The support that kills everyone, friend or foe

xdDXDxdXDdxdxDdx·2/28/2019, 7:36:49 PM·2 votes·1,320 views

I was thinking about a concept for a really strange high risk high reward support / jungler built off of the concept of bounties and gold distribution With the only purpose being to mess with the bounty system in strange and creative ways, while also using him to be able to piss off teammates and enemies while overall helping the team by doing so

I call him the game master

Passive 1 - gives him the ability to toggle between applying his cc to an ally or enemy champ, (you'll see why) Jungle passive, (requires smite) "THE BETS ARE IN" Allies and enemies place bets on who they think will die the most within 10 minutes, marks work like kindred passive, but disappear for 10 minutes after a mark is set, icons of whoever have marked a person show above the champions head for 10 seconds before dissapearing, you can check marks by looking in the tab menu, shows when hovering above a champion icon, who they have marked and who has marked them, ever one who marked the player, friend or foe, recieves 400 gold flat, people who bet wrong lose 8% of the gold they currently have to the dealer, does not apply to players in debt until they have at least 500 gold, part 2 of this passive is called "raise the stakes", players who win the bet immediately have a bounty of 450 to 1000 based on the duration of the game. As a way for losers to redeem themselves, all is fair in the eyes of the game master.

Q - I do it to help you win. fires a line skillshot pull stopping on the first enemy hit, yes another pull. during the duration of the pull the target champion is untargetable regardless of whether its an enemy or teammate. enemies take a dot effect for three seconds dealing (40, 60, 80, 90, 100, 120 damage + 50% ap scaling) each second for 3 seconds while healing allies for (20, 30, 35, 40, 45, 55 hp + 15% ap scaling) each second for 3 seconds. Quick sidenote the pull works kinda like a scarner r and thresh q combined except the champ hit is pulled slowly 300 unit and you can move backwards at 50% ms , the duration lasts 1.4 seconds cool down is 13 seconds at level 6, 20 seconds at level 1

W - unnamed Champion hides within a unit, can hide inside of champs, ally or enemy (based on passive), minions, non epic monsters, jungle plants or towers. Can leave the unit and enter another one up to 3 times. Can stay inside of a unit for up to 3 seconds, deals 70 damage flat to enemies with up to 70% ap scaling based on level, deals 25% of a minions max hp, ally or enemy, based on passive, can only enter ally champs when his passive is set to ally cc, hiding in allies does no damage, and can only damage enemies on enemy cc. However can enter enemies while doing no damage on ally cc mode. Switching passive while inside of a unit creates a small explosion, can damage teammates if not careful (bad mechanic, can't decide if to remove it to balance it), explosion deals 100 with 25% ad 25% ap scaling. For the explosion imagine a telefrag from other games.

E - seek out the winner Dashes in a crescent like a Diana q, cannot be done within 1 second of exiting W, stuns the first champion hit (based on passive, damaging enemies while shielding allies. Deals (100, 160, 240, 320, 400 + 20% ap scaling) to enemies, shields for (50, 100, 140, 180, 220 + 20% ap scaling) micro stuns first enemy champion hit. Cool down is 9 seconds at level 6 and 15 seconds at level 1

R - "we keep our riches, you keep yours, save the real fun for the betting portion." Executes a champion, evenly splits bounty gold to whichever team the champion was in while giving 300 gold to yourself. Deals 30% hp as true damage scaling with 5% per 200 ap, works as a small skill shot dash that when hitting enemies does a 1.5 second channel while the champ says some quick 1 liner if the enemy is within execute hp, killing an ally is considered an execute, like getting solo killed by a tower, splits the bounty gold with everyone on your team except for the person killed ( to prevent mega snowball games) but also gives 300 to 500 gold to whoever on the enemy team did the most damage to that ally based on damage and overall bounty. Basically you can kill your own teammates to prevent the enemy from getting the full gold from a bounty, overall gives everyone in the game more gold. Can win a team fight if you kill an enemy carry or can stop an early snowball by executing a feeding teammate whenever he decides to run it down mid, killing an enemy / ally with no bounty gives nobody anything but gives you a kill and exp. If you're stupid you can even execute epic monsters dealing up to 1.5 k true damage at level 18 this ability only has 1 level, gives your q and e 1 additional level. Also cooldown is 120 seconds flat.

I want to know opinions or ways to balance this concept, I was thinking this would be a play making support that could also be played as an assassin jungler to get full use of the r, w and passive, due to you being able to make some pretty crazy ganks and counter ganks by hiding in plants when enemies need health or are trying to get away. This champion was a concept to just make the biggest game controller in the game, who can make or break a game depending on everyone.

2 Comments

VonToothskie2/28/2019, 8:49:56 PM1 votes

cool idea but people would just troll and harrass teamates. people already abduct you as tahm kench for lulz, which is not only annoying but can ruin your teams chance of winning