"Magnetization" Warden Tank Concept that primarily uses soft CC

Z3Sleeper·12/7/2017, 10:34:08 PM·5 votes·394 views

Concept is an immobile (no dash anyway) Warden Support Tank that utilizes slightly higher damage than most tanks and a ton of slightly hard soft CC in the form of Magnetization. Essentially this concept should be comparable to Nautilus in terms of CC, durability and damage output.

No visual or lore conceptualization yet, just a kit so far. Ability names will definitely change when a concept is settled on.

By the way I literally came up with this and wrote it down in the span of an hour. I doubt it's perfect I just had an epiphany for what I think is a cool kit.

You'll see the term "Magnetize" alot. It's a new CC unique to this concept. This is what it does:

Magnetized units are initially pulled to within 300 units of the caster, then for the next 2 seconds, are slowed by 20% when moving in the opposite direction. (Maximum 600 unit pull. Minimum 100 unit pull if target is within 400 units, does not pull past 50 units in front of the caster).

######The initial pull is considered hard CC for the purpose of effects that benefit from CC such as Aftershock and Font of Life

This isn't a Blitz/Darius/Naut pull that essentially stuns them after the pull for a second. Think of it more like a backwards Vayne Condemn--hardly any loss of control.

#Base Stats (WIP)

Range: 125 (Melee)


#Passive - Charge

INNATE: 2% of the pre-mitigated damage he takes Charges him, storing up to 10% of his maximum health. Charge decays out of combat at a rate of 5% p/sec after 3 seconds.

While atleast 20% Charged, he gains 5 +15% of his current Charge as bonus flat movement speed.

######Note: (10% max health)/15% = max movement speed. Or max 1 movement speed per 150 health. A Charge bar is located under his mana bar.


#Q - Magnetic Seeker | Cast Range: 650

ACTIVE: Fires a magnetic charge above target location that slowly seeks champions as it falls. All enemy units hit by it when it falls take 65/105/145/185/225 (+40% AP) magic damage and are Magnetized. Prioritizes Magnetized champions, traveling and falling 50% faster when seeking one.

######Note: The projectile gains acceleration when moving in the same direction (good at chasing fleeing foes). That means that in order to dodge it you either have to dash/outrun it or "juke" it by moving one direction then moving the opposite back through it. If no champions are nearby it will simply fall in place (acts like a trap, seeking anyone that comes into its radius). Takes 1.5 seconds to reach the ground.

Cooldown: 6 seconds Mana Cost: 60 Mana


#W - Shock Hazard | Radius: 300 | Recast Range: 800

ACTIVE: Generates a charged magnetic field around himself, redirecting all projectiles that pass through it to himself and dealing 20/30/40/50/60 increased by 1.5% per 1% charge (+150% of his current Charge) magic damage to all nearby enemies over 3 seconds.

RECAST: Recasting the ability during the effect fires a magnetic blast in a line that deals 30/40/50/60/70 increased by 3% per 1% charge (+300% of his current Charge) magic damage to all units struck.

PASSIVE: Casting abilities Charges him by 10%. Both casts of W and all 3 casts of E (MS, Skillshot, Stun) proc this effect.

Cooldown: 10 seconds Mana Cost: 60/65/70/75/80 Mana

######Note: Max base damages are 50/75/100/125/150 and 90/120/150/180/210 respectively.


#E - Magnetic Coil | Recast Range: 600

ACTIVE: Triples his passive movement speed for 1 second and gains the following effects for 4 seconds.

EFFECT 1: His next basic attack deals 30/60/90/120/150 (+40% AP) bonus magic damage and stuns for 1/1.25/1.5/1.75/2 seconds.

EFFECT 2: RECAST: Recasting E fires a magnetic bolt in a line that deals 20/35/50/65/80 (+20% AP) magic damage and Magnetizes the target.

Cooldown: 12/11/10/9/8 seconds Mana Cost: 40/45/50/55/60 Mana

######Note: The two bonus effects can be used in either order. You can stun with the basic attack then wait to fire the bolt to reel them back in/slow them or fire the bolt to pull them in then stun.


#R - Overcharge | Radius: 500

ACTIVE: Exerts a large magnetic burst, Magnetizing all enemies within it and granting himself a 100/200/300 (+10% bonus health) shield increased by 50% for each champion hit for 5 seconds.

PASSIVE: Grants himself a shield equal to the amount of Charge he generates from casting abilities. Max shield = 100% Charge.

Cooldown: 100/80/60 seconds Mana Cost: 100 Mana

######Note: Just wanna specify, the shield is only gained from Charge generated by casting abilities, not from damage taken (that would make him literally unkillable).


By the way, yes, he has 3 pulls in his kit lol but they have no hard CC component other than being a pull and he otherwise only has 1 straight up hard CC.

1 Comments

Z3Sleeper12/10/2017, 2:25:46 PM1 votes

Just some added fluff:


#Why W's damage looks pretty insane if you think about it

He has a non-damaging ultimate and fairly-good-but-nothing-special damage on Q and E, so to make up for the lack thereof there is a ton of power put into his W's max potential damage. However, it does require him to take a few hits so he can charge up before it can reach it's maximum damage potential.


#How exactly would you use Q?

There's actually a ton of uses to this rather straightforward sounding spell. I'll list em.

  1. As a zoning tool. By tossing a Q up into an area enemies will instinctively try to avoid it and you can use this knowledge to your advantage.
  1. To force enemies towards you. By casting Q behind them, they either have to move forward then backwards to avoid it or risk it catching them if they simply run. During the brief moments they move towards you you can try to land your recasted E.
  1. To reapply Magnetization's slow to an already Magnetized champion. A more obvious use, since the tooltip already says it travels and falls faster towards Magnetized enemies. Let's you (and your team) stick longer.
  1. Possibly the best use, it can be chained with someone else's CC to land a guaranteed Q that pulls the target to your team. Can't do this too far away since there's a max pull distance specification so there's no Thresh Lantern + Magnetization type stuff going on.

#So he's a tank with no damage resistance other than a 10% health shield?

Well, yeah. He deals quite a bit of damage and exerts quite the threat zone while simultaneously having great catcher tools that don't put him into risky positions. Naturally something has to be offset for all of this to be balanced, so he has no innate damage reduction tools to compensate. This is why it's that much more important to build resistances to make up for it.