[Champion Concept] Thule, the Tribal Twinge

Leroyswish··2 votes·1,759 views

#THULE, ##the Tribal Twinge http://fc07.deviantart.net/fs71/f/2013/314/f/5/tribal_warrior_by_butteredbap-d6tgequ.jpg ###Basic Stats |STAT NAME|BEGINNING LEVEL (1)|PER LEVEL|MAXIMUM LEVEL (18)| |- |HEALTH|425|+85|1870| |HEALTH REGENERATION|2.8|+0.4|9.6| |MANA|220|+40|900| |MANA REGENERATION|6.5|+0.35|12.45| |ATTACK DAMAGE|50|+3.1|102.7| |ATTACK SPEED|0.670|+1.45%|0.835| |BASIC ATTACK RANGE|170|+0|170| |ARMOR RATING|19|+3|70| |MAGIC RESISTANCE|30|+0|30| |MOVEMENT SPEED|350|+0|350|

###Abilities |TYPE|NAME|EFFECT|COST|RANGE|COOLDOWN| |- |PASSIVE|BATTERING RAM|Thule strikes with bellowing force, causing each of his third subsequent basic attacks to deal 10% of the target's armor as bonus damage.|NONE|NONE|NONE| |Q ABILITY|HEAVING CLEAVE|Thule flings his mighty blade in a skillshot line, dealing 45/70/85/90/105 (+60% bonus Attack Damage) physical to the first enemy hit and 12% less damage to additional enemies; the blade also returns to Thule, dealing 25/50/65/70/95 physical damage to enemies hit and 24% less damage to additional enemies.|75 MANA|500|10/9.5/9/8.5/8 SECONDS| |W ABILITY|GORE STRIKE|Thule drives his mighty blade into targeted enemy's torso, dealing 50/75/100/115/150 (+90% Attack Damage)physical damage and dealing 15% additional physical damage if their Mana is below 50%.|60/70/80/90/100 MANA|200|6 SECONDS| |E ABILITY|JUNGLE JITTERS|Thule stares deep into targeted enemy champion's soul, releasing their hidden terrors. Affected champions are slowed for 20/25/30/35/40% of their movement speed and are silenced for 1.5/1.75/2/2.5/3 seconds.|80/85/90/95/100 MANA|450|12 SECONDS| |ULTIMATE|SKULL CRUSHER|Passively, Thule gains 10/15/20 Attack Damage. Upon activation, Thule leaps towards targeted enemy, dealing 220/330/440 (+50% bonus Attack Damage) physical damage and reduces armor by 15/20/25 for 2 seconds. If Thule deals the killing blow with Skull Crusher, 45% the mana cost is restored.|100 MANA|625|75 SECONDS|

13 Comments

Flintfall1 votes

Looks like a fun AD caster.


Just to point out, your passive has 215 range for some reason.

In Gore Strike, the extra damage based on missing mana feels a tad out of place. I know you're going for the 'tired enemies gets axed' element, but his kit seems to say 'Bruiser' instead of 'Anti-mage' to me, and his theme (you didn't provide backstory, so correct me if I'm wrong) seems to agree with being a reckless sword wielder. I'm also assuming that the Twinge part of his name applies to his lore as well, as he is more of a fight disruptor/warrior than an assassin as twinge would imply.

You have a lot of cc of Thule, up to 7.5 seconds of cc. That might be a bit much, considering he would destroy every mage in the game effortlessly. Keeping total cc below 4 seconds is general rule of thumb, especially if all of it is targeted (Which is a bit extreme in Thule's case).


Overall, the kit needs a bit of work so that it isn't ridiculous, my suggestions are to solidify his anti-mage elements in his kit and theme instead of leaving them around in the kit while presenting a warrior/fighter champion.

Leroyswish1 votes

You're explanation of Gore Strike is almost spot on. Originally, I wanted Gore Strike to be a sort of finisher, exploiting enemies who have low mana and have been roaming around a bit.

Question: what do you think I can do to make Thule into a "Bruiser" instead of "Anti-Mage"? I already made an anti-mage, and that was Zero, the Primal Pursuant.

