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[champion suggestion] Diddle the harvester

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Funny Butcher ?? Senior Member
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09-11-2012

Name: Diddle the magic squirrel

Lore: Once a good friend of lulu, Diddle felt betrayed when she left for the league as her departure had weakened all fairy trees that provided the magical nuts Diddle liked so much.

Graphics: Diddle would be a yordle looking like a squirel with a woolen bag, he would manipulate his bag like a smashing weapon on crits when he fights and would pull the bag on it over his shoulders when he walks.

Artwork suggestion:
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Hazelnuts harvesting: Diddle has no mana he has a bag that he fills with hazelnuts and uses the hazelnuts as an energy pool. Diddle can stock up to 8 hazlenuts. Diddle spawn with 3 hazelnuts.
When Diddle hits an enemy minion monster or champion he will make them drop on death 1-2 hazelnuts on the ground that will disapear after 5 scd. if diddle walk over hazelnuts he will automaticly pick them.
When Diddle run out of hazelnuts he will recover one after a few seconds if he has not find one before. (from Earthenlady)

The combo principle: We imagine a little hazlenut poping over the spell icon that would grow until it gets to a shiny cittical level and if the spell is reactivated when the hazelnut is filled on that level the combo is successful else the combo is failed and the hazelnut disapear.

Passive: When Diddle has fullfilled his bag he become crazy and cant stop laughing in the same time he gets 10% movement speed and the first spell he will cast will be significantly improved.

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First skill "Q":
Skill shot Cost: 1 hazelnut CD: 1.5 seconds Damages stack with AD
Active:
Diddle throws a big hazelnut damaging and applying on hits effects to the first enemy it hits.

Full bag bonus: Diddle throw his bag dealing incredible damages and stunning all enemies it goes through for 0.25 second but up to 3 hazelnuts will be dropped arround. (a nice punch sound will fit very well here)

Second skill "W":
Cost 3 hazelnuts on first activation and each successful reactivations gives back 2 hazelnuts CD: 10 seconds after last activation Radius:250 (very close range) Damages stack with AD/AP
Active:
First activation: Diddle hits surrounding enemies with his tail slowing them, a combo feature appears. (AD damages stack)
Second activation: If the spell is reactivated with a perfect timing then diddle make a hazelnut explode under him in order to jump and bump surrounding enemies in the air and the combo feature reappears.(AP damages stack)
Third activation: If the player succeed again Diddle will backflip in the air and kick the enemies back on the earth for twice the damages done with each of the 2 first blows.
(If diddle reactivate too fast or too slow and therefore misses the perfect timing the combo is stopped as explainned before)

Full bag bonus: instead of kicking the enemy with his tail and feets Diddle use his bag as a smashing weapon dealing twice the damages but dropping up to 2 hazelnuts per activations arround.

Third skill "E":
Cost:1 hazelnut CD:6/5/4/3/2 max trapps:3 time before activation: 1.5scd Damages stack with AP
Active:
Diddle plant a hazel under him that will work like a trap or a jump for the next champion that will walk over it. the traps can be seen by the enemies as a tree shoot.
If the champion is an enemy then the hazelnut will snare the enemy dealing magic damages.
If the champion is an ally the hazelnut will grow a hudge leaf that will instantly bump the ally champion on the direction he is facing allowing him to pass over walls. if very well placed champions can be bumped 3 times in a row.

Full bag bonus: The traps are free of costs.

Ultimate "R":
Minimal requirement: 3 hazelnuts CD: 60 seconds The number of projectiles and damages depends of the number of hazelnuts Diddle is carrying. Radius: 650 Damages stack with AD/AP
Passive:
Percent chance: 10/20/30
Gives a chance to make the enemies drop additionnal hazelnuts on hits.
Active:
Diddle jumps into the air and bombards the area in front of him with big hazelnuts when his bag gets empty the combo feature appears and if he reactivate his ultimate on the right time he gets back all the hazelnuts, if he fails or is interrupted he loose all the throwed hazelnuts.

