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-   -   Freed The Minion General (http://forums.na.leagueoflegends.com/board/showthread.php?t=2769519)

Dalrix 11-06-2012 06:04 AM

Freed The Minion General
 
Freed The Minion General
Lore: Freed is a minion who realized that minions were mistreated. He then figured out a way to escape being summoned onto the field of justice. Now that he was ‘free’ from death he had to save his fellow comrades. He trained for countless nights and eventually became the minions only hope for survival and freedom.
Gender: Male
Race: Minion
Origin: Top Inhibitor
Allegiance: Pro-Minion
Class: Tank, Support, Pusher
Weapon: Flag Pole
Attack Type: Melee (125 range)
Energy source: none
Theme: Freed is a champion who is encouraged to fight with the creep wave and protect the minions.
Stats:
Health: 500 (+90 per level, 2120 at level 18)
Damage: 60 (+2 per level, 92 at level 18)
Attack Speed: 0.6 (+0.012 per level, 0.804 at level 18)
Armor: 30 (+2.7 per level, 78.6 at level 18)
Magic Resist: 15 (+1 per level, 33 at level 18
Movement speed: 320
Recommended Items: Doran’s shield, Merc Treads, Aegis of the Legion, Zeke’s Herald, Will of the Ancients, Locket of Iron Solari, Shurelia’s Reverie

Passive: Pinnacle of Hope
Freed acts as a hero to the other minion thus motivating them and granting them any auras from items and also an aura (that stacks with items) that grants minions within 500 range of him a bonus stats per level (his level): 1 AD, 1 armor, 1 magic resist, 0.017 attack speed, 1 move speed, 0.5 health regen per 5.
All minions summoned stay alive until they are killed. Also if they’re 1200 units away from Freed or their target dies they will forget their task and migrate into the nearest minion wave. When in the wave they have reduced effects. All aura items affect the minions. Spellvamp affects the mage minion. Freed can only have up to 3 minions summoned at a time
All his spells have the same range and cooldown (This cooldown decreases every 6th level and is unaffected by cooldown reductions from other sources) (excluding ult): 500 range and 14/11/8 seconds
Q: Frontline/Backline Infantry
Freed summons a combat minion who takes actions based on its target:
If cast on an ally (can be cast on minions) a sword and shield minion is summoned. This minion maintains a 200 unit distance with its target and will sacrifice itself to block an auto attack/ single-target spell (not including ults). It can continue to sacrifice itself as long as it has health. This minion will also attack any enemy that enters a 150 radius of it. These minions have a 75 attack range
If cast on an enemy (can be cast on minions) an archer minion is summoned. This minion has a 400 attack range.
SS minion damage: 20/30/40/50/60 (+.15 Bonus AD)
SS minion health: 50/125/200/275/350 (+10% Bonus Health)
SS minion Armor/Magic Resist: 6/12/18/24/30
SS minion Attack Speed: 0.7 at all levels
SS minion Move speed: 330
SS minion Healthp5: 2/4/6/8/10
Archer minion damage: 10/20/30/40/50 (+.1 Bonus AD)
Archer minion health: 75/100/125/150/175 (+10% Bonus Health)
Archer minion Armor/MR: 3/7/11/15/19
Archer minion Attack Speed: 0.6/0.7/0.8/0.9/1
Archer minion Move speed: 310
Archer minion Healthp5: 1/2/3/4/5
W: White/Black Mage
Freed summons a mage minion who takes actions based on its target (These minions only use spells and don’t basic attack:
If cast on an ally (can be cast on minions) a White caster minion is summoned. This minion will maintain a 400 unit distance with its target and will repeatedly heal the target. This mage heals based on a cooldown that is affected by Freed current cooldown reduction.
If cast on an enemy (can be cast on minions) a Black caster minion is summoned. This minion will maintain a 450 unit range with its target and it will attack with a magic damage bolt attack which has a cooldown that is reduced based on Freed’s current cooldown reduction.
WM minion heal: 50/75/100/125/150 (+.2 AP)
WM minion health: 50/125/200/275/350 (+10% Bonus Health)
WM minion Armor/Magic Resist: 4/8/12/16/20
WM minion Spell Cooldown: 14/13/12/11/10
WM minion Move speed: 320
WM minion Healthp5: 0/0/0/0/0
BM minion damage: 50/100/150/200/250 (+.4 AP)
BM minion health: 50/125/200/275/350 (+10% Bonus Health)
BM minion Armor/Magic Resist: 4/8/12/16/20
BM minion Spell Cooldown: 14/13/12/11/10
BM minion Move speed: 320
BM minion Healthp5: 1/2/3/4/5
E: Invigorating/Despondent Fanfare
Freed summons a horn minion who takes action based on its target (These minions only use spells and don’t basic attack:
If cast on an ally (can be cast on minions) a supportive horn minion is summoned. This minion will maintain a 300 unit distance with its target and will repeatedly give off a speed buff aura, which has a 350 unit radius, and persists for 2 seconds. This horn minion will give out this buff on a timer which is based on a cooldown that is affected by Freed current cooldown reduction.
If cast on an enemy (can be cast on minions) a debuffing horn minion is summoned. This minion will maintain a 300 unit distance with its target and will repeatedly give off a slowing aura, which has a 350 unit radius, and persists for 2 seconds. This horn minion will give out this debuff on a timer which is based on a cooldown that is affected by Freed current cooldown reduction.
IH minion speed boost: 5%/9%/13%/17%/21%
IH minion health: 70/120/170/220/270 (+10% Bonus Health)
IH minion Armor/Magic Resist: 4/8/12/16/20
IH minion Spell Cooldown: 12/11/11/10/9
IH minion Move speed: 320
IH minion Healthp5: 1/2/3/4/5
DH minion slow: 5%/9%/13%/17%/21%
DH minion health: 70/120/170/220/270 (+10% Bonus Health)
DH minion Armor/Magic Resist: 4/8/12/16/20
DH minion Spell Cooldown: 12/11/11/10/9
DH minion Move speed: 320
DH minion Healthp5: 1/2/3/4/5
R: Reinforcements
Freed calls upon nearby minions who are affected by his passive and also enemy minions in range of his passive to follow him. Freed can only have up to 10 minions following him. These minions will follow him through river but not into jungle for a set duration. After this duration is over they will return to the nearest lane. The called upon minions also receive an increased effect of his passive. This spell can only be cast when there are minions around Freed
Duration of call: 20/30/40
Passive multiplier: 1.5/1.75/2
Cooldown: 150/135/120

