Champion Concept: Oberon - The Iron Paladin

The Wardens Pact·11/14/2017, 3:07:03 AM·9 votes·1,506 views

I've had this idea for a while now, finally decided to write it up and post it on the boards. Maybe some swell Reds will see it ;) Seriously though, all feedback is welcome; I'd love to hear what other people think of this guy.

I realized that League doesn't really have anyone who fits the "Holy Warrior" aesthetic. There's Garen, who fights for justice and Demacia and all that, but really he's just a dude with a big sword. Taric is a bit closer, a tanky dude who uses celestial energy to harm foes and heal friends, but it still doesn't really feel quite right. Kayle, I guess??? But even then she's kind of a long range mage. And so, I got to work on Oberon.

Overview

Oberon is clad in heavy armor and wields a two-handed greatsword. He is a tanky healer who shines when in the middle of teamfights. I have an idea of what he looks like in my head, so if I get around to drawing him at some point, I'll put it here. For now, let's say he looks something like this.

Role: Warden/Juggernaut Position: Adaptive - Designed as a top laner, but could do well in support/jungle as well.

Abilities

Passive: Heavenly Resolve Oberon gains permanent resistances when he deals damage or heals.

+1 Armor for every 2000 points of damage dealt. +1 Magic Resist for every 1000 points of healing done.

Q: Holy Strike Slash in an arc in front of you, dealing damage and healing yourself. Afterwards, your next three basic attacks deal bonus magic damage.

Cost: 50 Mana Range: 250 Damage: 60/100/140/180/220 (+0.4 AD) physical damage Cooldown: 11/10/9/8/7 seconds Healing: 3/6/9/12/15% (+0.2 AP) of total damage dealt Bonus Damage: 20/40/60/80/100 (+0.3 AP) magic damage

W: Obelisk Become a beacon of hope for allies.

Passive: Permanently increase your maximum health. Active: Slow yourself and reflect damage for a time. Allow allies in range to dash to you, gaining a shield if they do.

Passive: +2/4/6/8/10% max health

Cost: 80 Mana Duration: 5 seconds Deflect: Reflect 15% of all damage taken back to its source as magic damage Self-slow: 50% Dash range: 600 Shield: 40/80/120/160/200 (+2% of Oberon’s max health) Shield duration: 3 seconds Cooldown: 22/20/18/16/14 seconds

E: Righteous Step Dash forward, stopping at the first champion hit. If it is an enemy, deal damage and stun them. If it is an ally, heal them. Cannot be cast during Obelisk’s duration.

Cost: 75 Mana Dash range: 550 Dash speed: 700 Damage: 70/100/130/160/200 (+0.7 AD) physical damage Stun duration: 1.5 seconds Healing: 50/80/120/160/200 (+0.5 AP) health Cooldown: 16/15/14/12/10 seconds

R: Divine Conqueror Thrust your sword into the ground, creating a magic circle that damages enemies and heals allies while you channel it. Enemies hit by the initial blast are briefly knocked up. Oberon can be interrupted during the initial channel, but once his sword is in the ground, he becomes CC immune. This ability cannot be canceled.

Cost: 100 Mana Wind-up duration: 1.5 seconds Channel duration: 4.5 seconds Knock up duration: 0.75 seconds Range: 400/500/600 (circle radius) Damage: 100/175/250 (+0.6 AP) magic damage every 0.5 seconds Healing: 100/175/250 (+0.6 AP) health every 0.5 seconds Cooldown: 110/95/80 seconds

Possible Rune Page

Primary Tree - Resolve Keystone: Grasp of the Undying Strength: Unflinching Resistance: Conditioning Vitality: Second Wind

Secondary Tree - Precision Rune 1: Overheal Rune 2: Legend: Tenacity

The above build grants you a lot of healing towards stacking your passive, which is then further increased by Conditioning after 10mins. It also grants a lot of Tenacity since you'll want that in the middle of team fights.

That's a wrap!

If you made it this far, then thanks! Let me know what you think in the discussion below, vote on the poll, whatever you want to do. Please upvote if you like the concept! Cheers!

10 Comments

Zero Shingetsu11/14/2017, 3:16:49 AM2 votes

I like it, I'd play this champion. My one concern is aesthetically, I saw what Riot likes to do when "gods" are involved (Illaoi...) so I can't help but worry how they'd handle the aesthetic. Mechanically, though, I like the ideas. It's cohesive, it feels right, and it fits the concept nicely.

Friendly Ram11/14/2017, 3:53:25 AM1 votes

Ok i'll bite. Most juggernauts have total ad ratios due to them having very good base and ad/lvl.

P: probably too weak for the current snowball meta, but it's unique enough. Q: simple but effective. W:seems more suited as a support or roamer then a top lane juggernaut. E: I like that this can effect both champ types, but you don't need to include the self stun as dashes do have a lockout before action. R: really really powerful, it can be usable in this state but i'd like if some power got taken away from this and put into other abilities.Reminds me of how old galio was.

