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Custom champions/Two Player Champion feat. Cho'Gall (Heroes of the Storm)

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This custom champion is a mirror of Heroes of the Storm's Cho'Gall, a hero that is controlled by two players. Should such a concept be implemented on the League of Legends? Would it even work? It does fall into the "Champion select strategy" gameplay that Riot has historically stated they dislike (even if I don't believe they've ever actually taken this into account when designing a champion) - since picking Cho'Gall is a massive double-edged sword and requires a helluva lot of comp-planning and its subject to a lot of counter-strategies.

Development

Core Differences
  • HOTS' Blind Pick requires you to build your team before you queue up (and doesn't permit you to queue without both parts of Cho'Gall selected). In Draft Pick, Cho'Gall can only be selected be players who are part of a party and their Draft Pick system has two players select their champions at a time (and guarantees party members share the same pick phase - e.g. 2nd and 3rd picks). If one of them locks in as another hero, Cho and Gall are both disabled; and Cho and Gall cannot lock-in unless both heads are selected (and locking in will lock in both players).
  • HOTS has no Summoner Spells - there's no issue of what would happen if the Second Head uses Flash or Teleport. That said, Heroes features Mount and Recall spells on all heroes, both of which are disabled on Gall (although he has a unique replacement for Mount).
  • HOTS has global experience - there's no issue of whether both players should level at the same time. Laning is still important because you need someone in lane to get experience from that lane, so Cho'Gall is always a duo lane. Furthermore, they use a Talent system instead of a Rank-Up/Runes/Masteries system for all Heroes - and since everyone's levels at the same time, both players have their own progression experience. They each have access to 3 abilities at level 1 and can choose a talent every few levels (other levels only improve stats). At level 10 they can choose an ultimate ability from a selection of two. Some Talents grant them additional actives (such as wards and what League would call Summoner Spells, which occupy 1-9 hotkeys). A Talent system could perhaps make the second player's experience more enjoyable - making sure both players enjoy themselves is something to take into serious consideration.
  • HOTS replaces disconnected players with AI, including either head of Cho'Gall. HOTS has fairly competent AI that is supplemented with streamlined gameplay/objectives, making this not an end-of-the-world issue. While this champion should by no means be balanced around disconnects - some consideration should probably be made.
Core Requirements
  • At least one of the duo is manaless or they have separate resources. I'm not going to entertain the prospect of having two players share a secondary resource. As far as power budgets go, this decision is suitably off-set by the fact that killing one unit puts the allied team down two champions as well as the fact that Player Two has no control of movement.
  • Player One should probably be melee. Whether or not Player Two is design to "support" Player One or whether they are an independent damage dealer, I believe the gameplay is richer if positioning is a core gameplay aspect of Player One. Ideally, it should be possible for both heads to be either the carry or the support (Fighter+Mage or Duelist+Support, respectively).
  • Player Two needs a spammable spell that substitutes as a basic attack, similar to Karthus Karthus' Lay Waste.png Lay Waste.
  • Player One has an ability that can be directly interacted with by the Player Two (e.g. Cho'Gall's Magma Bomb and Runic Blast).
Problem Solving
  • Each player benefits from different stats and gains no benefit from other stats.
    • Player One: Health, Health Regeneration, Armor, Magic Resistance, Attack Damage, Attack Speed, Critical Strike Chance, Critical Strike Damage, Armor Penetration, Life Steal and Boots.
    • Player Two: Ability Power, Cooldown Reduction, Magic Penetration and Spell Vamp.
    • Alternatively, this could be "simplified" to sections of the store (e.g. the Player One has access to Offence, Defense and Boots; while the Player Two has access only to Magic).
  • Player Two utilizes a Talent system instead of a Rank-Up system, giving them a more interactive experience than simply growing linearly to the Player One.
  • Alternatively, the Talent system is instead used as a unique shopping experience - either disguised as items, or runes, or "training", with each tier costing an increasing amount of gold (or experience) (with the values serving as a balance lever for the champion's power curve). The champion could either gain skill points whenever Player One does, or instead have static abilities.
    • For example: Player Two does not earn gold or experience. Instead, he earns a unique bounty, Runic Affinity, equal to the combined gold and experience for the kill. Whenever Player Two has sufficient Affinity, he is prompted to open the "Store" and may select a Talent. This can be done from anywhere on the field and at any time. This particular example means that Support and Carry Player-Two earn Affinity at a slightly different pace, making their experiences different.
  • The Player Two has access to unique Summoner Spells.
  • In the event Player One disconnects, Player Two gains the ability to control the Duo's movement but is Disarm icon disarmed. Neither gains the ability to cast the other's abilities.
    • Perhaps this champion's experience could be simplified by having Player One viable as a standalone champion, with Player Two being an optional addition. This major downside to this experience is that I don't want Player One players to queue with the intention of going solo and being "trolled" (since there's only a limited time to build a comp, this would affect the whole team) - ideally, this champion should only ever be selected with the intention of duoing and all players should have an expectation that this champion will be a duo (either sacrificing a jungler for a duo in tope or mid; that the champion is going bot lane; or that bot lane will be a solo lane).
Themes

