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In order for your skill set to be considered for the next round, it MUST fit the following criteria:
-MUST have the words "FINAL SUBMISSION" before it, just to let people know that you're done fine-tuning your skillset. If you say FINAL SUBMISSION and later decide to edit it, just edit your previous post.
-MUST contain 5 skills - a passive and four other skills. While some champions have strange skillsets (
Udyr,
Karma), this is our first crack at creating a champion and I would greatly encourage sticking to the standard 1 passive, 1 ultimate, 3 basic skills template.
-MUST be CONCEPTUAL only, no numbers or statistics.
Here is an example of a suitable submission:
FINAL SUBMISSION
Passive - A passive skill that promotes a stronger champion based on how many enemies are present. Kinda like Irelia's passive, but offensively oriented.
Q skill - A ranged knockback meant for disruption. Targeted, but only a small knockback.
W skill - An area of effect spell that causes health degeneration in a certain area.
E skill - A debuff that prevents a target champion from being targeted by the skills of other champions for a certain amount of time.
R skill - A long-range skillshot that roots enemies.
Again, no numbers, nothing specific. We are submitting CONCEPTS ONLY at this point.
-MUST have the words "FINAL SUBMISSION" before it, just to let people know that you're done fine-tuning your skillset. If you say FINAL SUBMISSION and later decide to edit it, just edit your previous post.
-MUST contain 5 skills - a passive and four other skills. While some champions have strange skillsets (


-MUST be CONCEPTUAL only, no numbers or statistics.
Here is an example of a suitable submission:
Jebus McAzn wrote:
FINAL SUBMISSION
Passive - A passive skill that promotes a stronger champion based on how many enemies are present. Kinda like Irelia's passive, but offensively oriented.
Q skill - A ranged knockback meant for disruption. Targeted, but only a small knockback.
W skill - An area of effect spell that causes health degeneration in a certain area.
E skill - A debuff that prevents a target champion from being targeted by the skills of other champions for a certain amount of time.
R skill - A long-range skillshot that roots enemies.
Again, no numbers, nothing specific. We are submitting CONCEPTS ONLY at this point.





Passive - (Like
Ionian Fervor) Passively increases the effect of all debuffs (stun, slow, poison, silence, etc.) on enemy units by a percentage depending on the number of enemy champions present (i.e. 1=+5%, 2=+10%, 3=+15%).
Q Skill - (Like
Buster Shot) Single target ranged knock-up.
W Skill - (Like
Make it Rain) AoE that instantly deals damage and silences enemies still in the area at the end of the duration. It also decreases healing effects on enemies.
E Skill - (Like
Bulwark) Ally cast: Reduces all damage taken by a percentage and heals surrounding allied units for a percentage of the damage blocked. Enemy cast: Increases damage taken by a percentage and damages surrounding enemies for a percentage of the damage dealt.
R Skill - (Like
Prismatic Barrier) Launches projectile that deals damage and snares all enemies in its path and increases movement speed of all allies in its path.

