Day 6 of Board Reworks a Champion: Number adjustments

5000000000000000·5/25/2017, 5:16:53 PM·1 votes·294 views

Hello, and welcome to day 6 of "Board Reworks a Champion!" This series of post will try to rework a champion. How would they turn out? Would it be good? Would it be terrible? Who knows? All we know is that it's going to be ridiculous. Everything will be based on the number of upvotes a comment gets. Want to completely remove Lee's ultimate? Sure! Just get enough upvotes!

If we need to decide on one target, the choice with the most net upvotes (upvote-downvote) will be chosen, and if we can have multiple choices, top 3 (or whatever number is appropriate) will be chosen. Only the parent comment will be considered, so don't make a suggestion as a reply!

Yesterday (cough 3 days ago cough), we decided on Urgot's final kit. Now we need to make some adjustments to make him balanced!

Things we'll be looking at are the following

Base stats Passive duration Passive damage reduction Passive distance (how close do they have to be for it to work) Q mana cost and cooldown Q damage Q dash distance Q empowered AA range Empowered Q heal per charge per rank Empowered Q number of recasts per rank Empowered Q heal charges per rank W mana cost W charge refresh cooldown W charge per damage received W max charges W shield E mana cost and cooldown E1 range E1 damage E1 slow E1 slow duration E2 recast time E2 movement speed boost E2 knockback duration E2 charm duration E2 damage E3 recast time E3 range E3 damage E3 knockup duration E3 knockback distance E4 recast time E4 dash distance E4 damage E4 slow amount E4 slow duration E5 recast time E5 damage E5 stun duration E5 fear range E5 fear duration E6 recast time E6 throw range E6 stun duration E6 damage R mana cost and cooldown R1 channel time R1 buff duration R1 bonus armor/MR R1 bonus MS R2 dash distance R2 suppress duration R2 knockback duration R2 charm range R2 charm duration R2 shield R2 shield duration


For those who don't remember the kit, here:

-Passive: Dance Partner: Urgot's basic attacks designate enemy champions hit as his Dance Partner. Urgot can have two Dance Partners at a time. Urgot's Dance Partners deal ? % less damage if Urgot and his Dance Partners are close together (See note), and interacting with them will charge his Terror Capacitor. Note: For being "close together", think of Kha's Isolation mechanic, but in reverse. If Urgot and his Dance Partners 'un-isolate' each other, they are considered to be 'close together'.

-Q: Fashion Rolls: Urgot rolls a short distance (See note) towards the mouse cursor. For 2 seconds after rolling, Urgot's next basic attack will deal ? additional damage, and, if he attacks a Dance Partner, have increased range (See note 2) and charge his Terror Capacitor . Urgot can cast Fashion Rolls a second time if he successfully empowers his Terror Capacitor.

-Terror Capacitor Charge: If Urgot uses a charge of his Terror Capacitor to cast Fashion Rolls, he will store a ? value heal. Urgot can re-cast Fashion Rolls with a charge of Terror Capacitor 2/2/3/3/4 additional times if he stores a heal, and can store up to 3/3/4/4/5 charges. Urgot can touch allied champions to expend all charges and heal himself and those near him (See note 3) Note: Roll distance is similar to that of a Riven E, and he can change it similarly. Note 2: I'm thinking around 100 units of increased range? That seems pretty fair, right? Note 3: "Like Rakan, but better!" The heal value would be low, though, similar to Taric's Q, except it stacks more!

-W: Terror Capacitor: Passive: Urgot stores a charge of his Terror Capacitor every ? seconds (See note). Urgot can reduce this cooldown by taking ? % of his current health as damage or by interacting with his Dance Partners. Urgot can store up to 2/3/4/5/6 charges in his Terror Capacitor at once. Active: Urgot activates his Terror Capacitor, consuming one charge and granting himself a ? health shield. While the shield is active, Urgot's next basic ability is Empowered. Empowered abilities will never give charges of Terror Capacitor, instead granting him a heal or shield charge depending on the ability. Urgot can re-cast Terror Capacitor at any time provided he has at least one charge (See note 2), consuming another charge to recharge his shield and use another Empowered ability (See note 3). Note: This would be a very long cooldown. Forty seconds or so in the early game, around twenty in the late game. Note 2: Terror Capacitor has no cooldown between casts: It is gated only by how many charges Urgot has Note 3: His shield will refresh upon re-casting, but it will not stack.

