LoL x Project L: Top 5 junglers that can arrive in the game


The journey into Summoner’s Rift continues, and today the junglers will be in the spotlight. This article does not contain official information, it is simply an exercise of the mind to try to see which champions would be the easiest to adapt in a fighting game. Feel free to share your theories in the comments.

Elise, spider fighter

The Spider Queen would make an excellent character mix-up, having two forms. The humanoid version would have two projectiles, the first would be classic (Neurotoxin the A/Q), and the second (Cocon, his E in LoL) would allow him to immobilize the opponent who would take him. This would allow Elise to transform into a spider and land a big combo, which she would finish with the Venomous Bite (A/Q in spider form) which would be a simple combo ender and hit overhead. Of course, she would not necessarily need to succeed in placing the cocoon to transform, and could do so on a more classic guard opening. In spider form, Cocoon (which would become Suspension) would be an anti-air, which can be used as a reverse. His Z/W would become his Super (remember that his R on LoL is his spider transformation), and would have two forms. Used as a human, it would allow him to summon several explosive spiders, forcing the opponent to stay on the defensive. In her spidery form, she would pounce on her opponent to devour them, inflicting great damage. As a final special move, she could have a usable slide in both of her forms, allowing her to pass under enemy projectiles, which would give her a really good mix-up game.

In terms of characteristics, it would be average everywhere. The player should above all learn to juggle between the forms, because if Elise has almost all the offensive options at her disposal (she just lacks a command grab) and that, failing to shine in all areas, she can defend herself against all kinds of attacks, some options will only be available in a certain form. She would not have an assigned position in a team, being able to evolve into a point to take advantage of an assist during her pressings, or into an anchor in order to benefit from the meter. Even if this last role would suit him less than other characters, the Cocoon might just be one of the best assists in the gameallowing you to extend combos and make the chosen point shine even more.

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Hecarim, so young and already a pony..

The Shadow of War could offer a gameplay revolving around the neutral game. His spear gave him above-average reach, allowing him to totally dominate his opponents at mid-range. In order to recall his Gallop (passive) and his Devastating Charge (E) he would have both a good movement speed and a charge allowing him to quickly break the distance. Carnage (Q/Q) on the other hand would only be a basic special move but with a good range, which he would simply use to finish a combo. Essence of Fear (Z/W) would be changed to a zone debuff that would slow down an opponent on the ground for a few seconds, forcing them to stay on the defensive. She would have a fairly long start-up, so as not to be used in a pressing, but more after a heavy knockdown, in order to ensure that the momentum is maintained. Finally, the Legion of Shadows would be a super classic, except that it would cross the whole screen with immunity to projectiles (but not to normal hits), allowing it to be used as punishment against a zoner who would seek to stay from a distance.

In terms of weaknesses, Hecarim would see his good general range being compensated by relatively slow hits to come out. This would force him to use his Essence of Fear well on the standup, to avoid being beaten by an opponent’s mashing. While his forward dash speed would be above average, his backdash on the other hand would be pretty bad. At the same time, he would often be put in difficulty in the air domain, and would not have an anti-air special move. Its above-average height made it rather vulnerable to cross-ups. Nevertheless his health would be above the norm, in order to compensate for his defensive weaknesses. He would rather be played in point, using his excellent neutral to hinder the opponent and build the meter, while bringing in the anchor during a good opening guard to make a big combo. The assist would also allow him to stop an opposing pressing and return to neutral.

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Lee Sin, who else?

Ok, fighting game, Shaolin monk, no need for a drawing to explain how the Blind Monk has its place in this kind of game. Since he’s fighting with his bare hands in a game where almost everyone is armed, his normal range would be a little below average for his kicks, and way below average for his punches. In order to compensate for this, he would have some of the fastest start-up frames in the game, reminiscent of his Flurry passive. His A/Q would become two different specials. Sound Wave would be a simple projectile, which he would mainly use to close in safely, while Resonating Kick would become an arcing jump kick that would hit mid and overhead, which could also be used in anti-air. Waterspout (E) would become a juggle-on-hit low, which would be canceled by either Resonating Blow or Fracture (the second version of his E), which would re-hit low. Dragon’s Rage (R) would just be a super classic, made to do damage.