Q Skill - (Like

W Skill - (Like

E Skill - (Like

R Skill - (Like

Personal habitual activites? Utilizing gargantuan idioms to fabricate intelligence.
"It's a colloquial shorthand that means the paradigm exists because of how the game works mechanically. Hence, "the Meta." Stop being a useless pedant." - PlayGooYa
"It's a colloquial shorthand that means the paradigm exists because of how the game works mechanically. Hence, "the Meta." Stop being a useless pedant." - PlayGooYa
FINAL SUBMISSION
passive:
enemies affected by this champions skills receive grievous wounds(reduced healing/regen) for a few seconds
q:
a basic damage ability that stuns the target, with the stun duration increasing depending on how many enemy champions are in a radius of the stunned enemy.
w:
a form of 'anti-shield', enemies shielded will take increased damage for a few seconds or until the shield breaks
e:
a small aoe burst that includes a minor knockback.
r:
an aoe that deals damage and slows depending on how many buffs the targeted enemies have active.
passive:
enemies affected by this champions skills receive grievous wounds(reduced healing/regen) for a few seconds
q:
a basic damage ability that stuns the target, with the stun duration increasing depending on how many enemy champions are in a radius of the stunned enemy.
w:
a form of 'anti-shield', enemies shielded will take increased damage for a few seconds or until the shield breaks
e:
a small aoe burst that includes a minor knockback.
r:
an aoe that deals damage and slows depending on how many buffs the targeted enemies have active.
I like things that make me feel stupid. - Ken Levine
FINAL SUBMISSION
Passive: Becomes ->briefly<- stealthed when many enemy champions are near.
Note: the duration is really brief - enough to run to the back of the enemy team or to run from the dragon's corner thingy to the nearest bush, for example.
Q: Short range (like Pounce) AoE Knockback + self speed buff + AoE damage. Can still run while using it.
Note: this can't really be used to initiate/gank, only to slightly separate a single target from the rest of his team, and to escape.
W: Passive "bonus magic damage on attack" steroid that scales with AP. Can be activated to increase the passive amount and to apply a debuff that disables usage of any friendly buffs on his target on his next attack (self-applying skills will not be disabled). Also cleanses all current similar buffs.
E: Medium-long range target skill that snares and damages the final target champion, damages champions on the way and has the snare duration increased on the final target according to how many champions were hit on the way.
Note: the base snare duration is below average, and the snare duration when 4 champions were hit on the way should be the highest in the game.
R: A single target DoT that also steals a % of healing effects from champions the DoT is applied to. Spreads between enemy champions like a flu, but with only half of the effect.
Notes: All skills scale with AP - this kit is meant to be for an AP Ranged DPS. There are no AS steroids in the kit because the amount of AS provided by the items this champion would prefer already give a lot of AS.
Also, this kit is actually a mix between an Anti-Carry and an Anti-Support. He might be too weak to be an anti-carry as good as Poppy, though. He's more like an Anti-Support that plays like an Anti-Carry.
Passive: Becomes ->briefly<- stealthed when many enemy champions are near.
Note: the duration is really brief - enough to run to the back of the enemy team or to run from the dragon's corner thingy to the nearest bush, for example.
Q: Short range (like Pounce) AoE Knockback + self speed buff + AoE damage. Can still run while using it.
Note: this can't really be used to initiate/gank, only to slightly separate a single target from the rest of his team, and to escape.
W: Passive "bonus magic damage on attack" steroid that scales with AP. Can be activated to increase the passive amount and to apply a debuff that disables usage of any friendly buffs on his target on his next attack (self-applying skills will not be disabled). Also cleanses all current similar buffs.
E: Medium-long range target skill that snares and damages the final target champion, damages champions on the way and has the snare duration increased on the final target according to how many champions were hit on the way.
Note: the base snare duration is below average, and the snare duration when 4 champions were hit on the way should be the highest in the game.
R: A single target DoT that also steals a % of healing effects from champions the DoT is applied to. Spreads between enemy champions like a flu, but with only half of the effect.
Notes: All skills scale with AP - this kit is meant to be for an AP Ranged DPS. There are no AS steroids in the kit because the amount of AS provided by the items this champion would prefer already give a lot of AS.
Also, this kit is actually a mix between an Anti-Carry and an Anti-Support. He might be too weak to be an anti-carry as good as Poppy, though. He's more like an Anti-Support that plays like an Anti-Carry.
I think combining all of everyone's 'final' ideas to create the actual final is easy enough. :)
Personal habitual activites? Utilizing gargantuan idioms to fabricate intelligence.
"It's a colloquial shorthand that means the paradigm exists because of how the game works mechanically. Hence, "the Meta." Stop being a useless pedant." - PlayGooYa
"It's a colloquial shorthand that means the paradigm exists because of how the game works mechanically. Hence, "the Meta." Stop being a useless pedant." - PlayGooYa
FINAL SUBMISSION
innate:
CAC 1 deals DoT damage instead of instantaneous.
this is to reduce healing efforts.
Q: toggle: deals true damage for a percentage of your attack (e.g. 80% physical 20% true)(costs mana)
w: chain reacting physical splash damage (think chain lightning)
similar to http://www.youtube.com/watch?v=aYb-8k1fpQY but less powerful/gamebreaking.
E: silencing skillshot (physical damage)
R: skillshot that steals one buff from an enemy for a period of time and deals magic damage.
(for example, this could take the damage feedback off of thornmail, but not the armor)
innate:
CAC 1 deals DoT damage instead of instantaneous.
this is to reduce healing efforts.
Q: toggle: deals true damage for a percentage of your attack (e.g. 80% physical 20% true)(costs mana)
w: chain reacting physical splash damage (think chain lightning)
similar to http://www.youtube.com/watch?v=aYb-8k1fpQY but less powerful/gamebreaking.
E: silencing skillshot (physical damage)
R: skillshot that steals one buff from an enemy for a period of time and deals magic damage.
(for example, this could take the damage feedback off of thornmail, but not the armor)
So far most of the skills i've seen are CC or have to do with CC/burst, which imo is OP on a support champion, especially skills with damage reduction/increased damage if you aren't careful.
Passive: Increases the effect of new effects on enemy champions around CAC 1 based on how many champions there are. (does not increase damage or scale with CAC 1's skills) (eg
Mark of the Storm Stuns for 2 seconds)
Q: Target Area deals a percentage of champions AR/MR and reduces bonus AR/MR by an increasing amount for each second enemy champions are in the area.
W: Target enemy is stunned for a short time and abilities used on him/her deal true damage.
E: CAC 1 steals the MS, AS, Health Regen and mana regen of enemy champion for a short/medium amount of time and allied effects used on the champion are decreased by a large amount.
R: Deals a slightly high amount of damage and silences enemy champions in range for a very short amount of time.
So looking at the abilities, passive is CC geared, Q is anti tank, W is support/cc, e is anti support, R is anti support/kind oooof cc. Only has two damage abilities which discourages players to build more offensively and ignore the anti support options you have.
Passive: Increases the effect of new effects on enemy champions around CAC 1 based on how many champions there are. (does not increase damage or scale with CAC 1's skills) (eg

