjunction with his Q's current setup.

I actually like your E. It's actually fairly well balanced; even if you don't use the second half of your E to gapclose and resume your auto spamming, you can use the laser as a farming/harassment tool as you move your way up, and your leap as a clutch escape. Honestly, the leap's base damage (though not the 40%AD ratio) is pretty weak, so I'd imagine that's probably exactly how I'd use it - to leave instead of engage. Laser is expensive, but balanced. Considering the active on your Q though, I'd definitely leave it as is. The laser portion of this ability is about what you want to envision balance-wise.

Now for the part of this champion I'll just call straight up god-modding: your ultimate for starters has both far too much going on, and literally rewards you for intentionally feeding whenever it's up. I'm not going to rag on you any further than that - it's your first concept, and it's obviously not your intention to make a champion that gains bonuses for trolling their own team, so I'm just gonna move to my suggestions.

  • Keep only passive 2 off of your list. It's fair, its balanced, and it's easy to scale to 25/35/45% redux and 50/60/70% MS buff to make it feel more impactful without causing too much trouble. Since we're getting rid of the other two passives, and since you should probably have at least a couple of fuels to keep you out of stasis by this point, I think this is fair.
  • You only need about half of what you have on the active. If its supposed to be about going in and murdering people in a short timeframe, I'd go with keeping the damage reduction and attack speed. You'll already have the bonus MR from your Q, and you don't need an ability that gives you LS/SV and godmode resource spam on a champion like this one.
  • Obviously, the reward for dying in this mode should be removed. People will literally hit 6, run it down, and gain bonus stats every time they do until they're unkillable...but at the same time, this means you fed the enemy team, so it'd literally be a 1v9 situation cause your team will be overpowered by them getting free kills/assists off your antics. This also completely destroys any balance to your base stats...remember I said I'd come back to them later.

Between me and Nasu, this will be a lot to take in...but I hope you stick with it. Don't let "negative" criticisms dissuade you from trying to fix or create more concepts - there's a difference between seeing a poor review with constructive feedback and people being toxic. We're not trying to bully you. In fact, there are several parts of your concept that are both unique and pretty cool. But there's a couple holes and a lot of fine tuning that should probably take place.

ChaosReyn1/5/2019, 6:10:14 PM1 votes

There are a lot of complex parts to this. Alternating between short and long range autos, having little meltdowns. Most people will be highly intimidated just in trying to read this concept. That doesn't make it a bad one...it just means I'm gonna need time to actually analyze this concept to give an honest opinion - something I usually only have to do when Voidling makes something equally splendiferous. xD

And considering that I leave here soon, and literally just finished making my own overcomplicated mess in the form of a duo of Void champions inspired one part by Cho'Gall from HotS and one part from DBZ (Fuuuuuuuu....sion....HA!!!! :P) I'm burned out at the moment, so my official critique will have to wait. :D