Can We More Hard Counter Champions?
Ever have those games where the enemy team has a full-AD team comp yet somehow your team still manages to lose? Every time I see this happen it makes me want to gouge my own eyes out. You would think that this would be the easiest thing in the world to punish when you have items like
in the game.
Here's an interesting idea for a CHAMPION that would be a good hard-counter for these types of situations. **AS A PREFACE: I didn't think about the abilities too hard and the numbers are questionable, but the main thing is the passive and how it would fit in the game and be played. Also the champion name and ability names are whatever, change them as you like. **
Champion: Hal'Pem, the Void Walker Passive: Void Walk (Toggle ability, 1 second cooldown)
Toggle to cause Hal'Pem to phase into the void. While Void Walk is active, Hal'Pem cannot be targeted by basic attacks and is immune to abilities that deal physical damage. However, while in this form, he loses all magic resistance and takes 50% increased magic damage from all sources, cannot basic attack, and has his movement speed reduced by 20%.
Q - Chain Lightning [because we still don't have a real chain lightning spell in the game] Mana cost: 120 Range: 600 Cooldown: 9 seconds
ACTIVE: Hal'Pem hurls a bolt of damaging lightning at a target enemy dealing magic damage that jumps to nearby enemies. Each jump deals less damage. Jumps to the closest enemies and cannot jump to the same target twice.
Magic Damage: 85 / 125 / 180 / 250 / 335 (+30% AP) Number of Jumps: 4 / 6 / 8 / 10 / 12 Reduced Damage Per Jump: 30% (stacks multiplicatively) Maximum Possible Magic Damage: 235 (+139% AP) / 382 (+153% AP) / 576 (+160% AP) / 817 (+163% AP ) / 1106 (+165% AP)
W - Lightning Shield Mana Cost: 100 Range: 600 Cooldown: 20 seconds
ACTIVE: Hal'Pem shield a target with electricity for 10 seconds. The target discharges on nearby enemies (250 range) dealing magic damage each second for the duration. Additionally, ally champions and minions receive additional armor.
Magic Damage per Second: 20 / 40 / 60 / 80 / 100 (+10% AP) Maximum Magic Damage: 200 / 400 / 600 / 800 / 1000 (+100% AP) Bonus Armor: 5 / 10 / 15 / 20 / 25 (+5% AP)
E - Decay Mana Cost: 175 Range: 600 Cooldown: 10 seconds
PASSIVE: Hal'Pem weakens nearby enemies, reducing their armor by a flat amount.
Armor Reduction: 5 / 10 / 15 / 20 / 25
ACTIVE: Hal'Pem cripples a target enemy champion, reducing their movement speed, attack speed, and physical damage dealt for 2 seconds.
Slow: 25% / 37% / 50% / 62% / 75% Physical Damage Reduction: 10% / 20% / 30% / 40% / 50%
R - Resurrection Mana Cost: 200 Range: 900 Cooldown: 240 / 180 / 120 seconds
ACTIVE: Brings back to life the corpses of friendly nearby minions (killed within the last 30 seconds). These minions become inspired, gaining 100% attack speed and always prioritize nearby enemy champions and structures over enemy minions.
Max Minions Revived: 6 / 12 / 18
This is just a simple kit I thought up that would be interesting and very powerful against teams with too many AD champions. It would be a good counter champion pick because:
- He can become immune to physical damage but can absolutely melt to magic damage. Though, while Void Walking he can't use basic attacks and slows himself.
- Can boost the armor of his allies. Could help protect a high-priority target.
- Can weaken strong enemies. AD comps tend to be more all-in and divey so this would help mitigate the damage. Again, could help protect high-priority targets. This wouldn't really weaken mages as much since they can cast their spells normally.
- All-AD comps tend to either be mostly melee, squishy ranged, and have waveclear that's not as good as AP champions with magic damage abilities. His ultimate can be used to revive a recently cleared minion wave and have them focus champions and turrets. Remember the Razorfins from Black Market Brawlers? These minions wouldn't be as OP as those but can still pack quite a punch especially if you have a good mix of super minions, cannon minions, or ranged caster minions. Can also help push down towers since all-AD comps tend to win primarily through splitpushing most of the time. Would also be more punishing for those champions who ignore minion aggro.
- Picking this champion against too many AP champions would shut down half of his kit. He could still remain relevant, but he is strongest against more AD-focused comps (like
is). - Probably viable in all roles except ADC. Just to be safe, let's make him a melee champion.
**BEFORE YOU START RAGING AT ME OR DOWNVOTING IM GOING TO ACKNOWLEDGE THAT YES, THIS KIT IS PROBABLY OP. **The numbers are likely high and could use some tweaks. It's just the general idea of having a relatively straightforward champion that is more about strategy and macro-level decisions than mechanics and micro-level decisions. However, could have a unique role in the game and would be fun. Frustrating to play against if you're an AD champion (or a comp with too many ADs), but potentially fun if you're a mage or some sort of AP champion.
Just an idea I had I wanted to bring up, maybe get people discussing about champions, roles, strategy, and simplicity vs complexity of champion kits. Also I hate losing to all-AD comp--I'm running out of eyeballs I want to gouge out. Also appropriate because armor items are getting ruined by changes in 5.16.
would like to meet you for a drink, and talk about that Q (he'll probably eat you, I wouldn't go)
On a serious note, why would you want to create a champion that counters AD? Talon is my champion for mid, and it's already hard against full armor. That champion would completely ruin him.
Also,
And we don't have hard AP counters that are viable picks.
,
crow aren't as satisfying.
in a team that already has a lot of AP?
is the closest thing. I only gave an example because full-AD team comps happen but full-AP team comps are rare because ADCs exist.
would like a word with you), and if you have an AP top laner an AP jungler then
W but more specialized.
can have an active passive why not.
top with like
mid? He would pop like a balloon if he used his passive at the wrong time. If he builds full MR it doesn't help him while Void Walking so he dies just as fast. If he's not Void Walking with a full-MR build, he would almost immediately die to AD damage. See the trade-off?
Oh you're melee and dont have huge mobility? I hope you'll have fun NEVER touching me).