Muskiller11/14/2017, 4:07:58 AM1 votes

i think the self stun thing is really interesting and unique but i think it will benefit the enemy a lot more in some situations say your top and you dash to stun them then a lee sin comes in and ganks you cant run because your stunned so you pretty much screwed your self

Serpexnessie11/14/2017, 4:40:20 AM1 votes

Have a review d-(^.^)z

Passive - Honestly, this is probably the worst part of the kit. Because half of your healing to charge it up is on an offensive, self-healing ability, and the damage charging requires you to, well, deal damage, which is a lot harder to accomplish without a long-ranged poke ability, so, your passive honestly seems a bit too feast or famine. For a champion like what you've got, I'd say you should scrap the passive, and replace it with something more fitting to the theme of being a holy knight.

Q - Kinda boring, honestly, but nothing problematic. I'd consider perhaps adding a small slow it, but maybe that might be a bit too much.

W - I like this ability. It's honestly pretty unique, and it's a great supportive ability, so I'd consider changing your champion to become a support, instead of a toplaner or jungler.

E - I think you should reword "self-stun" to something else, since It just sounds so harmful, despite it not really being much of a stun in the first place. Otherwise, solid ability, nothing that problematic.

R - It looks fine.

Overall Thoughts: Your concept looks pretty good, honestly. There's really nothing major for me to pick on, aside from the passive. I'd say to think of a new passive that fits the ability, and the concept should be gucci.

Also, I like your post's formatting! The numbers are arranged in a way that doesn't disrupt or disturb the ability descriptions, so I can clearly read and understand what the abilities to! Props on you! :D

Melborne11/15/2017, 7:44:43 AM1 votes

Reminds me of an old school paladin, I quite like the idea behind Oberon.

His passive seems a little slow, you really wouldn't feel the effects of it until late game if at all, and if you managed to deal over 12,000 damage while building mostly tank items.. you'd only receive 6 armor. if you take a look at other champions, like Thresh, he has at least 1-2 chances every 30 seconds for bonus armor and ability power. Sure, maybe only 0.75, but that does add up over the course of a 20-40 minute game.

I have the feeling he's truly designed to be a health tank, but those are easily countered by almost every skilled adc, so I'd honestly suggest perhaps swapping it to "Damage Taken" for Armor AND Magic Resistance. This would add an extremely awesome counter, and lots of room to add that into your lore.

Can't wait to see more.

Red Zergling3/3/2018, 8:21:25 PM1 votes

Bump

I would like this champion to be put out there. I am hoping one day there is a top lane champion that plays like a paladin from WoW. A protection paladin. Someone who engages for the team, and protects everyone while healing himself/allies. Ill chip in to your champion design, though Im just going to put suggestion on how the champ could look like with different weapon style to see if you would like it. He could be using hammer and shield and have abilities work with his weapons.

Passive- I'm trying to find a way for this to work maybe tweaking numbers, or come up with a different passive all together that incorporates him getting resistance or max HP, probably getting resistance since other scaling champs aside from thresh gets max HP anyways. Hmm Heavenly Resolve, it can be like using abilities grants damage resistance scaling up to a max of 5-20%, 1-15%, 5-10%, or 1-5% for 5s whichever seems reasonable. It fits for the having the resolve to fight taking less damage for every skill "action" you take within a period of time. While heavenly is like where his holy/light powers is coming from.

Q - instead he can throw a holy hammer and stuns the first enemy hit for .75s and heals for 1% or something for your max HP. If stun is too munch then a 15% slowly going up to 40% slow in later levels of the ability for .75s - 1.5s.

W- It can be like, a holy light coming from your shield, and forming a light barrier, of course transparent but visibly able to see the area its affecting, to grant all allies either a shield based on max hp and/or resistance based on 5% of your own. The drawback could be the slowing yourself down like stated in your original idea. Passive i love it.

E- What a good ability to have for his E though would be a way to taunt enemies. Theres, Galio can aoe taunt, shen can taunt whoever he goes through, and then Rammus can target taunt. What about a mid range throwing his shield taunt that can act like a brand ult, i mean like it bounces between enemies(favoring enemy champions)/deals extra damage to enemy minions. And it taunts them(enemy champions) taunts the first target at most 2.5s and each subsequent enemy taunted will be .5 s less at all levels. So the minimum would be .5s for the 5th enemy. This can act as the engage skill and not have to have a skill that charges in, and can be you wave clear.

R- how I would envision this and changing the knock up all enemies to this. The paladin slams the ground with his hammer (notice I like hammers for paladins lol,I guess only ones with hammers are Ornn and poppy.) The hammer can glow light before he slams the ground. The ground is then changed to like how Morganna's w looks like but is radiating with holy/light, theres a inner circle that surrounds the hammer and it slows 50% for enemies there in the inner while there's the outer ring of the circle, I say little bigger than Morg's W, that the slow effect is lowered near to that edge I say 20%. While the channeling the ult smash->into 2 rings inner/outer radiating with light- slowing down 50%-20% going away from the inner circle> after 3-5s depending on balance how long the ult should channel max for, it knocks up anyone still in the aoe ult. For visual from the moment it is created to the end, the radiating light gets brighter then it explodes, thus enemies getting knocked up for .5-.75 s.

I haven't come up with details about their mana usage and cds but Ill see what i can do another time.