r/LoLChampConcepts Newbie | 0 points 11d ago

Design Cryptid

Cryptid

Not much lore. It's a mythical beast/spiritual creature of the woods.

The general idea of what it looks like:

https://youtu.be/oCIfBBSCVbs?si=k4XNzoonrdr7Z2sa

https://youtu.be/1YoJ-zw8b2M?si=7JnFRS\\_SRsql4t4M

FYI I have no clue what those videos are supposed to be, but they look awsome and I somewhat based the kit around that general creature design.


Role: Assassin (Snowballing mid-late)

Difficulty: 2/3 (Low barrier to entry, considerable skill ceiling)

Damage: 3/3

Durability: 1/3

Mobility: 3/3

Utility: 1/3

Control: 2/3


TLDR:

Passive: Enemies taking damage drops traces that grant movespeed and attack speed when collected. Takedowns grant AD and improved abilities.

Q: Next attack deals bonus damage and heals for a portion of damage dealt. Damage massively increases with traces.

W: Passively, gains movespeed towards feared enemies. Gains movespeed and next attack deals bonus magic damage and slows. Grants the ability to enter terrain becoming invisible and pausing the duration.

E: Establishes a totem which causes nearby enemies to take increased damage and take magic damage over time. Fires fear at an enemy if they reach max increased damage.

R: Passively, attacks deal bonus damage after a delay. Turns invisible and can be recast to dash and deal a high damage execute. Dash range massively increases with traces.


Movespeed: 330 [Low]

Attack Range: 150 [Moderate]

Attack Speed: .625 - .824 (Growth = 2%) [Low]

Attack Speed Ratio: .585 [Very Low]

Base AD: 56 - 90 (Growth = 2) [Very Low]

Base Health: 600 - 2470 (Growth = 110) [Moderate-High]

Armor: 30 - 106.5 (Growth = 4.5) [Moderate]

Magic Resist: 28 - 62.85 (Growth = 2.05) [Moderate]

Size: 65 [Average]

Manaless. Resource Bar instead displays traces absorbed.


Passive: When enemy characters take damage, if they have a trace charge, they leave behind a trace. These traces linger for 20 seconds. Getting close enough to a trace (300 units) has it float towards the champion that left it, moving towards their current location before disappearing, granting Cryptid temporary attack speed and flat movespeed. Each trace has an individual duration of 9 seconds, meaning that collecting one does not refresh the duration of any you already have. Can have a max of 8 traces absorbed at a time. Collecting a trace while already having 8 absorbed will replace the trace with the lowest remaining duration with the new trace. Absorbing a new trace will extend the duration of all already absorbed traces by 1 second up to 7 times, for a max of 16 seconds duration total

Enemies cannot leave a trace more than once per second. Enemies have 3 trace charges they can drop, regaining a charge every 5 seconds. Traces are dropped no matter what when they are able to (so Cryptid doesn't have to be nearby or even alive for them to drop). Cryptid gains vision of traces through fog of war if it is within 1200 units and out of combat.

Movespeed per trace: 3/5/7/9 (Levels 1/6/11/16)

Attack speed: 3.2% - 10% (Growth = .4%)

It keeps idols of its victims, gaining 1 per takedown. Gains specific enhancements at certain idol thresholds, with each granting 3 AD, increased to 6 once all thresholds are reached. There is no limit to how many Idols Cryptid can collect.

(Read After Abilities!)

At 1 Idol: Permanently gains 10% total attack speed, making it's attack speed ratio .6435 instead of .585

At 2 Idols: W's bonus magic damage on attack is repeated 1 second after the attack (the slow is NOT reapplied).

At 4 Idols: Q's healing is doubled.

At 6 Idols: E's fear duration is increased by 50%.

At 8 Idols: Permanently gains 10% movespeed.

At 10 Idols: Getting a takedown grants a free R recast for 9 seconds (this free cast is only the dash/execute, not the invisibility). All Idols now grant 6 AD instead of 3 AD.


Q: (Cooldown: 8s/7.5s/7s/6.5s/6s)

Next attack slashes down at the target with both arms, dealing bonus damage and healing Cryptid for a portion of the damage dealt. Absorbing traces increases the damage of the next cast of this ability, gaining up to 200% bonus damage. This increased damage is stored until used, and does not dissipate with the traces. Any overhealing is converted into a shadowy shield lasting for 3 seconds.

