Update log:
20-08-2011:
- Improved the image of the Q skill
- Added this rule to his Q skill: "Also the stun time is reduced by 0.1 sec for every enemy champion more than 1, meaning with five enemy champions that the stun time is 1 second exactly."
20-08-2011:
- Improved the image of the Q skill
- Added this rule to his Q skill: "Also the stun time is reduced by 0.1 sec for every enemy champion more than 1, meaning with five enemy champions that the stun time is 1 second exactly."
When I read Ninja Penguin, I was like: I'm in!
But I like the skillset, though the graphing stuff confuses me, I'm not completely sure what it means ^^
The Q ability seems OP. Does it work like Sivir's boomerang they way you use it?
Applying on hit effects seems kinda OP on a skill that can hit several target, since a TriForce or a Frozen Mallet could slow the entire enemy team and reduce their healing, which could make lifesteal bases champion quite weak and the same goes for supporters. It seems like a mix of GP in one spell, which seems unbalanced to me ^^
The rest of the idea seems good to me and I do like the Q, it just needs some tweaks imo :)
Good job once again Dzeno
But I like the skillset, though the graphing stuff confuses me, I'm not completely sure what it means ^^
The Q ability seems OP. Does it work like Sivir's boomerang they way you use it?
Applying on hit effects seems kinda OP on a skill that can hit several target, since a TriForce or a Frozen Mallet could slow the entire enemy team and reduce their healing, which could make lifesteal bases champion quite weak and the same goes for supporters. It seems like a mix of GP in one spell, which seems unbalanced to me ^^
The rest of the idea seems good to me and I do like the Q, it just needs some tweaks imo :)
Good job once again Dzeno
Dotter wrote:
When I read Ninja Penguin, I was like: I'm in!
But I like the skillset, though the graphing stuff confuses me, I'm not completely sure what it means ^^
The Q ability seems OP. Does it work like Sivir's boomerang they way you use it?
Applying on hit effects seems kinda OP on a skill that can hit several target, since a TriForce or a Frozen Mallet could slow the entire enemy team and reduce their healing, which could make lifesteal bases champion quite weak and the same goes for supporters. It seems like a mix of GP in one spell, which seems unbalanced to me ^^
The rest of the idea seems good to me and I do like the Q, it just needs some tweaks imo :)
Good job once again Dzeno
So with the graphing stuff you're probably talking about the Q ability image.
The Q ability is a skillshot that shoots 1 ninja star
(the size of the ninja star is a bit smaller than Sivir's boomerang)
, depending on the amount of enemies when Q is tapped it will split into ninja star again which seperate at determined angles, the amount it splits into is the same as the amount of enemy champions around (with only 1 enemy champion, it's speed will increase), the angles are shown in the image.This way of splitting makes it really hard to hit an entire team.
But as there are more enemy champions around(within the range) the damage is reduced.
Amount of damage for the amount of enemies:
Code:
1 enemy: 40/ 70/ 100/ 130/ 160 +1.2 AD
2 enemies: 35/ 61.25/ 87.5/ 113.75/ 140 +1.075 AD
3 enemies: 30/ 52.5/ 75/ 97.5/ 120 +0.95 AD
4 enemies: 25/ 43.75/ 62.5/ 81.25/ 100 +0.825 AD
5 enemies: 20/ 35/ 50/ 65/ 80 +0.7 AD
But you might be right it might be OP, I hope you understand it better now, if it's still not clear, PLEASE say so.
BTW, what is GP?? :$
Maybe I will make it so the stun time is reduced as well if there are more enemies
Okay, then it makes sense to me. I think you should reduce the stun time if there are several enemies. If not it has the potential to stun the entire enemy team for almost 1½ second. Imagine a fight in the jungle, where no creeps are around.
GP is gangplank :p
The old one had his Q with crit effect applied and his passive reduced healing. ^^
GP is gangplank :p
The old one had his Q with crit effect applied and his passive reduced healing. ^^
how about reducing the stun time by 0.1 sec for every enemy champion more than 1, meaning with five enemy champions that the stun time is 1 second exactly?.