Working Draft


Ska'Lord

the Unhinged

ChampionSquare

 

Attackpower.png 40
Defensepower.png 60
Abilitypower.png 100
Difficulty.png 100
Emptylord, Blizzard
Emptylord Swordsman Large

Skirmisher

Mage Large

Mage

Melee role

Melee

1 Growth 18
Health 580 (+135) 2875
Health regen. 5 (+3) 56
No Resource  
   
Attack Damage 53.5 (+5.5) 147
Attack Speed 0.625 (+0.5%) 9.1%
Armor 25 (+2.5) 67.5
Magic Resist. 32.1 (+1.25) 53.4
Attack Range 175
Mov. Speed 325

Player One

Two-Headed
ChampionSquare

The Duo shares the same experience bar and earns experience as a single champion, but only Ska gains Skill Points from level-ups. Each of Lord's basic abilities are available at level 1 and cannot be ranked.

Ska and Lord earn kills and assists separately, and is worth a Double Kill to takedown. The two should decide among themselves who receives bounty from minions or secures the greater amount of bounty from champion kills.

Ska is a melee fighter who has complete control over the Duo's movement and basic attacks, while Lord is mage who is at the mercy of Ska's motor controls. Only Ska may purchase items and is the only of the Duo who can improve the Duo's Champion Statistics, which the exception of Ability Power, which is unique to Lord, and Cooldown reduction, which they each have separate stats.


Mega Inferno Punch
ChampionSquare

Active: Ska beings reeling his fist (channeling), during which time he can move. After 1 second, Ska gains the ability to cast Mega Inferno Punch again for 3 seconds. If Mega Inferno Punch is not used used, half the cooldown is refunded. Ska uses the momentum built up to fling the Duo toward the target area, dealing physical damage to all enemies in an X-radius area on impact.

  • Physical Damage: 80 / 120 / 160 / 200 / 240 (+120% bonus AD)


Blazing Agony
ChampionSquare

Active: Ska unleashes a wave of loathing that emanates in all directions, cursing all enemies hit for a portion of their health. The curse discolours the right-most portion of the targets health, similar to a health shield.. While the curse holds, the target's armor and magic resistance are reduced by 50% and the Duo restore 1 health for every 1 damage dealt to the Cursed Health.

  • Curse Strength: 80 / 110 / 140 / 170 / 200 (+10% Duo's Maximum Health)
  • Defense Reduction: 20 / 40 / 60 / 80 / 100%


Molten Core
ChampionSquare

Active: Ska rolls a ball of magma forward in a line, dealing physical damage to enemies it hits. Lord can detonate Magma Core, dealing damage to surrounding enemies.

  • Physical Damage: 80 / 130 / 180 / 230 / 280 (+100% AD)


Tectonic Crunch
ChampionSquare

Active: Ska beings a physical chant (charging), causing the ground in a large cone before him to begin rupturing. Enemies within the area are slowed, which becomes stronger over the duration. After 1 second without interruption, Ska knocks all enemies toward him, dealing physical damage and slowing them for a further 0.75 seconds.

  • Physical Damage:: 150 / 300 / 450 (+140% bonus AD)


Player Two

Runic Affinity
ChampionSquare

Lord does not use gold Gold nor can he purchase items. Instead, Lord gains 1 affinity Perseverance mastery s4 for every 1 gold Gold he would earn. Lord also generates 1 affinity Perseverance mastery s4 for every 1 experience the Duo earn. 「 Earning 248 - 8202 (based on Talent) Affinity grants Lord the ability to choose a Talent. 」「 Reaching 248 - 32346 (based on Talent) cumulative Affinity grants Lord the ability to choose a Talent. 」

「 Unlocking Talents grants Lord 25 - 225 (based on Talent) Ability Power. 」「 Lord gains a total of 25 - 1125 (based on Talent) Ability Power. 」


Arcane Strike
COOLDOWN: No Cooldown
ChampionSquare

Active: After drawing energy (charging) for 2 seconds, Lord throws a charge of pure energy forward in a line that deals 50 + (10 × level) + (35% AP) magic damage to the first enemy it hits. The charge time is reduced by 1% for every 1% of Lord's cooldown reduction.