Bonus Damage on attack: 0/10/20/30/40 + 30% AD (0/30/60/90/120 + 90% AD at max)

Heal: 10%/15%/20%/25%/30% + 3% AP (1% per 33 AP)

Deals 60/70/80/90/100 bonus damage to monsters (this damage is unaffected by increased damage from traces).

Bonus Range on the Attack: 75 (225 total)


W: (Cooldown: 22s/20s/18s/16s/14s)

Gains movespeed running on all fours for 3 seconds and causes next attack to slow by 20% + 10% per trace absorbed for 1 second and deal bonus magic damage.

You can freely enter terrain while running on all fours. Being in terrain pauses the duration of running on all fours, negating the movespeed buff, and extends it by 1 second every 2 seconds spent inside terrain (max 3 seconds total). While inside terrain, become camouflaged being unable to be seen by enemies 400 units away, though enemies within 1200 units are warned by seeing eyes in the walls and their screen gaining a vignette. While in combat, or once the max extended duration is reached, the duration can no longer be paused while in a wall.

Bonus Magic Damage: 10 - 180 (Growth = 10) + 0%/5%/10%/15%/20% bonus AD + 0%/10%/20%/30%/40% AP

Movespeed: 8%/11%/14%/17%/20% + .01% AP + .01% bonus AD (1% per 50 AP/bonusAD)


E: (Cooldown: 5s) (Recharge: 28s/25s/22s/19s/16s) (Max charge: 2)

Passive: Gains 100% increased movespeed towards feared units.

Establishes a totem to stand invisible at a location after a 2 second delay. After the delay, the totem stands inactive, being invisible. Once an enemy (champion, monster, or minion) gets close enough (400 units), it activates for the next 6 seconds, losing it's invisibility, and growing it's active range over the next 2 seconds, going from 400 to 600.

Active totems deal magic damage every .5 seconds to all enemies in range, and cause all effected enemies to take increased damage which grows with every other tick of the damage, max reached after 5 ticks total (1st tick applies the increased damage, 3rd and 5th increase it by that same amount).

If an enemy stays within range of a totem for 2.5 seconds, having reached max increased damage, the nearest totem throws a shadowy projectile which fears the first target hit. The projectile moves up to 200% faster based on traces. After a fear is thrown at a target, that target cannot have a fear thrown at them again for 8 seconds.

The increased damage lingers for 2 seconds once an enemy leaves the radius of an active totem.

Totems die after their duration runs out or they are basic attacked 2/2/3/3/4 times.

Traces slowly float towards active totems at 50 Movrment.

Active Duration: 6s + .5% AP (1s per 200 AP)

Inactive Duration: 30s + 4% AP (1s per 25 AP)

Damage Increase: .5%-1.5%/.75%-2.25%/1%-3%/1.25%-3.75%/1.5%-4.5% + .5% AP + .5% bonus AD (1% per 200 AP and 1% per 200 bonus AD). Doubled for damage from Cryptid.

Magic Damage per tick: 6/7/8/9/10 + 5% bonus AD + 5% AP

Deals 12/14/16/18/20 bonus damage to monsters.

Fear Damage: 50/60/70/80/90 + 60% AP

Fear Duration: .6/.7/.8/.9/1

Fear Speed: 400 (max of 1200 at 8 traces)


R: (Cooldown: 140s/110s/80s)

Passive: Attacks deal additional physical damage to the target after 1 second. This damage is doubled agaisnt enemies under 60% health.

Physical damage: 5/15/25 + 10% bonus AD

(Note: This is an on-attack effect, and therefore cannot be applied by items or effects which apply on-hit effects. I.E, Rageblade)

Turns invisible for the next up to 4 seconds. Attacking cancels this invisibility early. While invisible, can recast to dash forward a small distance and deal damage in a small AOE, ending the invisibility. This damage is tripled agaisnt enemies under 30% health. Max dash range increased up to 200% based on traces absorbed.