This champion is just way too complicated. Having a theme of having different skill sets when surrounded by different numbers of champions is ok, but there is just too much going on. Irelia or Monkey King are designed around that theme, but it's only their passive. This dude has 4 skills which scale with allies/enemies surrounding.
I just can't imagine him being much fun to play because everything is so out of his control. Imagine people walking in and out of his range, it will drastically change all his skills and you'll never know what will do what.
The best thing you can do is perhaps make his passive and ultimate related to the number of enemies/allies around him, but make the other skills more simple. There's just too much to think about.
I just can't imagine him being much fun to play because everything is so out of his control. Imagine people walking in and out of his range, it will drastically change all his skills and you'll never know what will do what.
The best thing you can do is perhaps make his passive and ultimate related to the number of enemies/allies around him, but make the other skills more simple. There's just too much to think about.
Mrs Warboys wrote:
This champion is just way too complicated. Having a theme of having different skill sets when surrounded by different numbers of champions is ok, but there is just too much going on. Irelia or Monkey King are designed around that theme, but it's only their passive. This dude has 4 skills which scale with allies/enemies surrounding.
I just can't imagine him being much fun to play because everything is so out of his control. Imagine people walking in and out of his range, it will drastically change all his skills and you'll never know what will do what.
The best thing you can do is perhaps make his passive and ultimate related to the number of enemies/allies around him, but make the other skills more simple. There's just too much to think about.
the moment of casting the skill determines the numbers, with Q and R. W is only affected by the numbers of enemies you go trought, the more the better, which is easy to determine and with E it's just a buff that requires your allies to stay closewhich in a teamfight should normally be the case.
So W and E aren't afected that much by it, especially W is within total control of you. While E is like items that gives a buff to allies within certain range adn it's passive.
okay Q is really changing, but the range of Q determines the range in which the enemies have to be, the range is shown as a line and arrow as with normal skillshot but also as with a circular perimeter around you so you can see how much enemies are within range.
And R is in total better the more enemies are around, this is more or less the only skill where you have to estimate the range.
So the only real changing things are Q and his ult, his passive as well a bit but that is only beneficial.
On 1 thing I would agree with you that he's hard to play, but trust I think he would still be fun.
The thing is there aren't really any hard (melee, dps)carries in Lol at the moment, look at xin, tryn and pantheon there difficulty is all below or 5.
So a harder carry could attract to various people.
Please tell me if I changed your mind or not after i've said all this.
I want to make the following changes, what do you think about them tell me:
Quoted:
Passive(innate) We adapt (as water that flows around a boulder):
from Your melee attacks do 5/7.5/10% extra damage (lvl 1/7/13), you will always try to attack an enemy/neutral monster when there's is only one within 800 range or when you're are within 200 range of that enemy/neutral creep.
However when there's a more than a total of 2 enemy minions, champions and/or neutral monsters you get an attack range of 300 range (losing the bonus percentage).
For every extra enemy minion, champion and/or neutral monster you get an extra 100 range up to 5 enemy minions, champions and/or neutral monsters. Otherwise said up 600 range.
When there are more then 5 you range attacks will also pierce in a straight line for the full range plus 100 range, however every hit reduces the damage by 5% (Capping at 6 decreases or 7 hits for reduction).
to your basic attacks deal an extra 5/7.5/10(-1/1.5/2*enemy champion)% extra damage and 1% extra damage for every attack closer then 550 range, 2% for closer then 450, 3% for closer then 350, 4% for closer then 250 and 5% for closer then 150 range
from Your melee attacks do 5/7.5/10% extra damage (lvl 1/7/13), you will always try to attack an enemy/neutral monster when there's is only one within 800 range or when you're are within 200 range of that enemy/neutral creep.
However when there's a more than a total of 2 enemy minions, champions and/or neutral monsters you get an attack range of 300 range (losing the bonus percentage).