-E: Star of Noxus!: First Cast: Urgot stylishly spins in a circle, dealing ? damage to any enemies near him. If Urgot hits a Dance Partner, he slows them by ? % for 1 second, gains a charge of Terror Capacitor, and can re-cast Star of Noxus! within three seconds.

Second Cast: Urgot gains a ? % movement speed boost for 2 seconds. The first enemy champion Urgot runs in to is charmed displaced and dealt ? damage, expending Urgot's movement buff. If Urgot runs into a Dance Partner, he Charms them for ? seconds,can re-cast Star of Noxus! a third time within three seconds, and gains charge of Terror Capacitor.

Third Cast: Urgot stylishly slams the ground, dealing ? damage to all enemies near him and knocking them back. If Urgot catches his Dance Partner in the slam, they are Knocked Up, Knocked Back, and Urgot can cast Star of Noxus! a fourth time within two seconds.

Fourth Cast: Urgot leaps towards a Dance Partner caught in the slam of Star of Noxus!'s fifth cast, dealing ? damage to them and slowing them by ? % for ? seconds. Urgot can re-cast Star of Noxus! within three seconds, but must use a charge of Terror Capacitor and be Hyped Up_to continue the chain of casts.

Fifth Cast: Urgot grabs a Dance Partner and twirls them around himself, goring them with his drilled-in metal spikes, dealing ? damage to them and stunning them for ? seconds. Nearby enemy champions are feared for .5 seconds. Urgot can re-cast Star of Noxus! as long as he is Hyped Up, but must use a charge of Terror Capacitor and have two Dance Partners to continue the chain of casts

Sixth Cast: Urgot throws the gored Dance Partner to his other Dance Partner, dealing moderate damage and stunning both of them. Any enemy champions hit by the thrown Dance Partner are displaced and dealt moderate damage.

If Urgot becomes unable to cast or move at any point, Star of Noxus!'s cast chain is reset.

-R: Hyper-Kinetic Battle Dance: First Cast: Urgot dances stylishly for 1.5 seconds, then becomes Hyped Up for five seconds. While Hyped Up, Urgot gains ? bonus Armor and Magic Resist, ? % increased Movement Speed, and can cast Hyper-Kinetic Battle Dance a second time. Second Cast: Urgot jumps forward in a dazzling display, stopping at the first enemy champion hit. For 2 seconds after stopping, Urgot twirls his target around himself, suppressing them, before throwing them back to his starting position, dealing ? damage. During this time, enemies within in a short radius of Urgot are Charmed. Re-casting Hyper-Kinetic Battle Dance will grant Urgot a ? shield for 3 seconds.

Terror Capacitor Charge: If Urgot uses a charge of Terror Capacitor and casts Hyper-Kinetic Battle Dance towards a Dance Partner, he will ignore other champions along the way (See note) Note: There should be a UI-shown indicator of how Urgot needs to 'launch' himself to ignore enemy champions on the way to his Dance Partner, probably in lieu of Warwick's Blood Trails or Tahm Kench's shown 'ultimate travel path'. I, personally, am in favor of the latter.


We'll take whatever comment has the highest upvotes, and take the stats from those. Stats not described in that comment will be taken from the comment with next highest upvotes, and so on.

This is the last day of "Board Reworks a Champion," and after this the full kit will be released!

