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ChampionSquare
 
Attackpower
Defensepower
Spellpower
Difficulty
Missing Role

Unspecified

Missing Role

Rangetype

1 Growth 18
Health (+)
Health regen. (+)
manaless
 
Attack Damage (+)
Attack Speed (+%)
Armor (+)
Magic Resist. (+)
Attack Range
Mov. Speed

Unknown The Best Champion is... the best champion ever.

Lore

name, title
Lore:
Quotes:

Development

Glossary
  • First Head - Issues movement and attack commands. This is misleading - this head also has abilities.
  • Second Head - The secondary character who is carried. This is misleading - the second "Head" also uses one of duo's arms.
Core Differences
  • HOTS, from what I've experienced, only uses Blind Pick and you create your team before entering match making - there's no issue of "what if no-one else picks the Second Head before the timer runs out".
  • HOTS has no items - there's no need to decided whether both players should have an inventory and, if they do, whether they should both have access to all stats.
  • HOTS has no Summoner Spells - there's no issue of what would happen if the Second Head uses Flash or Teleport.
  • HOTS has global experience - there's no issue of whether both players should level at the same time. Furthermore, they use a Talent system instead of a Rank-Up/Runes/Masteries system for all Heroes. 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
  • Manaless. I'm not going to entertain the prospect of having two players share a secondary resource or having two separate resources. 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 the Second Head has no control of movement.
  • The First Head is melee. I'm not concerned with whether the Second Head is the carry or the support but in both cases the gameplay is richer is the First Head is melee. Ideally, it should be possible for both heads to be either the carry or the support (Fighter+Mage or Duelist+Support, respectively).
  • The Second Head has a spammable spell that substitutes as a basic attack, similar to KarthusSquare Karthus's Lay Waste.
  • The First Head has an ability that can be directly used by the Second Head (e.g. Magma Bomb and Runic Blast).
Problem Solving
  • Each Head benefits from different stats and gains no benefit from other stats.
    • First Head: Health, Health Regeneration, Armor, Magic Resistance, Attack Damage, Attack Speed, Critical Strike Chance, Critical Strike Damage, Armor Penetration, Life Steal and Boots.
    • Second Head: Ability Power, Cooldown Reduction, Magic Penetration and Spell Vamp.
    • Alternatively, this could be "simplified" to sections of the store (e.g. the First Head has access to Offence, Defense and Boots; while the Second Head has access only to Magic).
  • The Second Head utilizes a Talent system instead of a Rank-Up system, giving them a more interactive experience than simply growing linearly to the First Head.
  • 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 First Head does, or instead have static abilities.
    • For example: Second Head 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 Second Head 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 Second Head earn Affinity at a slightly different pace, making their experiences different.
  • The Second Head has access to unique Summoner Spells.
  • In the event First Head disconnects, Second Head gains the ability to control the Duo's movement and attacks. Neither gains the ability to cast the other's abilities.
    • Perhaps this champion's experience could be simplified by having First Head viable as a standalone champion, with Second Head being an optional addition. This major downside to this experience is that I don't want First Head 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

First Head

I
Two-Headed
Ability
Targeting Affects
{{{targeting}}} {{{affects}}}

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

While the two Heads are guaranteed to earn an assist in anything the other does, only one of them may be credited for the kill. The two Heads should decide among themselves who receives bounty from minions or secures the greater amount of bounty from champion kills.

One is a melee fighter who has complete control over the Duo's movement and basic attacks, while Two is mage who is at the mercy of One's motor controls. One is the only of the two Heads that can improve the Duo's Champion Statistics, although Two has his own independent Ability Power and Cooldown Reduction stats.

Notes:

Q
Mega Inferno Punch
Ability
Targeting Affects

Active: One beings reeling his fist (charging). After 1 second, One 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. One 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.

Notes:

W
Blazing Agony
Ability
Targeting Affects

Active: One unleashes a wave of loathing that emanates in all directions, applying an inverse-shield on enemies hit. While the shield holds, the enemy's armor and magic resistance is reduced to 0 and the Duo are healed for 100% of the damage dealt to the inverse-shield. The rightmost X amount of the target's current health is temporarily converted into a differently coloured segment, resembling a shield.

Notes:

E
Molten Core
Ability
Targeting Affects

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

Notes:

R
Tectonic Crunch
Ability
Targeting Affects

Active: One 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, One knocks all enemies toward him, dealing physical damage and slowing them for a further 0.75 seconds.

Notes:

Second Head

I
Runic Affinity
Ability
Targeting Affects
{{{targeting}}} {{{affects}}}

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

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

Notes:

  • Or, remove the Experience Affinity and have 「 216 - 2700 (based on Talent) earned 」「 216 - 12204 (based on Talent) cumulative 」 from gold alone.

Q
Arcane Strike
Ability
Targeting Affects

Active: After drawing energy (charging) for 2 seconds, Two 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 channel time is reduced by 1% for every 1% of Two's cooldown reduction. If Strike hits an enemy, Two gains a stack of Overload that increases Strike's damage by 50% for 4 seconds (up to 2 stacks).