For every extra enemy minion, champion and/or neutral monster you get an extra 100 range up to 5 enemy minions, champions and/or neutral monsters. Otherwise said up 600 range.
When there are more then 5 you range attacks will also pierce in a straight line for the full range plus 100 range, however every hit reduces the damage by 5% (Capping at 6 decreases or 7 hits for reduction).
to your basic attacks deal an extra 5/7.5/10(-1/1.5/2*enemy champion)% extra damage and 1% extra damage for every attack closer then 550 range, 2% for closer then 450, 3% for closer then 350, 4% for closer then 250 and 5% for closer then 150 range
Quoted:
Q Shadow shuriken:
Throws the big in your hand (skillshot) dealing damage and stunning the enemy for a short while, also changes depending on the number of enemy champions around.
On hit the shuriken deals 40/70/100/130/160 (+1.2 AD)and it can critically strike and applies on-hit effects. Also stuns for 1/1.1/1.2/1.3/1.4 sec. (stun can only be applied once every 5 seconds to the same enemy, otherwise it would be OP with CDR)
When tapped and the shuriken is split up, then for every enemy champion more than 1 the base damage is reduced by 12.5% and the AD ratio by 0.125 (flat).Also the stun time is reduced by 0.1 sec for every enemy champion more than 1, meaning with five enemy champions that the stun time is 1 second exactly.
For the amount of enemy champions (an enemy can only be hit by one shuriken per cast)
When Q is pressed again it activates an effect
One: on Q press the speed is increased (normal speed is a bit slower than TF cards)
Two: on Q press the shuriken splits in 2.
Three: on Q press the shuriken splits in 3.
Four: on Q press the shuriken splits in 4.
Five: on Q press the shuriken splits in 5.
Cumulative effects if all enemies are hit after split:
2 or more: on all hit gives you and surrounding allies 7,5% health back of total damage this attack dealt
3 or more: on all hit gives you and surrounding allies 10% MS and 5% AS boost for 3.5 sec.
4 or more: on all hit causes a grievious wound to all enemy champions for 3 sec. reducing healing by 50%
5: on all hit adds 1.5 seconds to the grievious wound.
http://imageshack.us/photo/my-images/11/ninjastar.png/
CD:8/8/7/7/6 sec
Mana cost: 50/55/60/65/70
Range: 300/325/350/375/400 (+ (number of enemy champions * from 100 to 80))
Throws the big in your hand (skillshot) dealing damage and stunning the enemy for a short while, also changes depending on the number of enemy champions around.
On hit the shuriken deals 40/70/100/130/160 (+1.2 AD)and it can critically strike and applies on-hit effects. Also stuns for 1/1.1/1.2/1.3/1.4 sec. (stun can only be applied once every 5 seconds to the same enemy, otherwise it would be OP with CDR)
When tapped and the shuriken is split up, then for every enemy champion more than 1 the base damage is reduced by 12.5% and the AD ratio by 0.125 (flat).Also the stun time is reduced by 0.1 sec for every enemy champion more than 1, meaning with five enemy champions that the stun time is 1 second exactly.
For the amount of enemy champions (an enemy can only be hit by one shuriken per cast)
When Q is pressed again it activates an effect
One: on Q press the speed is increased (normal speed is a bit slower than TF cards)
Two: on Q press the shuriken splits in 2.
Three: on Q press the shuriken splits in 3.
Four: on Q press the shuriken splits in 4.
Five: on Q press the shuriken splits in 5.
Cumulative effects if all enemies are hit after split:
2 or more: on all hit gives you and surrounding allies 7,5% health back of total damage this attack dealt
3 or more: on all hit gives you and surrounding allies 10% MS and 5% AS boost for 3.5 sec.
