Dimerus - Eternal Equilibrium (Libra champion concept - Support)

Shmeeve·9/29/2019, 1:51:26 AM·3 votes·3,435 views

First of the zodiac champion concepts I had in mind was the sign Libra, and since it involves a balance scale, and no champion has that at all in the game at this point, I thought it would be the most interesting choice to do it first.


Design: Dimerus's design is a tall entity that has 4 arms and has no legs, he constantly hovers above the ground. The right side half of his body is celestial and godlike, like an ascended or god, the left half of his body however is demonic, as if he were a darkin. He also has a strange head shape, with the top of his head being a massive round crest. The weapon he hovers constantly with him is his balance scale, which the right half is golden and silver, while the other half is red, black, and demonic, representing himself.


Lore: Dimerus is an ancient god that existed in Shurima, a god warrior who carried a scale with him, his mind was completely focused on balance. When he ascended, he appeared almost alien-like in appearance, with no apparent eyes or facial features, except for two nostrils and a mouth with sharp teeth. He was also given 4 arms, one of each pair to hold the scale, and the other two arms to lift the chains to balance a person's deeds and sins. However, after the great darkin war, he saw that the world is not all on the correct side, so he used the forbidden blood magic on himself, but it only twisted the left half of his body, as a form of symbolization of the world, being either beautiful and bright, or chaotic and doom-impending. Travelers all over Runeterra travel to Shurima to seek this ancient being, to be tested. When tested, if they are chosen to be good, bold, and brave, they will succeed and be granted one of three gifts: Eternal power, youth, or enlightenment. However, if they fail the test, they are put through a dangerous trial, travelling back into the deepest reaches of their mind to fix whatever mistake they have done, and if they die in that set of mind, they die in reality.


Kit: Role: Support, Mage Lane: Bottom lane Damage: AP

Passive - Fate or Folly Dimerus can inflict a permanent buff on an ally, and a permanent debuff on an enemy, however, changing who the buff or debuff goes to erases the current buff or debuff placed on the previous champion. Buff: + 10% Attack damage or Ability power (based on the highest of the two values), + 10% bonus attack speed, 25% mana cost decrease Debuff: - 10% attack damage or Ability power (based on the highest of the two values), - 10% attack speed, 10% mana cost increase

Q - Prismatic Pulse (12 second cooldown) Dimerus fires a beam into the sky from his head for 0.75 seconds, which then lands on the ground in a square shaped hitbox. Enemies hit are slowed by 10/20/30% (ability levels 1, 3, and 5), and take either attack damage or ap damage dealt, depending on the lowest stat value between armor and magic resistance. Damage: 90/100/110/120/130 (+20% to +30% AP).

W - Faith or Foul (16 second cooldown) Dimerus creates a circular field around him full of godlike energy with use of his scales, which affects allies and enemies in it. Allies: Granted 25% movements speed and 10% attack speed for 2.5 seconds at all ranks, while healing them for 80/100/120/140/160 (+35% AP). Enemies: Slowed by 25% movement speed and decreases attack speed by 10% for 2.5 seconds at all ranks, dealing damage for 70/80/90/100/110 (+30% AP).

E - Eternal Enlightenment (22 second cooldown) Dimerus casts a shield (scaling with 10%/ 15%/ 20%/ 25%/ 30% of the target's maximum health) on an ally champion, while the shield is active, it grants the ally 20% adaptive force. Destroying the shield erases the effect. If an enemy champion destroys the shield, it makes an aoe blast around the previous shielded champion, dealing 20/30/40/50/60 (+20% AP) damage to enemies in the range while stunning them for 1.5 seconds. Shield can be destroyed early if Dimerus recasts the ability, or if the effect expires after 4 seconds.