I'm still working on backstory and lore at the moment. I wanted him to be a primitive hunter-gatherer of sorts, an accomplished slayer-of-beasts or something like that. He isn't the cold and calculating type; instead, he's on a short fuse and could snap at any moment.

I might make his E, Jungle Jitters, his only crowd control ability. What do you think?

Flintfall1 votes

Limiting his total cc is good, and I have some ideas for making Thule the more of a rampaging type.

  • Remove bonus AD from ultimate and replace with Champion kills reduce Heaving Cleave's cooldown by 5 seconds

  • Gore strike now deals additional damage to silenced enemies instead of when they have less than 50% mana

  • New Passive: Attacking an enemy with higher health than Thule shreds their armor by 1%/2%/3% (Max 15%)

or

  • New Passive: Killing a Large/Epic monster or champion gives Thule 5/6/7 attack damage for 2 minutes, stacking up to 30/40/50 AD.

Just some ideas...

Slothwell1 votes

A few points considering you want him to be a bruiser:

  • Bruisers generally have at least 2 forms of CC if they don't have built in forms of sustain
  • The majority of bruiser junglers get some form of sustain (Udyr, WW, Kha, Noc, Yi?, Trundle etc.)
  • All of the above do have powerful CC

Now more towards his identity - His Ult and Passive don't mix. Your ult reduces armor and yet your passive deals damage based on that stat. I'd assume the passive was made to increase damage in trades in the top lane but even then it is fairly weak. Perhaps he could get 1% increased damage per second in combat.

I like the idea of gore strike and might even increase it's damage - bonus damage based on %missing HP. This only stands in the current version with low CC, low range, low damage Q/0 damage E, low mobility, no built in sustain.

To remove the anit-mage element I would remove the silence and add effects to jungle jitters to make up for it. The stacking AD passive from Flintfall sounds good and perhaps it could also movement speed steal for an equal amount to make up for the generally low mobility.

If you don't to give him sustain he's certainly more of a fight disruptor and to go with that theme I think instead of the mana refund, halving the cooldown of his ult upon a kill with gore strike or the ult itself is fine. This encourages you to skirmish, pick off and when you get low, head back to your lane or the jungle and play it safe for a bit until he's prepared to kill again.

Chilly Willies1 votes

Wow, this is pretty good. Your art is really cool :) Only main problem I see is the E's Silence numbers. Maybe 1.5/1.75/2/2.5/3 would be a good place to start.

Leroyswish1 votes

I will post a link when I can to the original artist, as it is not my own. I apologize for that. I adjusted the numbers on the silence accordingly, thank you.

THPX1 votes

This really just feels like jarvan reworked to me

Leroyswish2 votes

What similarities does Thule and Jarvan IV have? I'm curious.

AnderZ3121 votes

I def think you should make the decision of either bruiser or anti-mage. If you choose anti-mage you can have his jungle jitters have a mana sap to make his gore strike a little bit more viable. And his passive just doesn't really fit into his kit very well, it would help with early to mid laning but that's about it. If you wanted him to be anti-mage I'd say make it scale with targets ap, a small percentage. Or if you wanted a bruiser I think you might want to revamp his kit to be a peeler/tank destroyer. Keep the passive and have his gore strike do the extra damage if the target is aggroing another target other than yourself, or is under the effects of Jungle Jitters. His ulti seems slightly out of place for a bruiser though. One thing that could be cool is to give him a Heimerdinger ult, so it can be used in multiple scenarios. Just amplify his abilities when used with his ulti, so he can use it for burst or to peel. His Q seems to be in a good place though, best for wave clear and burst damage. Maybe make it apply a stack of his passive for extra burst potential or something.

Flintfall1 votes

Ability amplification is boring and unoriginal, not to mention it's already been used several times in League.

Hoffmisc1 votes

Would you like your champion to be in the Champion Compendium (Community Beta Edition)?

Leroyswish1 votes

At this time, I'd prefer it not. Thule is still very much a work in progress, so I'd rather have it added when I believe I am finished. Thank you for the offer and consideration.

Hoffmisc1 votes

Just let me know when you think hes ready and i'll put him in.

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