If Arcane Strike hits an enemy, Lord gains a stack of Overload that increases Arcane Strike's damage by 50% for 4 seconds (up to 2 stacks).


Arcane Blitz
COOLDOWN: 4
ChampionSquare

Active: Lord fires a homing bolt of arcane energy at the nearest enemy, dealing 50 + (10 × level) + (35% AP) magic damage. Lord will unleash an additional bolt for every stack of Overloa0d. Enemies can only be targeted by a single bolt. Arcane Blitz deals 50% more damage for every stack of Overload and consumes all current stacks.


Arcane Pulse
COOLDOWN: 4
ChampionSquare

Active: Lord detonates Ska's Molten Core, dealing 50 + (10 × level) + (35% AP) magic damage to surrounding enemies. Arcane Pulse deals 50% more damage for every stack of Overload and, if it strikes at least one enemy, refreshes Overload's timer.


Berserk
COOLDOWN: 60
ChampionSquare

Active: Lord infuses Ska with 30% total movement speed for 3.5 seconds.


Indomitable
COOLDOWN: 60
ChampionSquare

Active: Lord makes the Due invulnerable for 2 seconds.

Unlocked at level 16, or 11 with Psychotic Break.


Talent Tree

1
ChampionSquare
Gifted Magi
Arcane Strike charges 20% faster.
ChampionSquare
Fuel for the Flame
The cooldown of Berserk is reduced by 2 seconds whenever Lord lands an ability on an enemy champion.
ChampionSquare
???
2
ChampionSquare
Double Back
Upon reaching maximum range or after hitting a target, Arcane Strike will bounce back to the Duo.
ChampionSquare
Put Your Back Into It!
Ska's Molten Core's maximum range is increased by 33%.
ChampionSquare
Siphoning Blast
Arcane Pulse now restores health equal to 20% of the damage dealt to champions.
3
ChampionSquare
Arcane Barrier
Active: Lord surrounds the duo with a barrier that deals 75 + (15 × level) + (105% AP) magic damage every second to enemies in contact with it, generating a stack of Overload for each unique enemy champion damaged over the duration.
ChampionSquare
Arcane Surge
Lord gains 40% cooldown reduction and increases his cap on cooldown reduction by the same amount for the next 10 seconds, and each of his abilities echo, occurring twice more after the initial cast with each echo dealing half as much damage.
4
ChampionSquare
???
Arcane Strike deals up to 50% bonus damage based on the Duo's proximity to the affected enemy, dealing more damage to closer targets.
ChampionSquare
???
Arcane Strike deals 25% bonus damage to enemies affected by Blazing Agony.
ChampionSquare
???
Champion takedowns increase Arcane Strike's damage by 10%, stacking up to 50%. This bonus resets on death.
5
ChampionSquare
Hurry Up!
Berserk now grants 75% slow resistance.
ChampionSquare
Psychotic Break
Unlocks Indomitable early. Otherwise, Indomitable is unlocked at level 16.
ChampionSquare
Shove
Berserk now dashes in the direction of the cursor on activation. Lord briefly overpowers Ska's motor control.
6
ChampionSquare
???
ChampionSquare
Rollback
Upon reaching maximum range, Molten Core then returns to the duo dealing its damage again to enemies in its path. This will not happen if the core is destroyed.
ChampionSquare
Bomb's Away
The cooldown on One's Molten Core is reduced by 1 second per enemy hit by Arcane Pulse.
7
ChampionSquare
Frugal Magi
Arcane Blitz only consumes half of Lord's Overload stacks on activation (rounded down).
ChampionSquare
???
ChampionSquare
???
8
ChampionSquare
Arcane Flare
Arcane Strike is now a pass-through missile.
ChampionSquare
Overclocked
Overload now stacks up to 4 times.
ChampionSquare
Arcane Pulsar
Arcane Pulse no longer destroys Molten Core.
9
ChampionSquare
Stubborn To A Fault
Berserk now breaks free of active crowd control effects.
ChampionSquare
Unstoppable
Indomitable can now be activated while disabled.
ChampionSquare
Brawn-dead
Lord can continue casting for 10 seconds after the duo's death.

Trivia

  • Ska'Lord's name derives from the combined player names of the first game I played on Cho'Gall, Skadush and Emptylord, a feature the Heroes of the Storm employs to name the combined players.