The big peculiarity of Lee Sin, would come from the adaptation of his Z/W. Rampart would become a counter, allowing an opponent to be punished on good anticipation. In addition to this, to recall the potential use of this move to dash an ally in LoL, Lee Sin would be a character capable of interrupting his front dash with a guard or a normal move. (a bit like Giovanna in Guilty Gear Strive). Rather, it would be a balanced character, characterized by its improved rekka and dash. However his fantastic mobility and offensive options would be offset by relatively low health. (at the same time, what an idea to come and fight shirtless against people with all kinds of weapons). In terms of his position in the team, the point role seems to suit him more, in order to benefit from an assist to be able to break the distance with the opponent.

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Shaco, eternal joker

If the Jester of Darkness gave many players nightmares in LoL, it will be the same in Project L. His Deceit (A/Q) would become a chargeable teleport. At full power, it would allow him to find himself behind the opponent wherever the latter is, allowing him to punish a zoner who spams his projectiles without thinking. It would be possible to interrupt the charge with a movement, allowing the power to be stored, and thus forcing the opponent to wonder whether or not Shaco has this tool ready. Against characters just wanting to run at him, he could land his Jack in a Box (Z/W) in front of him, which would launch projectiles like in the Rift. This would allow him not to be overwhelmed by an opponent who was too belligerent. Finally, the Poison Double (E) would become a command grab, which Shaco could use against opponents forced to block a Jack in a Box. However, his start-up frames would be quite long, giving opponents a window to counter him if used during pressing.

Hallucination (R) would be Shaco’s super, spawning a clone of the Dark Jester. Shaco could use it to extend his combo. This double would not hit as hard as the original, but its hits would have the particularity of not adding damage scaling (However, Shaco’s hits would continue to add normally). Upon her disappearance, she would leave a Jack in a Box on the ground, allowing Shaco to regain the advantage. The clown’s weak points would be his below average health, and his lack of defensive options if the opponent manages to corner him. It would be more of an anchor, because using his bar would be the only way to play him to his full potential.

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Vi, stands for violence

Piltover’s Cogne also has a lot of strengths that could make it an ideal candidate for a fighting game. It would also not be surprising if Riot wanted to integrate it just to capitalize on the Arcane series. His Shock Shield passive and Vault Breaker A/Q could be mixed together perfectly. This would give Vi a dash (the A/Q) with armor (recalling the passive), allowing him to force his approach. Coups Fracassants is not really integrable in its current form in a fighting game. In LoL, it offers two passives if Vi hits her opponent 3 times, reducing her armor and increasing the boxer’s attack speed. PTo keep the attack speed side, it could just be a chain of punches, starting in two different ways (depending on the button pressed): an overhead punch and a low punch. It would have a lot of pushback, so impossible to combo after, it would serve either to make certain pressings “safe”, the opponent not daring to retaliate in case Vi canceled his last normal hit with this special, or simply as a combo end. It would still be quite negative on block, forcing a return to neutral in the event of an opposing block.

The Implacable Force would change a bit, becoming a dragon, thus serving as an anti-air and reversal. Finally Mise en Demeure would of course be a super damage doing, but would be a command grab instead of being a classic combo ender. This fits pretty well with the fate of League of Legends. If Vi doesn’t have any projectiles, it’s also not impossible to give him a special move allowing him to send them back. His health would be mid-high, but his mobility would be quite poorBrise-Coffre being its only asset in this area. Similarly, although she would have enough to counter an opponent attacking her from the air, her offensive options in the aerial game would be limited. It would rather be played in points, in order to be able to compensate for its low speed with an assist to force the opponent to stay on the defensive.

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Don’t hesitate to tell us in the comments which junglers you think deserve to be in the game, or even those you just want to see even if their gameplay would be a bit complicated to adapt (Ivern’s for example). For those wondering, Kha Zix and Rengar have not been forgotten, but we see them arriving a little later in the game, with a dedicated event around them as Riot Games knows how to do.

Find the League of Legends patch 12.6 notes! On the program are the brand new Anima Squad skins, a redesign for Rengar, but also changes for lifesteal items.





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