  • Cooldown: No Cooldown

Notes:

W
Arcane Blitz
Ability
Targeting Affects

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

  • Cooldown: 4

Notes:

E
Arcane Pulse
Ability
Targeting Affects

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

  • Cooldown: 4

Notes:

D
Berserk
Ability
Targeting Affects

Active: Two infuses One with 30% total movement speed for 3.5 seconds.

  • Cooldown: 60
"Move you oaf!"

Notes:

F
Indomitable
Ability
Targeting Affects

Active: Two makes the duo invulnerable for 2 seconds.

Unlocked at level 16, or 11 with Psychotic Break.

  • Cooldown: 60

Notes:

Talent Tree

1
Ability
Gifted Magi
Arcane Strike charges 20% faster.
Ability
Fuel for the Flame
The cooldown of Berserk is reduced by 2 seconds whenever Two lands an ability on an enemy champion.
Ability
???
2
Ability
Double Back
Upon reaching maximum range or after hitting a target, Arcane Strike will bounce back to the Duo.
Ability
Put Your Back Into It!
One's Molten Core's maximum range is increased by 33%.
Ability
Siphoning Blast
Arcane Surge now restores health equal to 20% of the damage dealt to champions.
3
Ability
Arcane Barrier
Active: Two 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.
Ability
Arcane Surge
Two 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
Ability
???
Arcane Strike deals up to 50% bonus damage based on the Duo's proximity to the affected enemy, dealing more damage to closer targets.
Ability
???
Arcane Strike deals 25% bonus damage to enemies affected by Blazing Agony.
Ability
???
Champion takedowns increase Arcane Strike's damage by 10%, stacking up to 50%. This bonus resets on death.
5
Ability
Hurry Up!
Berserk now grants 75% slow resistance.
Ability
Psychotic Break
Unlocks Indomitable early. Otherwise, Indomitable is unlocked at level 16.
Ability
Shove
Berserk now dashes in the direction of the cursor on activation. Two briefly overpowers One's motor control.
6
Ability
???
Ability
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.
Ability
Bomb's Away
The cooldown on One's Molten Core is reduced by 1 second per enemy hit by Arcane Pulse.
7
Ability
Frugal Magi
Arcane Blitz only consumes half of Two's Overload stacks on activation (rounded down).
Ability
???
Ability
???
8
Ability
Arcane Flare
Arcane Strike is now a pass-through missile.
Ability
Overclocked
Overload now stacks up to 4 times.
Ability
Arcane Pulsar
Arcane Pulse no longer destroys Molten Core.
9
Ability
Stubborn To A Fault
Berserk now breaks free of active crowd control effects.
Ability
Unstoppable
Indomitable can now be activated while disabled.
Ability
Brawn-dead
Two can continue casting for 10 seconds after the duo's death.

Pre-Development Draft

This kit has only be crudely translated into League, and could probably be done better.
I
Two-Headed
Ability
Targeting Affects

Ska'Lord must be selected by two players and appears as two champions side-by-side in Champion Select. Ska and Lord share the same health and experience bar, but have separate item slots and earn gold Gold individually.

Brawn: Ska is a melee fighter who controls the duo's movement and has access to basic attacks.

Brain: Lord is a mage that doesn't have access to basic attacks or movement, nor the standard pool of Summoner Spells. Additionally, each of his basic abilities are available at level 1 but cannot be ranked, and are instead improved via a Talent System. Details below.

Notes:

  • In champion select, players will suffer a dodge penalty if they select Ska or Lord and no other player joins them.
  • Client Change: "Lock In" replaced with a "Ready" button. Readied players will show as locked in to the enemy team and if all players are readied the game will advance, but ultimately players can un-ready at any time. Ska or Lord players cannot Ready until both champions are selected.
  • In Draft Pick:
    • Banning either champion will disable them both.
    • Ska and Lord players can trade with each other as well as other players as normal.
  • If Ska disconnects, Lord gains the ability to control the duo's basic attacks and movement. Lord does not gain the ability to cast Ska's abilities nor will Ska gain access to Lord's in the reverse situation.

Ska's Abilities

Q
Ability
Targeting Affects

Notes:

W
Burning Agony
Ability
Targeting Affects

Active: Ska unleashes a wave of loathing that applies a damage over time to surrounding enemies (5 seconds). If Burning Agony damages an enemy, Ska restores a large amount of health over 5 seconds.

Notes:

E
Magma Bomb
Ability
Targeting Affects

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

Notes:

R
Upheaval
Ability
Targeting Affects

Active: Ska channels for 1 second, applying a slow to all enemies in a cone before him that ramps up over the duration. Upon completing the channel, Ska pulls all enemies within the area toward him, dealing physical damage and slowing them for a further 0.75 seconds.