My Blogs

Retired

Classes
New Releases
  • Support Large.png
    Arbiter
    The Custodian of the Void
  • Emptylord Disruptor Large.png
    Jeddica
    The Ice Breaker
  • Emptylord Defense Large.png
    Mowgli
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  • Fighter Large.png
    Titan
    The Case 53
  • Completed
  • Emptylord Bombardier Large.png
    Azazel
    The Arcanist
  • Emptylord Bombardier Large.png
    Ballistic
    The Living Artillery
  • Emptylord Bombardier Large.png
    Dannis
    The Headcracker
  • Emptylord Swordsman Large.png
    Dirk
    The Noxian Beastmaster
  • Emptylord Disruptor Large.png
    Dorian
    The Clockblocker
  • Marksman Large.png
    Ebonmaw
    The Terror of Zaun
  • Assassin Large.png
    Finn and Ebb
    The Tidehunters
  • Emptylord Swordsman Large.png
    Mutiny
    The Pirate King
  • Emptylord Defense Large.png
    Nighthawk
    The Winged Fury
  • Support Large.png
    Nostrilla
    The Bogey Shaman
  • Emptylord Swordsman Large.png
    Riah
    The Plight of the Sands
  • Emptylord Disruptor Large.png
    Teek
    The Mischievous Sprite
  • Support Large.png
    Yaga
    The Stray Little Witch
  • Emptylord Swordsman Large.png
    Zargonil
    The Striker Toad
  • Active Works
  • Marksman Large.png
    Antarya
    The Regnant of the Glade
  • Emptylord Guardian Large.png
    Eury
    The Damsel of Distress
  • Mage Large.png
    Jolt
    The Lightning Thief
  • Emptylord Defense Large.png
    Pernelle
    The Witch of the Wastes
  • Mage Large.png
    Quantum
    The Holomancer
  • Emptylord Swordsman Large.png
    Ska'Lord
    The Unhinged
  • Emptylord Defense Large.png
    Skitter
    The Undersider
  • Outdated Works
  • Emptylord Swordsman Large.png
    Aven
    The King of the Sands
  • Mage Large.png
    Averdrian
    The Mind of Oblivion
  • Marksman Large.png
    Baron Nashor
    The Exalted One
  • Mage Large.png
    Charlette
    The Oncoming Swarm
  • Support Large.png
    Dimitri
    The Battle Surgeon
  • Emptylord Swordsman Large.png
    Ferox
    The Deathless Prince
  • Emptylord Defense Large.png
    Iris
    The Combat Media
  • Marksman Large.png
    Manthas
    The Master of Prestige
  • Emptylord Guardian Large.png
    Marcel
    The Shadow Mime
  • Emptylord Swordsman Large.png
    Milo
    The Sunfire Alchemist
  • Emptylord Disruptor Large.png
    Muzen'Khan
    The Wings of the Abyss
  • Marksman Large.png
    Odyssey
    The Hired Gun
  • Mage Large.png
    Prophet
    Avatar of the Ancients
  • Support Large.png
    Quorra
    The Aegis of Ionia
  • Assassin Large.png
    Rasper
    The Frightful Ghost
  • Emptylord Disruptor Large.png
    Relic
    The Chronarch
  • Emptylord Swordsman Large.png
    Master Shang
    The Chi Warrior
  • Marksman Large.png
    Stefan
    The Ironspine Ripper
  • Mage Large.png
    Thane
    The Thunder Warrior
  • Emptylord Bombardier Large.png
    Wilros
    The Savant of Demacia
  • Marksman Large.png
    York
    The Bandle Gunslinger
  • Emptylord Swordsman Large.png
    Zelos
    The Ionian Sergeant
  • Mage Large.png
    ?
    The Herald of Despair
  • Early Development
  • Marksman Large.png
    Aubury
    The Faerie King
  • Mage Large.png
    Halder
    The Whizzard
  • Fighter Large.png
    Lung
    The Mandrake
  • Emptylord Disruptor Large.png
    Metatron
    Void of the Goddess
  • Fighter Large.png
    Nex
    The Gravesworn
  • Emptylord Guardian Large.png
    Tharros
    The Heart of the Mountain
  • Undeveloped Works
  • Mage Large.png
    DhaMa
    The Force of Balance
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    Dynasty
    The Spirit Linker
  • Support Large.png
    Fawst
    The Darkin's Pride
  • Mage Large.png
    Gizmo
    The Tinker Soldier
  • Support Large.png
    Remora
    The Keeper of Secrets
  • Mage Large.png
    Scar
    The Painted Mage
  • Mage Large.png
    Senna
    The Lantern's Light
  • Mage Large.png
    Senna
    The Vindicator
  • Emptylord Swordsman Large.png
    Senna
    The Warden's Thrall
  • Mage Large.png
    Scylliss
    The Battlemage
  • Mage Large.png
    Seraph
    The Mana Elemental
  • Mage Large.png
    The Command Droid
  • Support Large.png
    The Puppet Master
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    The Regnant of the Glade
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