Dakota, the Mystic Knight

The Dreamwalker·4/10/2017, 1:53:59 PM·2 votes·792 views

(Pretty big idea)

Hi everyone! Yea, I am back with a brand new attitude about making champion concepts! If you like my ideas, yay. If you don't, oh well! I do. Now, let's get down to it.


Full Name: Dakota Jeremiah DeBillard (Certain people can call him Kota, another champion idea, to be released soon)

Homeland: Demacia

Friends: Lux, Garen

Enemies: N/A

Class: Fighter

Secondary: Support


Powers

Passive: Sigils of Power

At certain points throughout a match (levels 1, 6, 12, 18), Dakota is given the power to create sigils of power. Each sigil represents something different, as such, each sigil has different properties. Dakota has 6 possible sigils, but can only make four of the six. He can also only make 1 copy of a sigil. A sigil's power is determine by when he purchases the sigil.

Sigils:

Ice - Weakens armor by 10/15/20/25%

Fire - Deals 40/50/60/70 more physical damage (flat amount)

Wind - Gives 15/20/25/30% more attack speed

Earth - Gives 20/25/30/35 more armor points

Corrupt (Dark) - Gives 8/12/16/20% life-steal

Holy (Light) - Deals 5/8/11/14% true damage

Mystical - Gives 25/30/35/40 magical resist

Example game build:

**Level 1: Ice **

**Level 6: Wind **

**Level 12: Corrupt **

**Level 18: Holy **

Cool note: Whatever sigil his chooses will change the color of the aura that radiates from his blade and shield. So, mainly the look of the blade and shield.

Additional note: Dakota gets a special 7th slot to store his sigil of power. Sigils cost the following amounts: 100/150/200/250 gold (levels 1, 6, 12, 18)


Q: Air Dash

Range: 950 (skillshot)

Mana: 50/65/80/95/110

Dakota dashes through the air, upon connecting with an enemy champion. He bashes them with his mallet.

Damage: 40/70/100/130/160 (+80% AD) physical damage.

Cool down: 12/10.5/9/7.5/6 seconds


W: Heavenly Wall

Range: 1000 (placing)

Size: 650 (linear)

Mana: 90 (all levels)

Dakota creates a wall that blocks 30/35/40/45/50% (+20% AP) of the damage that passes through it. It doesn't negate cc, skillshots, etc just some damage. It does block enemy movement but not ally. The wall lasts 2 seconds.

Cool down: 20/17.5/15/12.5/10 seconds

Ex. for visual: He thrust his forwards to create the wall.


E: Earth Sundering

Range: 450

Mana: 70/80/90/100/110

Dakota bashes an enemy champion with his mallet, stunning them for 1/1.25/1.5 seconds (raises by .25 per 2 levels). The ability slows other units by 30/35/40/45/50% and deals AoE damage around the primary target (the one who got stunned).

Damage: 55/75/95/105/125 (+100% AD) physical damage.

Cool down: 8/7.5/7/6.5/6 seconds


R: Enchantment!

Range: 550

Mana: 100

After 1 second delay, Dakota spreads the current effect of his sigil to his nearby allies at 40/45/50% effectiveness. If Dakota dies while the ability is active, his allies loose the aura's effects. They remain enchanted for 2/2.5/3 seconds.


Strengths and Weaknesses:

Strength:

Dakota has the ability to set up picture-perfect team fights. He excels at preparing for final confrontations. If things get messy, Dakota has the ability to break up team-fights or the turn the tables completely with his sigils. He even holds the power to lockdown a selected enemy for extended periods of time.

Weaknesses:

Dakota's more of an offensive, close-range support which can leave his ADC in sticky situations if the enemy jungler comes to pay them a visit. Dakota's passive must be used wisely. Each sigil provides different things, and some are needed more than others (Ex. He has the Earth sigil against a team the is primarily using ability power). If Dakota fails to land his Q, it messes up the rest of his kit.


Stats:

Health: 584.12 (+88 per level)

Health Regeneration: 8.16 (+1.2 per level)

Attack Damage: 54.55 (+3.4 per level)

Attack Speed: 0.665 (+3.4% per level)

Movement Speed: 340

Armor: 28.22 (+4.2 per level)

Magic Resist: 31.01 (+.75 per level)


Lore (or backstory, whichever you prefer {this is also just quick, rough backstory. If you have any suggestions, please let me know!):

No man or woman under the banner of Demacia is ever allowed to surrender to the enemy. They are too fight to the bitter end. None question that ideal because all know what they fight for. Their families, friends, dignity, honor, and so much more. Demacia's do or die attitude has propelled the country and made it a powerhouse throughout Valoran.

Because of such actions, they have been created legends worth telling. One, such as the Mystic Knight. A perfect combination of both warrior and mage. A man born to house DeBillard with infinite potential to craft things of legend with his mysterious enchanting skills, but also well-bodied and able to wield a war-hammer.

When he was but the age of seventeen, he joined Demacia's militia to train and bolster his skills in both the mystical and psychical planes. He was trained by Garen Crownguard in the art of being a true warrior, and later trained by Luxanna Crownguard, a woman of extraordinary magical power and infinite knowledge. His skills increased quickly, so quickly that he was put out into the field no more than a year later.

His enchantment and skills have earn a few medals, titles, and even a bit of fame. But, he care about nothing more than serving the Crown and upholding the values of Demacia every night and day.