Notes:

Lord's Abilities

Lord

  • Each of his Basic Abilities are available at level 1 and cannot be ranked.
  • Two unique Summoner Spells: Unhinged (available from level 1) and Berserk (available from level 16).
  • Does not gain experience but instead gains Talents Points at set intervals, which can be spent on Talents. While Talent Points are available, Lord will be prompted to click on his innate icon to open up his Talent Tree. Talents are mutually exclusive similar to Champion Masteries, and each option is only presented once.
  • A choice of two Ultimate Abilities, based on Talent selection.
Q
Nether Pulse
Ability
Targeting Affects

Active: After a brief delay, Lord deals X + (X × level) + (X% AP) magic damage to all enemies in a line.

  • Cooldown: 3

Notes:

W
Creeping Dread
Ability
Targeting Affects

Active: Lord throws a bomb that bounces to strike two additional times in a line, dealing X + (X × level) + (X% AP) magic damage to enemies hit with each bounce.

  • Cooldown: 6

Notes:

E
Runic Blast
Ability
Targeting Affects

Active: Lord detonates Ska's Magma Bomb, dealing X + (X × level) + (X% AP) magic damage to surrounding enemies.

  • Cooldown: 0.5

Notes:

D
Unhinged
Ability
Targeting Affects

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

  • Cooldown: 60
"Move you oaf!"

Notes:

F
Berserk
Ability
Targeting Affects

Active: Lord makes the duo invulnerable for 2 seconds.

Unlocked at level 16, or 11 with Psychotic Break.

  • Cooldown: 60

Notes:

Lord's Talent Tree

Level 2 (Pick One)
Ability Natural Flair

Nether Pulse's damage area is 50% wider.

Ability Fuel for the Flame

The cooldown of Unhinged is reduced by 2 seconds whenever Lord strikes an enemy champion with his abilities.

Ability Gorgon's Eye

Lord's Totems have 500 increased cast range and Lens last 3 seconds longer.

Level 4 (Pick One)
Ability Put Your Back Into It!

Ska's Magma Bomb's maximum range is increased by 33%.

Ability Double Back

Creeping Dread's second bounce instead bounces back toward the initial point of impact.

Ability Siphoning Runes

Runic Blast now restores health equal to 20% of the damage dealt to champions.

Level 6 (Pick One)
Ability Twisting Nether (R)

Active: Lord summons a Twisting Nether that applies an inward force to enemy champions within the surrounding area for the next 5 seconds. After 1 second, Lord can reactivate the ability to detonate the Nether dealing X + (X × level) + (X% AP) magic damage.

  • Cooldown: 100 seconds
Ability Shadow Barrage (R)

Active: Lord unleashes a barrage of slow moving bolts forward in a line over the next 3 seconds, dealing X + (X × level) + (X% AP) magic damage to the first enemy they hit. The trajectory updates itself over the duration to face the cursor.

  • Cooldown: 60 seconds
Level 8 (Pick One)
Ability Edge of Madness

Nether Pulse deals up to 20% bonus damage based on the duo's proximity to the affected enemies, dealing more damage to closer targets.

Ability Double Trouble

Nether Pulse deals 40% bonus damage to enemies affected by Burning Agony.

Ability Dark Descent

Champion takedowns increase Nether Pulse's damage by 5%, stacking up to 20%. The current bonus is reset on death.

Level 10 (Pick One)
Ability Hurry Up!

Unhinged now grants 75% slow resistance.

Ability Psychotic Break

Unlocks Berserk early. Otherwise, Berserk is unlocked at level 16.

Ability Shove

Unhinged now dashes in the direction of the cursor on activation. Lord briefly overpowers Ska's motor control.

Level 12 (Pick One)
Ability Runic Feedback

The cooldown of Ska's Magma Bomb is reduced by 1 second per enemy hit by Runic Blast.

Ability Rollback

Upon reaching maximum range, Ska's Runebomb then returns to the duo dealing its damage again to enemies in its path.

Ability Bomb's Away

Runic Blast's damage radius is increased by 33%.

Level 14 (Pick One)
Ability Rising Dread

Creeping Dread deals 25%, 50% and 75% increased damage on the first, second and third hit, respectively.

Ability Lingering Dread

Creeping Dread slows enemy champions hit by 30% for 2 seconds.

Ability Dread Shield

Creeping Dread shields allies hit by the ability.

Level 16 (Pick One)
Ability Giant Scorcher

Nether Pulse deals bonus magic damage to champions equal to 3% of their maximum health.

Ability Twilight Nova

Creeping Dread splits in three on its initial impact, proceeding forward as three projectiles in a large cone.

Ability The Void's Fury

Twisting Nether's damage is now increased by 10% per second the Nether is active; and Shadow Barrage's bolts become pass-through missiles.

Level 18 (Pick One)
Ability Stubborn To A Fault

Unhinged now breaks free of active crowd control effects.

Ability Indomitable

Berserk can now be activated while disabled.

Ability 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.

Patch history

Gallery

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