4 or more: on all hit causes a grievious wound to all enemy champions for 3 sec. reducing healing by 50%
5: on all hit adds 1.5 seconds to the grievious wound.
http://imageshack.us/photo/my-images/11/ninjastar.png/
CD:8/8/7/7/6 sec
Mana cost: 50/55/60/65/70
Range: 300/325/350/375/400 (+ (number of enemy champions * from 100 to 80))
Quoted:
E :
Passive: give you and nearby allies 1/2/3/4/5 (+1/1.25/1.5/1.75/2 * allies within 600 range)% lifesteal
Active:
Has to be cast on an enemy, then enemy will receive a mark for from 3 to 2 seconds, after these 2 seconds the mark will be consumed and cause a bleed that does from 10 to 20% of ALL the damage done by you to that enemy (melee attacks, abilities, items, etc) in those 2 second over from 5 to 3 seconds (so 6.67% every second) as 20/18/16/14/12% magic damage and 0/2/4/6/8% true damage.
Also the passive effect will be doubled for from 8 to 5 seconds for you and for allies multiplied by 1.5 seconds. When this ability is on cooldown the passive is disabled.
CD: 23/22/21/20/19 sec
Mana cost: 130
Range: 500
Passive: give you and nearby allies 1/2/3/4/5 (+1/1.25/1.5/1.75/2 * allies within 600 range)% lifesteal
Active:
Has to be cast on an enemy, then enemy will receive a mark for from 3 to 2 seconds, after these 2 seconds the mark will be consumed and cause a bleed that does from 10 to 20% of ALL the damage done by you to that enemy (melee attacks, abilities, items, etc) in those 2 second over from 5 to 3 seconds (so 6.67% every second) as 20/18/16/14/12% magic damage and 0/2/4/6/8% true damage.
Also the passive effect will be doubled for from 8 to 5 seconds for you and for allies multiplied by 1.5 seconds. When this ability is on cooldown the passive is disabled.
CD: 23/22/21/20/19 sec
Mana cost: 130
Range: 500
Quoted:
R Water Clone:
Ebri jumps of his wave an creates an equal amount of water clones for the amount of enemy champions within 1000 range. Water clones start of with the same amount of HP and will look exactly like Ebri after 1 second.
Water clones and Ebri don't have unit collision between themselves.
Ebri's MS is decreased by 20/17.5/15%. (keeping this the same, clones have same MS)
Water clones have same stats but have only 70/75/80(-(numbers of enemy champions - 1)*from 15 to 8)% of the attack damage and receive 60/55/50 (+(numbers of enemy champions - 1)*from 20 to 35)% more damage.
They deal 30 to 65% less damage to turrets.
Q can be tapped again within 1.5 second either once or twice,both times when tapped increases the damage by 12.5/15/17.5(-(numbers of enemy champions - 1)*2.5 to 2)% on top of the current damage but also increases the damage received 25/22.5/20 (+(numbers of enemy champions - 1)*4 to 15)% on top of the current extra damage received.
They last up till 35 to 23 (+ 2 per enemy champion) seconds - (5 to 10 per extra Q tap)
Meaning tapping Q twice with 5 enemy champions around, they last 13 seconds (+10-20= -10 difference)
CD: 150/120/90 sec
Mana cost: 150/200/250
Range: Self cast
Ebri jumps of his wave an creates an equal amount of water clones for the amount of enemy champions within 1000 range. Water clones start of with the same amount of HP and will look exactly like Ebri after 1 second.
Water clones and Ebri don't have unit collision between themselves.
Ebri's MS is decreased by 20/17.5/15%. (keeping this the same, clones have same MS)
Water clones have same stats but have only 70/75/80(-(numbers of enemy champions - 1)*from 15 to 8)% of the attack damage and receive 60/55/50 (+(numbers of enemy champions - 1)*from 20 to 35)% more damage.
They deal 30 to 65% less damage to turrets.
Q can be tapped again within 1.5 second either once or twice,both times when tapped increases the damage by 12.5/15/17.5(-(numbers of enemy champions - 1)*2.5 to 2)% on top of the current damage but also increases the damage received 25/22.5/20 (+(numbers of enemy champions - 1)*4 to 15)% on top of the current extra damage received.
