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Idea for a new Support

Creator: Frightfuljester September 3, 2013 11:00am
Frightfuljester
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Leona is a great support because she brings a lot of offensive strength even in the late game through her CC. My idea is to create a great support that brings a lot of strength through defense even in the late game through a very unique passive with abilities that support this. Tell me what you thing and throw some suggestions at me too!

THINGS TO TAKE NOTE OF: First off I've no desire to design a look and feel for this champion as Riot has there own direction for art style and lore. As a result I'll refer to this champion as "champ" and it. Secondly, on this same note, I'm not looking for names for these abilities or ideas for "champ" lore. Finally feel free to spread this around so long as you give me, Frightfuljester the appropriate credit.

PASSIVE: Passive aura effect that drains "champs" health equal to total health regen per 5 (+1 per level) every 5 seconds and heals nearby allied champions for that amount.

The idea here is to create a powerful base sustain for an allied champion that, with a strong build, can carry into the late game while creating a unique platform to build all "champs" other skills on. This also adds a risk reward platform, keeping "champs" health low.

Q: Heals "champ" for a percentage of total health (see below for scaling). Cool down is reduced based off percentage of missing health.

The idea behind the Q is to create a balance out for "champs" passive as well as creating an interesting interplay with other abilities. The cool down on this skill would start very large but be reduced to an almost negligible amount when "champ" is down to the bottom like 5 percent of its health pool. This turns it into a sort of stand still and Q to stay alive strategy requiring CC or a large burst of damage to finally kill, while not inherently tanky, this final stand aspect of "champ" forces CDs to be popped to finish "champ" off, an important aspect of any tank.

W: (TOGGLE) Allied champions within range of "champs" passive gain bonus true damage on hit equal to the amount healed by "champs" passive while dealing an equal amount of MAGIC damage to "champ"

The idea here is to create a meaningful risk/reward ability that plays well with "champs" Q while fitting into team fights in a meaningful way. Activating this in a 5 man team fight will add a lot of damage but, especially late game when ADC's have 1.6+ attack speed, can really drain "champs" hp. It's important to note that while it would deal true damage to enemies, it deals magic damage to "champ" meaning it can be reduced by building MR.

E: "champ" Dashes to target allied champion dealing magic damage in an area around target and increasing targets MR and Armor for a short time.

The idea is to prevent the Janna problem of directly adding 0 damage to the early game while also working well with both "champs" W and Passive. The MR and Armor bonus also add a short boost of strength creating meaningful saves, preventing this ability from being used only offensively.

R: Triples "champs" passive effect for a short time, increasing both the damage dealt to "champ" and the amount healed by allied champions as well as increasing the bonus true damage dealt by allies effected by the W and the bonus MAGIC damage dealt to "champ" by the W.

The idea here is to create a final stand style of supporting. Damage output of the W would go up markedly and the healing would go from stronger garen passive to more of a weak mundo ulti at the cost of "champs ability to do much else but sustain off the Q. The short duration means holding this ability until you're sure the fight is on at the risk of getting focused down before you can trigger it. Because it plays off the passive effect, the bonus would be lost upon death.

SCALING and RESOURCE: It doesn't really fit to use both mana and health (essentially) as champion resources, because so much of what makes the champion strong also weakens it by draining health I think a no resource system makes more sense. As for scaling I'm not sure. I like the idea of a champion that scales of health regen, something that isn't really played out but I worry that the limitations of current items that give HR would reduce effectiveness, perhaps a small amount of HP scaling increased per level instead of a flat amount? This would have an across the board effect on the champion obviously but it would further that risk/reward play style, possibly to much.

COOL DOWNS and RANGE: I'm not much for the technical side, leave that to more mathematical minds and people with more experience but I do think that the passive range should be decent and the dash range on the E should be something like Lee Sin's 'to ally' dash.

STARTING STATS: The unique passive makes for some very interesting meta game choices and if that passive scaled of HP per level the number of meta game options would be insane, something I'm quiet fond of...

CLOSING NOTE: So tell me what you think, I'm very interested to here how you would change or what you would add or remove from this kit, if anyone would like to help come up with cool downs, scaling options and such feel free as well!

Chat it up and thanks for your time!
sirell
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Permalink | Quote | PM | +Rep September 3, 2013 11:23am | Report
So on a scale of 1-1, how much more broken do you want this champion to be?
Frightfuljester
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Haha, seems pretty powerful but the numbers wouldn't get that high and a complete lack of CC is a huge tradeoff, that would limit power a lot
MyBloodisBlack
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sirell wrote:

So on a scale of 1-1, how much more broken do you want this champion to be?


On a scale of 1-1? Id probably say 3

I think the problem is that it seems to be 4 abilities that could in a sense be ultimates but people here are very friendly and could help improve this champion
"The Wolf eyes the Prey, The Cow eats the hay, One of them is a killer, The other his buffet"
Frightfuljester
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Permalink | Quote | PM | +Rep September 5, 2013 7:13pm | Report
I look forward to it, that being said I feel like seeing as how it scales off Health Regen the cap is going to sit low at maybe what 60 per 5? If you flat build for it without support items

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