TheZombiePeanut 11-06-2012 10:33 AM

Post is really hard to read. Everything is all jumbled together and such, its hard to figure out exactly what this guy would look like.

General feedback though, How would the interface for all this work out? How would he command his minions in battle?

Minion/commander of minions is an idea that's been thought up plenty before, and I think its generally a disliked idea because minions are faceless people from the beginning. Giving one of them a face gives all of them a face, which makes killing enemy minions seem weird. How does the minion commander champion feel about that, etc?

Aside from that, Riot has always been against "summoner" champions. The summoner mentality is just sort of broken, as far as gameplay goes. "I'm going to summon a million monsters and have them fight for me at no penalty to myself" sort of thing.

Dalrix 11-06-2012 11:08 AM

Thanks for the response sorry about the jumbledness I enjoy figuring out all the numbers for it.
The minions would move on their own. Also since minions are faceless people he is a minion who trained and made a face for himself. In terms of the minions on the opposing team Freed would view them as an opposing army cause at that time he spawned from blue side for example. His color could change in game to show which team he was fighting for. Overall after some thought I agree with your last point but I'm at a loss in terms of the cost of the minions.

Armatron12345 11-06-2012 01:41 PM

i like it but the ult might be a bit under powered i know i have champs that can take out 10 minions, even buffed up ones, like its nothing also i thought about this minion champion idea as well to tie him to the league maybe syndra could throw him out of the arena freeing him and giving him sentience.

TheDuck96 11-08-2012 05:32 PM

So you should definitely make it more readable, but also, I think the Q is a little too strong, especially for the ally cast. Basically, the minion takes all damage for the targeted ally. Rendering burst damage almost entirely useless. Just my opinion though...
Other than that, from what I could read, it looked good!

Amariithynar 11-18-2012 04:17 AM

Q minion should absorb a portion of the damage- say 30%- and have a much lower base health pool.


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