They last up till 35 to 23 (+ 2 per enemy champion) seconds - (5 to 10 per extra Q tap)
Meaning tapping Q twice with 5 enemy champions around, they last 13 seconds (+10-20= -10 difference)
CD: 150/120/90 sec
Mana cost: 150/200/250
Range: Self cast
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This is my new champion called Ebrithil adurna or his nickname, Ebri:
He is an awesome ninja peguin warrior, who has mastered th ways of water and thus adaptation.
So what else do you need to know :p. He's is unique imo opinion his skills change depending on the amount of enemies/allies around.
He's an AD melee carry with support attribute, which is also fairly unique, and he's gonna rock your world.
He'll be about the sive of teemo (only won't have such a melon big head) and ride a wave contineuosly, awesome. Here's the water champion everybody allways wanted (I at least hope so).
The numbers presented here are NOT final and require public feedback for proper balancing.
However please give constructive feedback.
Any sugestions what so ever, even for creating a whole different ability, different numbers, others names, they are welcome, certainly if they are constructive.
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Base stats and Tags:
Health : 3 out of 10
Attacks : 8 out of 10
Spells : 5 out of 10
Difficulty : 8 out of 10
Tags: AD, Melee, Carry, DPS, Support
Stats:
Health: 430 (+ 83 per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 1924 HP
Damage: 48 (+3.2 per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 105.6 dmg
Attack speed: 0.675 (+ 3.1% per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 1.233 AS
Range: 130 melee(however can change because of passive) ~~~~~> lvl 18: 130 range
Armor: 12 (+3.5 per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 75 Arm
Magic Resist: 30 (+1.25 per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 52.5 MR
Health regen: X (+X per lvl) ~~~~~~~~> lvl 18: X HP/5
Mana regen: X (+X per lvl) ~~~~~~~~~~> lvl 18: X HP/5
Movement Speed: 315 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 315 MS
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Abilities:
Passive(innate) We adapt (as water that flows around a boulder):
Your melee attacks do 5/7.5/10% extra damage (lvl 1/7/13), you will always try to melee attack an enemy/neutral monster when there's is only one enemy/neutral within 800 range or when you're are within 200 range of that enemy/neutral creep.
However when there's a more than a total of 2 enemy minions, champions and/or neutral monsters you get an attack range of 300 range (losing the bonus percentage).
For every extra enemy minion, champion and/or neutral monster you get an extra 100 range up to 5 enemy minions, champions and/or neutral monsters. Otherwise said up 600 range.
When there are more then 5 you range attacks will also pierce in a straight line for the full range plus 100 range, however every hit reduces the damage by 5% (Capping at 6 decreases or 7 hits for reduction).
Q Shadow shuriken:
Throws the big in your hand (skillshot) dealing damage and stunning the enemy for a short while, also changes depending on the number of enemy champions around.
On hit the shuriken deals 40/70/100/130/160 (+1.2 AD)and it can critically strike and applies on-hit effects. Also stuns for 1/1.1/1.2/1.3/1.4 sec. (stun can only be applied once every 5 seconds to the same enemy, otherwise it would be OP with CDR)
For every enemy champion more than 1 the base damage is reduced by 12.5% and the AD ratio by 0.125 (flat). Also the stun time is reduced by 0.1 sec for every enemy champion more than 1, meaning with five enemy champions that the stun time is 1 second exactly.
For the amount of enemy champions (an enemy can only be hit by one shuriken per cast)
When Q is pressed again it activates an effect
One: on Q press the speed is increased (normal speed is a bit slower than TF cards)
Two: on Q press the shuriken splits in 2, on all hit gives you and allies 10% health back of damage dealt
Three: on Q press the shuriken splits in 3, on all hit gives you and allies 10% MS and 5% AS boost for 3.5 sec.