2 Comments

LSmaster165/26/2017, 10:46:34 AM1 votes

Not sure what would be good base stats Range: 400 Passive: Duration: 5 seconds Range: 300 Damage Reduction: 35% ranged, 25% melee, ranged has an easier time staying away from the Urgod so they have a bigger punishment Q: 12 to 8 second cooldown 50 mana for the first and 15 per recast Distance: 300 units Bonus Damage: 30 to 110 plus 7% bonus armor and mr plus 20% bonus ad+20% bonus ap. Not a huge amount with a tanky ap and mana build but it should hurt if you let him keep hitting you. Also allows a possible ad build. Auto Attack Range: Total of 600 to match or outrange most ADCs, once the urgod invites you to dance it should be hard to refuse Recasts and heal charges are fine in the op Heal per charge: 30 to 50 plus 3% max mana plus 15% ap, the growth with level seems small but the number of recasts/stacks is also growing with level W: 14 to 10 second fixed cooldown per charge 30 mana Cooldown reduced by 1 second per 5% max health taken Max charges: 3/3/4/4/5 Shield: 35 to 75 plus 5% max mana plus 40% ap, makes him tanky even when not building a lot of health but vulnerable to being chain cced so he can't reactivate the shield. E: 20 second cooldown decreased by 20% per each of the first four casts not used 80 to 120 mana 2 second window to recast each one, paused during R1 E1: Range: 300 this makes him have to work to get the most out of it, also matches passive Damage: 40 to 100 plus 40% ap Slow: 50% to 70% for 1.5 seconds, doesn't last all that long but would be strong to help set up cast 2 E2: Speed Buff: 60% decaying over the duration Damage: 25 to 65 plus 20% ap Knock back: 100 units, urgod wants to keep his dance partner fairly close Charm: 1.2 to 2 seconds, that is the main power of this recast E3: Damage: 50 to 210 plus 45% ap Range: 450, if he's pulled off the rest of the combo so far this would help to disrupt the other team so he can continue Knockback: 300 Knockup: 1.5 seconds E4: Range: 750 to allow follow up from maximum distance knocked back Damage: 40 to 200 plus 80% ap plus 4% missing health per 100 ap this is urgod's big move, if an ap heavy build can pull this off late game it should really hurt Slow: 80% for 2 seconds, for a more tanky urgot, this will let his team follow up E5: Damage: 80 to 160 scaling with ult rank plus 10% max mana plus 60% ap plus 120% bonus ad. This ability should hurt for any build or skill max. Stun: 1 second Fear: 1 second E6: Damage: 60 to 150 scaling with ult rank plus 5% max mana plus 40% ap plus 10% of the thrown champions bonus health. The thrown champion takes 10% of the champion he is thrown into's maximum health instead of the last part. Stun: 1 second R: 100 mana 120 to 80 second cooldown R1: 1.5 second channel 35% to 45% damage reduction and 60% move speed for 4 seconds, cc immune and has damage reduction during channel. Each successful cast of star of noxus on a dance partner increases the duration by 1 second, remaining duration can't go past 4 seconds. The changes to the channel allow him to use it in close for a max stack e if he needs one or to outplay cc, R2 wouldn't be as effective at close range as a tradeoff. The damage reduction instead of resists allows him to get around last whisper and voidstaff and also be useful for more damage heavy builds. R2: Dash: 900 Suppress and Charm: 1 to 1.5 seconds Charm range: 300 and anyone who dares to harm the god while he dances Damage: 80 to 200 plus 30% ap times up to 3 based on distance thrown

Builds: Normal would be a sort of tanky utility/ap and mana build with items like seraph's, ice born, and redemption. Would be utility focused with e, r, and passive and tanky against sustained damage with w. AD would want triforce and crit to mark a squishy and then spam q empowered autos at them while using e or r if an opening is found. AP would build items like lichbane, roa, seraph's and protobelt and do most of it's damage with e and long range Rs.

4th Chiming Lamb5/27/2017, 10:33:38 PM1 votes

Wait, wait, I got this! I'll edit this in an hour! Or three...

Also, by copy-pasting, you broke a bunch of cross outs I made to signify changes in the Polishing Steps...

EDIT: I keep my word...

Base stats: Range: Melee, 175 Units Health: 576 – 2055 Health Regen: 8.18 – 25.2 Mana: 300 – 1320 Mana Regen: 5 – 22 Attack Damage: 57.5 – 114 Attack Speed: 0.625 - 0.955 Armor: 26.7 – 103 Magic Resist: 32.1 – 53.4 Movement Speed: 375

Dance Partner: Passive duration: 5 seconds, refreshed on every auto-attack Passive damage reduction: As was said: 35% ranged, 25% melee. Passive distance: 300 units. Urgot has to be practically hovering over you, giving plenty of opportunities for counterplay.

