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Golden champions, idea pit

Creator: Dzeno January 25, 2012 5:18am
Dzeno
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Hey everybody I had the idea to make some champions with abilities based on gold, now I know this could easily be OP, but I have found some abilities which aren't i think.
However the numbers are far from balanced and are principal indicators, I do really need your help to balance them.

I'll post here 1 champion with a complete skillset so far and some skills for other champions I might make in the future.

As champion name I have used Huijari for the moment.
This is my new champion called Huijari - The Golden Demon Leprechaun:
My latest work of art, it's certainly new and innovative, he's a mage (AP carry), which has exceptional burst and controll. The whole champion revolves around gold, his Q ability is very special since you need to actually buy ammo (but it uses none to little mana). His passive gives exceptional sustain however most likely the number are now OP. And his ult makes you chose wether to buy an item or to have a lot of gold on you.

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 : 3 out of 10
Spells : 10 out of 10
Difficulty : 9 out of 10

Tags:
ranged, mage, slow, stun, gold

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Abilities:

Passive option 1, no name yet (innate):
Huijari can buy items outside the spawning pool, while in the shop inside the spawning pool Huijari can place items of the shop in special slots, he has 2 slots, and each slot can only hold one item(which can be bought multiple times). Items can be switched whenever your in the shop inside the spawning pool. Buying items consecutively from a special slot will increase their cost by 10+1% (could easily increase it if it seems to good) gold after each consecutive buy, this will be reset upon entering your spawning pool.

#Example: you buy a health pot out of base, the first time it costs 35 gold, the second time it costs 35 + 10 + 0.01*35=45.35 gold (so 45 gold rounded), the third time it costs 45.35 + 10 + 0.01*40.35=55.8035 gold (rounded 56 gold), 4th time 66 gold, 5th time 77 gold, 6th time 88, etc.

Ability 1, bombs away (need beter name):
This skill shoots a bomb a target area, which has 1 second cast delay and of which the target location can be seen for that time. Different bombs can be used, the best one you have is the one that will be automatically used. This skill uses an ammo system and bombs have to be bought.
Bomb can be bought outside the spawning pool, but this will also cost a certain amount of mana.
Every time this skill is leveled you can buy a better bomb.
lvl 1:
bomby, does 80/120/160/200/240 (+0.55AP) damage to all enemies in a 200 range radius, and grants 3 (betweem 1 and 4 imo) gold per kill. (with the bomb ofc)
Every bomby costs 5 gold.
lvl 2:
Frost bomb, does 130/170/210/250 (+0.6AP) damage to all enemies in a 250 range radius and slows all enemies by 30% for as long as they are in the area and for 2 seconds out of the area.
Every Frost bomb costs 15 gold.
lvl 3:
Magma bomb, 180/220/260 (+0.65Ap) damage to all enemies in a 300 range radius and applies a burning stack to them, which makes them leave a trail behind which lasts 3 seconds and deals 30/40/50 (+0.3 Ap) each second, a burning stack also reduces all healing effects by 30%(/40/50%), a burning stack lasts 5 seconds.
Every Magma bomb costs 25 gold.
lvl 4:
Shards of the great trea ent bomb, 230/290 (+0.7Ap) damage to all enemies in a 350 range radius and snares them for 1.5 seconds, increases CD by 5 and can only be used once every 35 seconds (not affected by CDR), if casted before 35 seconds elapsed will automatically use a lower grade bomb.
Every Shards of the great trea ent bomb costs 50 (or 35) gold.
lvl 5:
Cursed skull, 300 (+0.75Ap) damage to all enemies in a 350 range radius and stuns them for 1.5 seconds, increases CD by 5 and can only be used once every 40 seconds (not affected by CDR), if casted before 40 seconds elapsed will automatically use a lower grade bomb.
Every Cursed skull costs 100 gold.

Cast range to center of AoE: 650 (maybe 700 or so)
Mana cost to buy bombs outside the spawning pool: (gold cost + 45) mana
CD: 8 (somewhere between 6 and 12 imo) sec

Ability 2:
Deals 85/130/175/220/265 (+0.6) damage to a target over 3 seconds, if target dies while under the effect of "skill name" it explodes in a 250 range radius dealing 80% of the damage to all nearby enemies.
Every kill through the explosion grants an extra 2/4/6/8/10 gold.

CD: 10 sec
Mana cost: 60/65/70/75/80 mana
Range: 750

Ability 3, suck on that greedy bast.ards (need shorter better name):
Huijari throws a fake sack of gold at target location taunting nearby enemies to walk towards it for 1 sec, after this 1 sec it explodes dealing 50/95/140/185/230 (+0.35 AP).