Four: on Q press the shuriken splits in 4, on all hit causes a grievious wound to all enemy champions for 3 sec. reducing healing by 50%
Five: on Q press the shuriken splits in 5, on all hit causes a grievious wound to all enemy champions for 5 sec. reducing healing by 50%
CD:8/8/7/7/6 sec
Mana cost: 50/55/60/65/70
Range: 300/325/350/375/400 (+ (number of enemy champions * 100))
W Surf slide:
Slides forward very fast on his wave piercing enemies with it's beak, crossing a great distance.
Deals 170/200/230/260/290 (+0.45 AD) to every enemy hit.
Special effect depending on enemies hit
If none hit you and your allies(within 1000 range) get a 5% MS boost and no unit collision for 7 sec.
If one hit this enemy has his MS reduced by 30% and AS by 25% for 3 sec.
If two or more hit will heal you for 70/90/110/130/150 (+1.5 AP) per enemy champion hit and 60/75/90/105/120 (+1 AP) per minion hit. However every enemy hit within the last 7 seconds by this skill will only heal you for 30%.
If 3 hit the attack cast be cast again within 2.5 sec. for free, and if you hit another two that you didn't hit before can be cast another last time for free within 2 sec.
However the second free cast increases CD with 4 second (only once for next use)
CD: 12 sec
Mana cost: 100/105/110/115/120
Range: 650 (+10*enemy champion)
E :
Passive: give you and nearby allies 1/2/3/4/5 (+1/1.25/1.5/1.75/2 * allies within 600 range)% lifesteal
Active:
Has to be cast on an enemy, then enemy will receive a mark for 3 seconds, after these 3 seconds the mark will be consumed and cause a bleed that does 10% of ALL the damage done by you to that enemy (melee attacks, abilities, items, etc) in those 3 second over 5 seconds (so 2% every second) as 10/9/8/7/6% magic damage and 0/1/2/3/4% true damage.
Also the passive effect will be doubled for 8 seconds for you and for allies multiplied by 1.5 seconds. When this ability is on cooldown so is the passive
CD: 25/24/23/22/21 sec
Mana cost: 130
Range: 500
R Water Clone:
Ebri jumps of his wave an creates an equal amount of water clones for the amount of enemy champions within 1000 range. Water clones start of with the same amount of HP and will look exactly like Ebri after 1 second.
Water clones and Ebri don't have unit collision between themselves.
Ebri's MS is decreased by 20/17.5/15%.
Water clones have same stats but have only 70/75/80(-(numbers of enemy champions - 1)*15)% of the attack damage and receive 60/55/50 (+(numbers of enemy champions - 1)*20)% more damage.
They deal 30% less damage to turrets.
Q can be tapped again within 1.5 second either once or twice,both times when tapped increases the damage by 12.5/15/17.5(-(numbers of enemy champions - 1)*2.5)% on top of the current damage but also increases the damage received 25/22.5/20 (+(numbers of enemy champions - 1)*4)% on top of the current extra damage received.
They last up till 35 (+ 2 per enemy champion) seconds - (5 per extra Q tap)
Meaning tapping Q twice with 5 enemy champions around, thet last 35 seconds (+10-10=0 difference)
CD: 150/120/90 sec
Mana cost: 150/200/250
Range: Self cast
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sounds:
Upon selection: We are many, but stil one. For we are connected by the water of the world
Also at random times: We are many, but stil one. For we are connected by the water of the world
When casting utl: The more the merrier, I'll show you a ninja penguin army
Joke 1: Water is everywhere, in the oceans, the air, the ground and in you pee
Looks of the abilities:
Passsive ranged attacks: Ebri will throw little kunai, a few at every attack
Q: he will lean back and throw the big ninja star in his hand on impact it will explode, on Q press when splitting you will see the other appear as shadow of the original
W: Ebri will jump up and land on his belly on the wave and make surf like movements as he and the wave move forward very fast. with his beak in front.
E: On activation your weapons will be engulfed with water,......
R: Ebri will jump of his wave wich transforms into exact clones which first are blue (watercolor) and than become exact clones.
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Story (WIP):