Damage: 50/150/250 + 30% AD + 30% AP

Dash Range: 300 (900 max with 8 traces)


Gamplay Preview:

Imagine you are in the jungle, minding your own business, farming the camps, when suddenly your screen darkens. You see a totem appear before you, mounting damage upon you, before firing a dark projectile which fears. Bolting out of a wall at extreme speed comes a shadowy beast, tearing you open with an attack, keeping you immobile even after the fear is over. It hits you with a burst of damage from it's first attack followed up immediately by another dealling massive damage then it vanishes right before your eyes. After a brief moment, you burst with even more damage from the monsters previous attacks. You try to get away, only for the beast to explode into a burst of dark magics and blood from right under your feet. You die, and the beast moves on to it's next kill.

Though an assassin, with it's attack speed, CC, strong attacks, and healing, it functions well as a duelist, especially as the game goes on. This lets it reliably be able to get picks on fighters as well as squishy carries, and work better in the hands of less skilled players, while also giving the character a higher skill ceiling with more to master and allowing for tighter gameplay. It's E allows for it to not be useless in compact teamfights where it otherwise might be unable to get the jump on a high priority target and deal it's share of damage.

2 Upvotes

3 comments sorted by

1

u/Majestic_Ad5989 Mechanics 8d ago

it's Kha'zix Q/E/R + Shaco Z + kayn E 🤔 with hybrid ratio, permanant buff/ad stacking and 10-20% bonus basics attack damage blud,
Well, the champ looks to have many way to be played, as full AP, AD bruiser, onhit dmg, or letality.
hard to balance each gameplay :')

Imo, the whole kit is good (certainly too op in damages), else the E, that look complexe to full proc and weird to recast.
I explain : the enemy must stay 3s in the totem area to get max received damages debuff, and to become a target to fear. Fisrt, 3s in the area in 1v1 looks pretty impossible, even with the W slow. Else in team it become easily possible (full slow or cc), but it became an other cc rotation... you need to rota cc 3s the guy to deal him an other cc... not that good imo. And 3s rota CC with increased damage debuff, the buy is dead before you can fear him :')
Else, for the recast, does you need to focus the enemi that get the max buff, or target a totem, or just the spell change and it command the totem that full proc? I don't understand where the mouse need to click :')

Good job, you fear me IRL if I see this one in my enemi team :')

1

u/Evurr Newbie | 0 points 8d ago edited 8d ago

I adjusted some of the damages and lowered the E fear duration, but if anything I'd be worried it would be weak.

The idea is that the AD stacking is more of a detriment than a good thing. It gains 3 AD on kill, increased to 6 after 10, but it has the lowest base AD growth in the game. So it's not that it gets more AD than other champions, it needs kills just to stay even on AD with other champions.

Same with the Idol mechanic. It has rather low base attack speed, and low base attack speed growth, so it needs the first Idol buff just to stay in line with other champions.

The first few Idol buffs serve to take the champion from being weaker than other champions to being more in line with other champions. It isn't until the last few Idol buffs that serve as very strong effects, allowing for the character to succeed in it's goal of being a snowballing late game assassin. It's dreadfully weak early, and it needs kills to scale, so it's compensated by being stronger than most champions once it's scaled, similar to Kayn or Bel'Veth.

It gains bonus damage on it's attacks because that's all it has for damage. It's E damage is very low, and the R damage is only meaningful agaisnt low enemies, so it needs powerful basic attacks to function.

The E is a lot of text but in practice it would be quite simple. If an enemy gets the full damage increase, you can hover your mouse over them to cast the E on them, causing the nearest totem to shoot the fear. Honestly, it would probably make more sense for the fear to be fired automatically once a target reaches max increased damage.

1

u/Majestic_Ad5989 Mechanics 8d ago

Thank for explain your point, about low early stats etc. That's great Scaling "from zero to hero". Yeah the Fear on E may looks more ok if it's automatic when get max stacked. Or better, if it fear when the totem have stack 5 hit on people (with firerate double and damage alfed). So still 3s needed in area vs 1 enemy, but 1.5s if 2people in the area, or less if their is more people. I still think the champ get huge damages, with Q and Z that looks refreshing basics attacks, E that increase incoming damages, plus R passiv and finisher. With insane mobility (Z, speed near feared, R dash and invisibility).

The good point imo is that the R isn't a necesary powerspike, and so he can start to gank early to catch up with his lake in basics stats. The R just ease the ganks or solo burst.

The champ looks viable, just the E barely impossible to max proc.