[Concept] Kindred Rework - Death Comes

Bârd··2 votes·516 views

Notable base stat changes

Attack Range: 575 Movement Speed: 335

Passive: The Eternal Hunt

It's Your Time: When an unit loses a point of HP, they gain one Mark of the Kindred. Marks can only be dispelled by dying or returning to the fountain. When a units marks exceed their current health, and they are under 90% health, they are marked for death. This status is only dispelled by killing Kindred or by remaining above 90% health for 20 seconds.

Natural Course: Kindred can neither attack nor be attacked by any unit who is not marked for death. Towers will not target Kindred. Casting Smite on a monster instantly marks it for death. Scoring a unit kill causes kindred to heal for 1% their max health (5% for large/epic monsters, 15% for champions).

Death Comes: When a champion is marked for death, they are revealed and Kindred gain 50% movement speed towards them (lowered to 15% in combat).

Q: Dance of Death 5 second CD, 30 mana Lamb lunges in a target direction, firing arrows at the three closest enemies (prioritizing champions marked for death) within range. These arrows deal physical damage equal to 30/40/50/60/70 (+.9 AD) physical damage (applying on hit effects) to targets who are marked for death. against targets whoa are not marked for death, 15/20/25/30/35 (+.45 AD) marks are applied to them.

Striking a champion who is marked for death reduces the CD of this ability by 1 second.

W: Wolf's Chase 10 second CD, 50 mana

Passive: If Wolf dies, Lamb cannot cast mounting dread or Wolf's chase until he respawns. If Lamb dies, player control transfers to wolf, who cannot cast Lamb's Respite or Dance of Death. One of them dying grants the bounty of a full kill, but the other dying shortly after will grant no additional bounty.

Active: Set wolf on a target enemy champion who is marked for death.

Wolf Stats

110% Kindred's MS 600 (+90 per level) health 50 armor 50 MR 0.9 AS

Wolf's attacks deal physical damage equal to 10/15/20/25/30 (+7% targets missing health) and apply a 2-18% slow, based on the targets distance from Lamb.

Reactivate to end the chase, causing wolf to bound back to Lamb. Wolf is not invulnerable during his return.

E: Mounting Dread 16 second CD, 80 mana

First Cast: Lamb fires an enchanted shot at a target enemy who is marked for death. The target is slowed by 12% for 2.5 seconds. Lamb's basic attacks against the slowed target refresh the slow and increase it by 6%, up to a 36% slow.

Second Cast: Wolf Lunges at the target, dealing between 20/30/40/50/60 (+8% missing health) and 30/45/60/75/90 (+12% missing health) physical damage based on the magnitude of the Mounting Dread slow currently on them.

R: Lambs Respite 90 second CD, 100 mana

Lamb marks an area on the ground for 2.5 seconds. Any living thing on this ground cannot be brought below 10% health (or healed back above 10% health). At the end of the duration, all units in the area are healed for 100/150/200, and enemies in the area are marked for death.

6 Comments

Evil Yasuo2 votes

"marked for death" as in zed's ult?

Bârd1 votes

Marked for death as in the mechanic the entire concept is based around.

Evil Yasuo2 votes

{quoted}

Marked for death as in the mechanic the entire concept is based around.

That's the name of zed's ult. You might wanna change it.

Bârd1 votes

Similar. Not the same.

The Last Ballad2 votes

Yeah, but Riot has a thing that they don't like to do, which is naming a mechanic after another champs ult.

"Death comes" says the same thing, yet doesn't infringe on an assassin's ult's name.

Lightwellian1 votes

This would be a bit too strong. Pretty much permavision of anyone you can interact with, and the main way people in lane can avoid ganks is nullified? When you nullify towers, you change the entire game. Also, Lamb basically can't farm without using Smite, so her whole game will just be ganking in as hardcore a way as possible.

You did a good job with sticking to the lore, but this is too much.

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