[Champion Concept] Murdek The immortal dragon slayer (mechanically hard juggernaut)

regonas·9/22/2015, 12:40:23 PM·3 votes·1,077 views
tinypic photo

Attack range: 175

~~ ~~

Passive: Dragon Slayer: your basic attacks deals bonus magic damage equal to 1% of your maximum health and heal you for 100% of damage done with this effect. In addition, your basic attacks against dragon or any other epic monsters will deal additional damage equal to 4% of your maximum heal.

~~ ~~

Gravity Ax [q] Cause your next basic attack to deal 30/40/50/60/70 (+5% of your max health) bonus physical damage (this attack can not be critical) and knock nearby enemies from your target. If an enemy is knocked into your Dragon's Cage, then he/she will be stunned instead of rooted and suffer 35% more damage from it. Cooldown: 6 sec Mana cost: 50 Range of AOE: 300 Range of knock-back: 320

~~ ~~

Dragon's Cage [w] Place a trap on the ground. If an enemy steps on it, then he/she will be rooted for 1,75 sec and suffer 50/80/110/140/170 (+120% of attack damage) physical damage over 5 sec. This trap lasts for 85 sec. In addition, if you step on it, then it will explode giving you 20% bonus movement speed for 2,5 sec. Cooldown: 16 sec Mana cost: 25 35 Range: 300 Max number of traps: 3/4/5/6/7

~~ ~~

Raging Shout [e] Project your voice in a cone dealing 45/65/85/105/125 (+15% of your max health) physical damage to enemies hit and taunt them for 1,75 sec. If taunted enemy walks into your Dragon's Cage, then he/she will be rooted for 50% longer time and get his/her armor reduced by 25% for 2 sec. Cooldown: 16 sec Mana cost: 60 Range: 500 Cone's width: 400

~~ ~~

Final Showdown [r] Rush a distance. If you hit an enemy champion, then suppress him/her for 1,5 sec dragging him/her with you (in same direction as you rushed) and deal 80/90/100 (+40% of attack damage) every 0,5 sec (works only on first enemy champion hit and ignore all other champions). If you drag an enemy champion into your Dragon's Cage, then cause him/her to suffer additional 100/140/180 (+45% of attack damage) physical damage over 8 sec and reduce their movement speed by 10% for 6 sec. Cooldown: 70 sec 90 sec Mana cost: 0 Range of rush: 430 Drag distance: 500

~~ ~~ Some build examples:

  1. item 3006 item 3071 item 3022 item 3068 item 3153 item 3065
  2. item 3047 item 3071 item 3022 item 3068 item 3742 item 3143
  3. item 3006 item 1039 item 3071 item 3153 item 3074 item 3065
  4. item 3006 item 3071 item 3022 item 3068 item 3748 item 3083

Additional note: numbers on abilities may change if they are too high.

12 Comments

HTM Neru9/22/2015, 1:02:17 PM1 votes

Love the concept but why doesn't his ult cost any mana and on such a low cooldown? All his other abilities even has low mana cost.

Keon Kamori9/22/2015, 4:20:19 PM1 votes

Passive: Dragon Slayer

I like that the passive allows for two build paths, attack speed + tank, or tank +CDR. Also the jungle role support in increasing the passive damage against epic monsters. From the passive alone I'm split between picking up Cinderhulk, or Devourer.

Q: Gravity Ax

Good CC and bonus damage, with, what i'm going to assume is an autoattack reset. The added synergy with W: Dragon's Cage, adding interaction with a trap spell other than hoping someone walks into one. Also I like that this ability cannot crit which will deter people from picking up trinity force on him.

W: Dragon's Cage

Basic trap spell made better by the interaction with all the utility and interaction with other abilities. The AD scaling is pretty high, but with him being a tanky juggernaut I don't think He'll be able to build enough AD for that to matter, until maybe late game. The bonus movement speed is a good trade for the ability to chase down targets.

E: Raging Shout

Honestly, I love this ability until I saw it had a two second taunt. Damage, two forms of CC, and armor shred is a bit much for an ability that is almost guaranteed so long as both abilities are off cooldown. I think it would be more balanced without the taunt or the bonus Snare time. I say guaranteed because placing the cage in their way after the taunt is successful allows for two seconds.

R: Final Showdown

Pretty strong ultimate, wording should reflect whether it's the first champion hit, or all champions hit. The suppression isn't too bad here since a QSS would be a good item to counter all the CC in his kit. The damage isn't too strong, and is also a DOT rather than a burst.

Final Thoughts

Overall the champ has a lot of success cases and is quite diverse in its playstyle. I wouldn't go as far to say Murdek would be difficult to play, as most of the shortcomings of this champion are covered by combinations of abilities. If some of the power in this champion's kit was gated better by either levels or items he'd be a bit more balanced.

Hardstuck G49/22/2015, 5:50:11 PM1 votes

Can we have a minimal change on the taunt duration? Maybe bring it down to 1.5, or, to an extent, 1.75. While not a major change, it does make the ability slightly easier to deal with. This champion really works something like an Azir/Caitlyn mix(Odd, huh?), in that you play around the traps, using your abilities to make them more effective. The damage numbers feel good to me, seeing as this champion will not be building enough AD to make that 120% scaling on W ridiculous, and, with enough health, he still becomes a beast. The passive also gives him sustain that will enable him to be played into counters. Other than the taunt time, this is an amazing kit. Rating: 9/10