CD: 12 sec
Mana cost: 100
Radius of taunt: 475 range
Radius of explosion: 150 range
Range of sack throw: 500

Ultimate 1, Money equals Power (maybe better name):
Passive: kills and assists give 2.5/5/7.5% more gold to you, surrounding allies get a quarter of this bonus.

Active: grants 1/2/3 AP per 75 gold you have up to a maximum of 200 AP (5000 gold) and makes you throw money adding 30% of your AP to basic attacks. Basic attacks apply greedy stacks to targets, revealing them for the duration and slowing them by 20% to 65% being higher the closer they are to you (65% when right next to you and 20% when at 550 range), stacks last 4?? (maybe 3 or 5) seconds
This buff lasts untill deactivated or up to a maximum of 15(maybe more or maybe less, we'll see) seconds.
The passive is deactivated when active is on.

CD: 70 sec
Cost per second: 5 gold + 50 (between 40 or 65 imo) mana
Cost per auto-attack: 2/3/4 gold + 10 mana
Range: self cast

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Looks of the champion itself:
He looks like a (golden) Demonic leprechaun

Looks of the abilities:
Passsive:

Q:

W:

E:

R:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Story (WIP):

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



Abilities that don't have a champion and kit yet
Help me think up champions and kits with these abilities


Passive option 1 (innate):
Huijari can get any passive from the other champions in the same game, so that means he can chose 1 out of 9 passive, which he has to buy in the shop, once bought he can not change the passive anymore.
All the passives of the champions in the league will be divide into 5 teirs determining how expensive they depending in which tier they are. (god tier, tier 1, tier 2, tier 3 and tier 4)


Ability 1 attacker:
Passive: you gain 1/2/3/4/5 (or 1/1/2/2/3) gold per time you hit an enemy champion either by using an auto-attack or ability.

Active: Upon activation deactivates your passive. This skill can be activate by either tapping (skill key Q, W or E) once, twice or three times. It can be deactivated again 1 sec after activation by tapping the skill key again
1 tap: your auto-attacks deal 6/7/8/9/10% more damage and cost 1 gold each.
2 taps: your auto-attacks receives the same effect as 1 tap, slows the enemy by 20/25/30/35/40% and decreases their AS by 2 times that amount (so 0.4/0.5/0.6/0.7/0.8). Your auto-attacks now cost 2 gold each.
3 taps: our auto-attacks receives the same effect as 1 tap, 2 taps, reduces armor and MR by 7.5, stacks 2/3/4/5/6 times and 50% of the damage and slow splashes to nearby enemies. Your auto-attacks now cost 3 gold each.

CD: X
Mana cost: X
Range: N/A

Ability 1 defender:
Passive: you gain 1/2/3/4/5 (or 1/1/2/2/3) gold per time you're hit by an enemy champion either by an auto-attack or ability.

Active: Upon activation deactivates your passive. This skill can be activate by either tapping (skill key Q, W or E) once, twice or three times. It can be deactivated again 1 sec after activation by tapping the skill key again
1 tap: you receive 30/35/40/45/50% less damage. Costs 1 gold every second.
2 taps: you receive the same effect as 1 tap, also you return 11/12/13/14/15% of all damage received to its attacker. Now costs 2 gold every second.
3 taps: You receive the same effect as 1 tap and 2 taps, also allies within a 300/400/500/600/700 radius range receive half your own bonusses. Now costs 3 gold every second.

CD: X
Mana cost: X
Range: N/A
DuffTime
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Permalink | Quote | PM | +Rep January 25, 2012 2:26pm | Report
****ing golden demon leprechauns are OP
Dzeno
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Permalink | Quote | PM | +Rep January 25, 2012 2:42pm | Report
Why?? :p

midgame everyone has over 350 ms, most likely around 400, thus in 1 sec you move 400 range outranging the 350 radius of his cursed skull :p, and it can only be used once every 40 sec.

But I know it's far from balanced number-wise, but help me change them to make them more or less balanced.
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Permalink | Quote | PM | +Rep January 25, 2012 4:31pm | Report
cuz it's a golden demon leprechaun. so 0p
gwadzila
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I feel like a champion based on gaining gold could get out of control easily, but if you make it so he has to spend more gold, you're evening it out and making there be no point.

I didn't really look at this heavily, but that's my 2 cents.

If you make his scaling low, remove some of the spending parts and make his additional gold income medium, it could work well. late game hyper carry.
Credit to jhoijhoi for this intense battle.
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Dzeno
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Permalink | Quote | PM | +Rep January 28, 2012 1:14pm | Report
Thanks for the comment you have some good points, your comment will make it definitely easier to balance will soon do some balance changes.

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