Ultimate - True Equilibrium (120/100/80 second cooldown) Dimerus uses the full extent of his scales, making a global wave of energy (global effect). All ally and enemy champions have their stats temporarily changed for 7 seconds, making every single one of their stats equal (excluding maximum health and mana). Also, reduces any amount of bonus critical chance, armor penetration, lethality, and magic penetration to 0% for the duration (crits that are built into kits are not affected). Stat changes scale with Dimerus's level.


https://cdn0.iconfinder.com/data/icons/zodiac-signs-vol-4/100/Artboard_55-512.png Comment your thoughts

8 Comments

I say Facts9/29/2019, 2:49:06 AM1 votes

Well let's have a look at the Zodiac champions... Sagittarius = Hecarim Scorpio = Skarner Capricorn = Ornn Taurus = Alistar I don't think Libra champion will be the first champion of the Zodiacs, but good concept!

OoTriloDiveroO9/29/2019, 3:22:30 PM1 votes

I like the design both abilities and visuals,good work! Can't wait to see your champion who will be the zodiac "Cancer"!

Because i have that zodiac*[sg-jinx]*

Posui Gart9/29/2019, 3:47:20 PM1 votes

Passive: the only problem with it is that there is nothing to do with it. It doesn't really change anything for the affected target, either ally or enemy. Enemy affected is just supposed to suck it up.

Q: 90-130 damage is really low level scaling, together with 20-30% AP, while 10-30% slow is really high one. I can't really get it. If you wanted a spell that loses its damaging value as the game goes on, its ok, though. 12 sec cd may be a bit too much for a stronger Soraka's Q but without healing

W: Looks like you like buffing/debuffing AS. Its fine, but it feels bad if your/enemy ADC is not a standart marksman carry. Also, this spell has even worse level scaling, the only growing stat is heal/damage and it grows by 20/10 per level of ability.

E: So it scales with max hp, so it would be better used on tanks. But it also gives %adaptive force, which tanks usually lack, while mages and ADCs would use it better. But if the shield is broken, recasted or expired, it explodes, dealing minor damage and stunning everyone for a 1.5 sec, so it would be again better for tanky engagers or when your team is the one that is engaged on. Assassins would love this thing, actually. Also, its a bit bad move to have a shield that can be casted on someone and then exploded early. The shielded guy could think something like "oh, im shielded, i can tank this skillshot/towershot/whatever" and then its just gone. Its fine on Sion because he is the one who explodes his own shield

R: So how exactly does it work? If Veigar has 2k ap and 100 ad, will he have 2k ap and ad or 100 ap and ad or whatever else while affected?

CurS1VE9/29/2019, 4:45:31 PM1 votes

the ratios and kit are insanely over powered! i like the creativity but essentially there is always a positive and no negatives to anything in this things kit.

I would say if you are really trying to make a champ like this then it does have to have clear negatives to it.

For example the W being basically Ardent Censor (which I assume would also stack with ARdent Censor) that means 1 item turns this champ from really strong to insanely strong! it would be able to buff up DMg, Move speed, Atk Speed and healing on hit past the point of any other support with similar abilities. While also debuffing the enemy and doing dmg, do you see the problem here?

The E is just, no absolutely not, the main problem with the E isn't the 1st part but the 2nd. You started with a ok effect but then you say "If the enemy destroys the shield then they are stunned for 1.5" That's pretty busted, so essentially they the shielded player should be ignored until the shield drops because if you do attack them you will risk being cc'd for a time and wouldn't even really be worth ever since it is a shield the dmg you would've done is pointless, so there is almost never a reason to attack a person with this shield on them. The parts below that are just clutter (the recast thing) that shouldn't even be a thing

Q is almost ok except for the hook of doing dmg between mr or armor, so essentially you can never truely itemize against the Q. If you take the mr vs armor stipulation out then i guess it would be ok, although i don't see the point of giving this champ another slow when it already has a slow on its W, that also probably needs to be removed since landing a Q would almost certainly setup a easy W with little counterplay

Ultimate is way too short and way too strong, that thing is so busted. It's like Shield and Sword from Yugioh TCG but even stronger and on a CD that most Globals don't have

I would say your ideas are there in terms of creativity but it's just too much with no downside and it doesn't actually take into account how players are suppose to play against that. I mean the ultimate itself has no Counterplay at all, it's a global and its on a really short CD