Artwork: Not my own work. All rights belong to reaper78.

http://imgur.com/M5PHzb6


Special Interactions:

Kill Any Champion:

  1. Garen taught me that.
  2. :/ Man, I was just getting warmed up.
  3. The rune.... it's a sigil!

Respond to Taunts:

  1. Oh, really?
  2. Sure... okay.
  3. I prefer fighting to talking... but alright.

Respond to Jokes:

  1. What? That makes no... oh, I get it.
  2. Ha, ha, ha... real funny.

Taunt Ally Lux:

  1. Cast any sorceries lately?
  2. Do you always smile? Does it hurt?

Taunt Ally Garen:

  1. So... you and Kat? Huh, okay.
  2. Ready to brandish that blade, Garen?

Taunt Enemy Lux:

  1. Hmm... I always did wonder how light felt.
  2. Try not to blind me okay?
  3. Even if you die, Garen will still kill me later.

Taunt Enemy Garen:

  1. Just like the old days, huh?
  2. So, the "Might of Demacia" versus the "Mystic Knight"? Sounds like fun.
  3. Lux will be pissed if I kill you.

Taunt Enemy Jarvan:

  1. The King!? Aren't you suppose to be... I don't know, ruling a country?
  2. If you die, who takes the throne?

Taunt Enemy Quinn:

  1. Where is that bird of yours? (Valor in background)

Taunt Enemy Ryze:

  1. They're aren't runes.
  2. Runes vs. Sigils... awesome.

Taunt Enemy Poppy:

  1. Hammer vs. Hammer... let's do this.

Taunt Enemy Jayce:

  1. Your hammer is a gun? Lame.
  2. I don't need to hide behind a minion to be good.

New minion wave:

  1. More these things? God damn.
  2. You're kidding right? We just killed the last wave.
  3. Die tiny animated pieces of cloth!

Kills a tower:

  1. I love this hammer.
  2. Sigils rule, Towers... explode.
  3. This is why I love fighting.

Buys any item:

  1. Man, I need these things back in Demacia.
  2. I bought my own manor, and it didn't cost me this much.
  3. I want it so badly... but, my hammer may get a tad jealous.
  4. Freaking highway robbery.
  5. Seriously though, why do you need so much gold?
  6. Does it get boring just sitting there all match?
  7. Can I get the "Demacian" discount?

6 Comments

THE RlVER KlNG4/19/2017, 2:16:45 AM2 votes

There's not much to say about Dakota except that he is very, very, bland. Which is a shame, because your champions usually have at least one or two new/interesting effects. Dakota just falls flat on his face in regards to the whole 'interesting niche' field. (the quotes are also a bit cringe-y, try reading them over again) Even his lore is pretty generic and dull. I understand that it is a rough thing but there is nothing really for me to sympathize or gravitate towards him. He's an uppity Demacian prodigy who was trained by Garen and Lux, and on CaC we have as many of those as we do Void Queens. Nothing wrong with the premise but you're taking an already trite backstory and not even trying to elaborate or expound upon it.

The sigil idea has a lot of promise, I will give you that. Periodic and customizeable enhancements sounds quite neat. Unfortunately, Dakota doesn't really have to do anything to acquire said sigils aside from pay a toll, and so what could have been gated behind creative but simple prerequisites was instead relegated to glorified unique items. Just so, the sigils themselves are really just little nuggets of stats. The corresponding 'elements' and the stats they provide are thematically appropriate, in the same way as the elemental drakes, but more often than not because of how simple and straighforward his combat pattern is people will simply take a whatever/Wind/Fire/Holy build because of how much better that setup would be for a diver. If you wanted to go tank, then sure, pick up the Earth and Mystical, but because Dakota's whole lane phase is essentially Q-Eing people until he runs out of mana, there isn't much of a reason to pick up the other sigils, especially when compared to Holy, which is arguably the strongest sigil. And even then, since the sigils are static and stay at the value when you had purchased them, you will have 3 sigils that give relatively poor or mediocre stats and another that is pretty overbearing. They should scale with level or are allowed to be upgraded further in my opinion - and even then, consider overhauling the flat stat system for more dynamic and active bonuses.

Speaking of Dakota's combat patterns, it reminds me a LOT of old Taric, except less tanky and more mobile. He dashes onto you (from 950 range, yikes, that's like a Vel Q) and then stuns you, Wing if you're a mage. HIs cooldowns are fair but his mana costs are so egregious that he would have a punishing early-mid until he could pick up an Iceborn or Muramana, the latter being a hugely efficient item on him, especially when he gets some CDR. If a fight gets hairy, he presses ult for some free AoE stats - except it's worse than Taric's old ult (and many current ones, mind you) in probably every regard because a) has a delay, b) the effect lasts for a pitifully short duration, c) doesn't affect you whatsoever, and d) you aren't even getting the full bang for your buck from Dakota's sigils in the first place, and since they are flat vales there is no way for the ult to scale in effectiveness. There's not really much to say about Dakota really. He's too generic for his own good and has a combat pattern that is neither particularly thrilling to play as nor very interesting to play against. If he manages to somehow outstat you by beating you to death with FIre and Holy, then you'll feel helpless for being killed by a champion such as Dakota that you'll probably just give up. I know I would. You'll probably lose more often than not because he offers no utility outside of an off-brand Windwall and a point-and-click melee stun.

Again, there isn't much to say. Dakota isn't broken or unfair, just very very bland. His sigil system has promise but is muddled by gold requirements and lack of any form of meaningful scaling whatsoever.

Good luck in the CCOS.

grug4/19/2017, 12:34:14 PM2 votes

dakota is such a stupid sounding name to have in a fantasy setting,

why not just rip off high fantasy or medieval european culture and call him something like Guinglain or Hafthor

Mariusthehent4/17/2017, 7:59:35 PM1 votes

Shouldn't this be in Concept and Creations ?