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Specific item: "Golden leaf of hope" Basicly an item that would provide hazelnuts/minute and life to Diddle but would cost him an item slot and a few gold, so that he can handle a situation were he gets outplayed and is unable to farm decently.

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Advanced tactics: (Soon enough)

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Wish other Funny suggestions?
Evolving versatile support => Zildart http://euw.leagueoflegends.com/board...d.php?t=905349
Anti-magic combo based mage => Laguard http://euw.leagueoflegends.com/board...d.php?t=923174 (NEW)
Cute giant traveler and support => Big-shy http://euw.leagueoflegends.com/board...d.php?t=931256 (NEW)
Mysterious rage based AD carry => Zack http://euw.leagueoflegends.com/board...25#post9483425 (NEW)

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Thanks for replying and rating it
If you up vote this thread it might get noticed give it a chance

 
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Earthenlady ?? Senior Member
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09-11-2012

his Q has too short of a CD for the stun effect.
Also, he won't be able to use his skills if he doesn't get kills or assists? Pretty broken right now m8.

 
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Funny Butcher ?? Senior Member
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09-11-2012

Yes nicely pointed out no hazelnuts no spells the char is oom very quickly if you only spam your spells.
Therefore ultimate can help getting more hazlenuts.

ps: when you hit an enemy he get enchanted so that when he dies he will dropp hazelnuts, this is not so far from the rage of tryndamere you still have to hit enemies to get energy but here you can stock your energy its all about management here clever players will know how to use this weakness as a strenght and give us a good show :-)

But indeed your first point was right he could almost spam his Q to stun the target again and again but doing so he has to get out of hazelnuts very quick for not doing much damages, its all about situational choices here.

Anyway its true CD should have been longer overall i fixed that, the thing is it's just an idea all CD's and damages and everything is a fiction here as i dont have much hope for one of my suggestion to be adopted one day X)

 
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SubjectSeven ?? Senior Member
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12-11-2012

There needs to be a system to regain hazelnuts without full bag bonus so that even when you can't outright kill something/someone, to make sure he doesn't randomly die from 1v1s due to running out of hazelnuts.

The CD on his Q is indeed too short, even if there is (at the moment) no way to gain back those hazelnuts. Basically you're stunning someone for 33% of the time now, comparing to Sion's 1.5 sec/8 sec = ~18% at max level.

He probably has too much CC as well, but since you rely on picking up hazelnuts, the time that the enemy is CC'd gives you time to pick up nuts, so I guess it works well.

For the rest I absolutely love the mechanic of picking up your mana/nuts. Olaf's undertow made actually interesting .

 
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Funny Butcher ?? Senior Member
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13-11-2012

Well actually the full bag bonus wont help as it makes you loose you hazelnuts faster for better damages, but the thing is you dont actually need to kill units to drop hazelnuts. When you attack them they might drop some because of your ulti's passive.
*Also your basic attack buff enemy units so that if they die a few seconds later from any source they actually will drop some aswell. (Indeed the passive was not well explainned i did not notice that thank you!)

Anyway the true thing is the player would have to use his burst at the right moment, this char is clearly not the one you want to waste spells arround with.
After all, the risk of running out of mana in a fight is a risk you can afford if the burst you have before is decent and your char enough AD to be able to sustain afterward.
Yes indeed for the CD its maybe still too short anyway that's not the kind of things that are hard to fix afterward i believe. Its nice to get some feedback thank you guys :-)
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If its not enough we can imagine that the second spell basicly cost 4 hazelnuts and that the successfull reactivations gives back to Diddle 2 hazelnuts each that would make sense here. What you think? =)
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The main point i wanted to show with this char is "Combos" what are your feelings about that feature? Is it well explainned? :-)

ps:
I changed the Q's cooldown to 2 seconds from 1.5 and stun duration to 0.25 second from 0.5.
I edited the passive so that its better explainned (sorry for my awful english :3)
I added the option described above for the W.