Q: Target Area deals a percentage of champions AR/MR and reduces bonus AR/MR by an increasing amount for each second enemy champions are in the area.
W: Target enemy is stunned for a short time and abilities used on him/her deal true damage.
E: CAC 1 steals the MS, AS, Health Regen and mana regen of enemy champion for a short/medium amount of time and allied effects used on the champion are decreased by a large amount.
R: Deals a slightly high amount of damage and silences enemy champions in range for a very short amount of time.
So looking at the abilities, passive is CC geared, Q is anti tank, W is support/cc, e is anti support, R is anti support/kind oooof cc. Only has two damage abilities which discourages players to build more offensively and ignore the anti support options you have.
READ THE SECOND POST IN THIS THREAD PLEASE.
Remember, community, the skills are the single most important part of the champion, and it's important that we get this part right!
CAC 1 is a ranged DPS champion.
Our concept is Jet's Anti-Support Debuffer.
Name: Anti-Support, Debuff, DPS
General Description: A squishy DPS damage dealer that synergises with team support and is designed to work with on hit effects to cripple the enemy team and their support, through applying mass debuffs to the enemy that affect positioning and regeneration.
Justification: We have 4 strong support champions (Janna, Taric, Shen and Alistar) that once they get itemised, along with good player skill, they are almost impossible to take down while they provide excellent advantages for their team.
This would allow for new team compositions, such as Carry/Mage/Support/Tank/Anti-Support which could bring otherwise neglected champions back into viability, such as Kayle, Sona, Soraka, Nasus, etc, by allowing them to have their undervalued effects on level with the enemy's output.
This would bring some use to the useless items we currently have (by useless, I mean you cannot compare them to other items, such as Nashor's Tooth, Executioner's Calling, Malady).
Additionally, bringing new compositions and stronger debuffing presence would be a strong counter to the current metagame of Tanky-DPS, and would allow for new metagames to be balanced around having a strong balanced composition than having a team full of powerhouses with one strong tank and one support babysitting entire teams.
Explanation:
With this champion you would be able to pick on their team forcing their support to waste skills undoing what you just did to that enemy, debuff them making them more vulnerable to your team's damage output and allow yourself, as this debuffing DPS, to make laning, harassment and solo fighting much more effective for your entire team. Since you're going to be using auto-attacks to apply debuffs, as well as skills, on-hit items would synergise extremely well with this champion, allowing for more varied builds depending on what you need to counter and what your team would benefit the most from debuffing.
This thread will be for submission and discussion and fine-tuning of your submissions.