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Concepts - League of Legends

As an enthusiastic League of Legends player, imagining new champions and writing paper concepts is one of my favorite hobbies. Creating a champion's kit along with their visuals and lore is an exciting prospect, and allows me to improve my game design skills.

The concepts featured here were first posted on the LolChampConcepts subreddit, a dedicated online board holding monthly thematic concepts. These concepts taught me how to write paper concepts and how to receive and integrate criticism.

Each concept was rewritten and thoroughly commented to be made clearer to non-League of Legends players. They have been divided in two sections :  "Background" and "Gameplay".

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Qual - the chemtech daredevil

Context - This concept was created for the September 2018 concept. Our theme was "Ultimate spells with a long cooldown". As their name states, ultimate spells are impressive skills able to turn the tide of a battle. Their strength is directly tied to their cooldown (their recharge time) : more impactful ultimates will have longer cooldowns. My core idea was inspired by Ragnaros in Heroes of the Storm, Blizzard's MOBA. I tweaked one of his ultimates to create a chemical smokescreen able to fill up a zone and obscure vision for enemy players.

Read the concept on Reddit

Champion - Background

Background

Playstyle - Disruptive melee-ranged jungler.

Why ? - Qual's personality and spell-kit stemmed from his ultimate. I imagined a very agile character able to easily run through the map, laying down toxic traps and explosive hindrances.

Lore - A true adrenaline junkie who grew within Zaun's poorest slums, a heavily industrialized area filled with caustic fumes, Qual's only true friend is a passion for life-threatening thrills. Having learned how to harness and canalize his hometown's toxic atmosphere, Qual can unleash chemical infernos and run through the flames for sheer entertainment. Openly opposing the tyrannical chem-barons lording over the city, Qual developed an arsenal of traps and gadgets to keep his liberty, stay out of crime and justice's grasp... and fulfill his addiction.

Why ? - Despite his low defense, Qual's gameplay incites him to stay in melee range. This is justified by his adrenaline addiction. His traps and explosives cement his place as League of Legends' resident full-time saboteur. His unique upbringing and personality led him to develop personalized weapons. I wanted my character to develop a fully-fledged personality, and not simply be a vehicle for his ultimate spell.

Appearance - Qual is an emaciated man clad in a tattered leather jacket, with torn-off sleeves. A massive chemical pump planted in his back always pulsates along with his breathing, regulating his oxygen. A gas mask covers a disfigured skull, nose blown off by an experience gone wrong and skin charred by a corroding mist. Various gadgets and explosives dangle off Qual’s belt, shadowing his black cargo pants.

Why ? - A cross between Bane from Batman and Psycho Mantis from Metal Gear Solid, I wanted for Qual's appearance to reflect his love for dangerous experiences and body-wracking adventures. Disturbing and unnerving, Qual is also inspired by Bioshock's retro chem-punk technology.

Gameplay

Champion - Gameplay

Passive - Daredevil : When Qual comes near an enemy champion, turret, epic or big monster, he gains a stack of Daredevil. Each stack of Daredevil grants Qual bonus movement speed and a small amount of bonus armor and magic resistance. Qual can gain up to 5 stacks of Daredevil ; Daredevil stacks fall off rapidly if Qual doesn’t encounter new thrilling situations.

Why ? - Flirting with danger excites Qual. Much like Jinx, another Zaun champion addicted to destruction, his excitation translates to a movement speed bonus. To maximise its efficiency, Qual must take calculated risks by approching potential threats, staying at an uneasily safe distance. Those risks are mitigated by Daredevil's defense bonuses. Daredevil also grants additional defenses against monsters to allow Qual to survive within the jungle.

1st spell - Sticky Bomb : Qual grabs the targeted unit, strapping it with an explosive adhesive. The Daredevil can then throw his victim in any given direction. Qual can re-cast Sticky Bomb, in which case he presses the detonator. The explosion stuns monsters and minions. Sticky Bomb can also target turrets to damage them.

Why ? - Qual can severely hamper his enemies by displacing them and/or stunning them. After strapping bombs to an enemy champion, Qual can throw him back to his team to stun several enemies at once. Stunning monsters reduces their DPS, which reduces the damage taken while jungling. Being able to booby-trap turrets allows Qual to weaken enemy positions and facilitate audacious dives on stunned targets.

2nd spell - Treacherous Path : Qual cartwheels forward, leaving 3 mines in his wake. After a short arming time, the mines deploys themselves into spike-traps. Walking or dashing over a mine inflicts magical damage and a stacking slow. The mines disarm themselves after several seconds. Tripping over the three mines also inflicts Disarmed to the victim, stopping him from using auto-attacks.

Why ? - Treacherous Path improves Qual's agility. The Daredevil can cartwheel through a group of enemies and force them to disperse, or cut off a fleeing enemy's path. If he catches a champion with Sticky Bomb, Qual can throw them towards the traps to inflict damage and severely debuff them.

3rd spell - Chemical Tripwire : Qual regularly gains charges of Chemical Tripwire. Qual can use a charge of Chemical Tripwire to drop a chemical bomb at the targeted location. When 2 bombs or more are armed, they are linked by a tripwire. If a hostile unit crosses one of those tripwires, a spray of compressed gas is released along the wire, grounding and damaging struck units. Grounded characters cannot use movement spells.

Why ? - Qual dictates the flow of battle by deploying an array of lethal traps. Otherwise, this spell is nigh-useless in a duel, due to the necessary set-up. Qual needs to be supported by his team, and be protected while he prepares a wiry labyrinth. Sticky Bomb can throw an enemy toward a tripwire, and Treacherous Path's dash helps Qual to drop bombs at crucial locations.

Ultimate Spell - Cloud of Grey : Qual sets down an enormous container filled with the Zaun Grey (the lethal atmosphere smothering the Zaunian slums). A screeching alarm informs everyone the bomb has been planted. When the vents open, a cloud of Zaun Grey rolls out, spreading in a direction (set when casting the spell). This cloud of Zaun Grey rolls out and spreads with semi-realistic properties, moving around walls and obstacles. Enemies caught within the cloud of Zaun Grey are afflicted with near-sight, severely reducing their vision range. The cloud naturally dissipates after some time.

Why ? - Smoking out a whole region of the battlefield drastically modifies both teams' battle tactics. If the enemy team decides to brave the mist and push forward, they'll need to be particularly cautious. Qual can freely move through the smog and lay out barely-visible traps, taking a much more proactive role. The alarm allows the enemy team to prepare for the ensuing chaos. I believe this ultimate is fit to have a long cooldown because of the sheer impact it can have on a fight.

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