 
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SubjectSeven ?? Senior Member
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13-11-2012

Quote:
Originally Posted by Funny Butcher View Post
Well actually the full bag bonus wont help as it makes you loose you hazelnuts faster for better damages, but the thing is you dont actually need to kill units to drop hazelnuts. When you attack them they might drop some because of your ulti's passive.
*Also your basic attack buff enemy units so that if they die a few seconds later from any source they actually will drop some aswell. (Indeed the passive was not well explainned i did not notice that thank you!)

Anyway the true thing is the player would have to use his burst at the right moment, this char is clearly not the one you want to waste spells arround with.
After all, the risk of running out of mana in a fight is a risk you can afford if the burst you have before is decent and your char enough AD to be able to sustain afterward.
Yes indeed for the CD its maybe still too short anyway that's not the kind of things that are hard to fix afterward i believe. Its nice to get some feedback thank you guys :-)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
If its not enough we can imagine that the second spell basicly cost 4 hazelnuts and that the successfull reactivations gives back to Diddle 2 hazelnuts each that would make sense here. What you think? =)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The main point i wanted to show with this char is "Combos" what are your feelings about that feature? Is it well explainned? :-)

ps:
I changed the Q's cooldown to 2 seconds from 1.5 and stun duration to 0.25 second from 0.5.
I edited the passive so that its better explainned (sorry for my awful english :3)
I added the option described above for the W.
It still requires something to be killed, which makes the champ pretty much useless, especially since you only get 2/3 hazelnuts back for it. A lot like katarina's passive not refreshing but that happening all the time in a fight.

Anyway, as I said, I see a lot of potential int he mechanic, I just hope the other judges give it a chance as well (technically you should leave your suggestion as it is at the end of the submission dates, so we can be sure we don't need to change our votes due to new changes in the champ (the newest changes are subtle enough not to matter ).

 
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Funny Butcher ?? Senior Member
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13-11-2012

Quote:
technically you should leave your suggestion as it is at the end of the submission dates,
I did not know but that make sense sorry about that :-p

Quote:
It still requires something to be killed
hopefully you may kill more than one minion/minutes as "last hits" is your best friend on lane phase XD.

But yeah if you are outplayed before level 6 it will be hard to fullfill your bags, well that's the main champion's weakpoint maybe we can add a special optional item for Diddle (like the ones for Rengar and Viktor).
In this particular case Diddle would recover something like 1 hazelnut/minute with the item so outplayed players would not totally be doomed under towers, and good Diddle players wouldn't feel the need to buy the item as they would rather keep all their items slots for stats items.

 
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SubjectSeven ?? Senior Member
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13-11-2012

I like the specific item idea, like Rengar uses to snowball, diddle uses to stay in the game

and yeah you can get last hits, but with this quick usage of your hazelnuts you'll burn through the maximum of 7 (8 causes you to lose all and then maybe pick up 3 more for 4 casts) casts very quickly, if there are no lasthitting opportunities nearby you'll become very weak very quickly.

also I'm giving you more tips than others at the moment, but you were already on my list and I'd like to see the mechanic worked out better

 
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Funny Butcher ?? Senior Member
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13-11-2012

Yes there you got a point ill make that change to the W happen, so that W might cost 3 or only 1 if well reactivated once and would grant 1 if the combo is finished.
In the end if all skills are successively used and well reactivated Diddle might not loose any hazelnuts (if therefore he is fast enough to go arround recover the ones that will be dropped from the full bag bonus effects)
In the end it all would be about well balancing the whole thing like any other champions :3

Im gratefull you are pointing up things I did not question myself before or that seemed not important to me as they should have

 
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Funny Butcher ?? Senior Member
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14-11-2012

As the "Listing' is finished i allowed myself to change few things
I replaced the stun of the Q spell with a on hit effect and reduced the CD so that would fix both the problem of hazelnuts losses and stun abuses.
I replaced the initial bump effect of the W with a slow so that it does not disable same champions too times in a row but only once on the second activation as the third activation only makes the enemy heroes return faster on the ground.
I also changed the bonus bag effects of both Q and W so that Q cant drop more that 3 hazelnuts on the ground and W cant drop more than 4.

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