Fashion Rolls: Q mana cost and cooldown: 50 mana initially, then 30 per recast. Increases up to 150 mana initially and 90 per recast at Level 5 Q damage: 95 - 200 (+25% AP / +15% AD) physical damage per slap, reduced by 30% (-1% per 50 Mana!) per each slap after the first on the same target for 5 seconds. Q dash distance: 200 units Q empowered AA range: 300 units Empowered Q heal per charge per rank: 25 per charge (+.5% - 2.25% of Urgot's max HP) Empowered Q number of recasts per rank: As long as he has W charges, he's fine. Empowered Q heal charges per rank: 2/2/3/4/5 (+1 per 500 Mana)

Terror Capacitor: W mana cost: 55 - 95 per cast W charge refresh cooldown: 1 charge per 45 - 20 seconds W charge per damage received: -5 seconds of Cooldown removed per 10% of Max Health damage recieved W max charges: 2/3/4/5/6 W shield: 60 - 220 (+30% AP / +8% Mana)

Star of Noxus! E mana cost and cooldown: 50 - 95 mana per cast, 30 - 20 second cooldown E1 range: 285 E1 damage: 65 - 250 (+30% AP / +40% AD ) physical damage E1 slow: 20% - 40% E1 slow duration: 2 seconds E2 recast time: 3 seconds E2 movement speed boost: 50% MS boost E2 knockback duration range: 150 units displaced E2 charm duration: .75 - 1.75 seconds E2 damage: 75 - 250 (+20% AP / +50% AD) physical damage E3 recast time: 3 seconds E3 range: 250 units E3 damage: 100 - 300 (+50% AP / +35% AD) physical damage E3 knockup duration: 1.25 seconds E3 knockback distance: 200 units E4 recast time: 3 seconds E4 dash distance: To his targetted Dance Partner. No range limit, a' la' Lee Sin Q E4 damage: 50 - 150 (+75% AP / +100% AD) damage E4 slow amount: 75% E4 slow duration: 2 seconds E5 recast time: 3 seconds E5 damage: 100 - 450 (+20% AP / +20% AD) [Damage now scaling with ranks in Hyper-Kinetic Battle-Dance, not Star of Noxus!] E5 stun duration: 1.5 seconds E5 fear range: 175 units E5 fear duration: .5 - 1.5 seconds E6 recast time: 3 seconds E6 throw range: 700 units E6 stun duration: 2 seconds E6 damage: 150 - 500 (+2.25% - 5% of Urgot's Max Health / +4.75% - 10% of thrown Dance Partner's Max Health) physical damage dealt to thrown Dance Partner; 200 - 400 (+5% - 10% of thrown Dance Partner's Max Health / +2.25% - 5% of 'destination' Dance Partner's Max Health) physical damage dealt to 'destination' Dance Partner; 200 - 350 (+5% - 15% of thrown Dance partner's Max Health) dealt to all enemies hit by thrown Dance Partner -If you let Urgot get the full cast chain off, it is going to HURT YOU!

Hyper-Kinetic Battle Dance: R mana cost and cooldown: 150 Mana Cost, 120 Second Cooldown R1 channel time: 1.5 seconds. If Urgot's channel is interupted, Hyper-Kinetic Battle Dance is put on a 15 second cooldown. R1 buff duration: 5 seconds, +2 seconds per Ulti-Charge of Star of Noxus! used R1 bonus armor/MR: 100 - 300 (+20 - 50% Armor / +20% - 50% Magic Resist) R1 bonus MS: +150% MS on cast, decaying to 25% over 3 seconds R2 dash distance: 900 units R2 suppress duration: 1.5 seconds R2 knockback duration: Wait, a knockback? There is no knockback... R2 charm range: 375 R2 charm duration: .5 - 1.5 seconds R2 shield: 150 - 300 (+10% / 15% / 25% Max Health) R2 shield duration: 5 seconds