Wayde, the Warlord

Yiu113··1 votes·721 views

Wayde, the Warlord is a champion based upon, rather than using his own abilities to directly combat the enemy, forcing minions to assist him in his efforts. While he personally is very weak, he has one of the best advantages going for him; strength in numbers.

Basic Statistics Health: 450 (+ 65) Health Regeneration: 2.5 (+ .5) Mana: 334 ( + 50) Mana Regeneration: 7.5 (+ .7) Attack Damage: 40 (+ 2.5) Attack Speed: 0.56 (+ 1.25%) Speed: 345 Armor: 26 (+ 7) Magic Resistance: 30 Range: 525 Abilities

Passive: Shield of the Weak

Wayde's passive causes him to receive a 50% reduction in the stats he'd normally receive from items, but gives nearby minions a 25/75/125/175 (+ 1/2/3/4% of his max HP) health shield, recharging slowly after they haven't taken damage for 10/9/8/7 seconds. This ability becomes more powerful at levels 6, 11, and 16. This passive does not affect the speed he gains from boots.

Q: Warlord's Command

Mana cost: 40 Cooldown: 10/9/8/7/6 seconds (20/18/16/14/12 seconds for enemy minions) Range: 500 Cast time: 1.5 seconds Passive: Minions under Wayde's control gain an additional 60%/70%/80%/90%/100% health and attack damage, and increase their speed to match his. Super minions receive 50% less bonus to health and attack damage. Active: Wayde's Q causes the targeted minion to follow his commands, joining him until it dies. He can command them to go to a location by pressing alt+Q, and they will automatically attack whoever he his attacking, or follow him if given no orders. They have a leash range 2000, and he can only control 5 melee minions, 5 caster minions, 3 siege minions, and 1 super minion at a time. Minions under his control give 25% more gold and experience.

W: Empowering Word

Mana cost: 60/55/50/45/40 Cooldown: 10.5/12/13.5/15/16.5 seconds. Range: 2000 Cast time: .5 seconds Active: Wayde inspires a targeted minion group's to improve their abilities for 10.5/12/13.5/15/16.5 seconds. The benefit varies depending on what group is buffed. Melee: Melee minions receive an extra 50/65/80/95/110 armor and magic resistance. Caster: Caster minions receive 100%/125%/150%/175%/200% increased attack damage and attack speed Siege: Siege minions receive 50%/75%/100%/125%/150% increased range and attack damage. Super: The aura that super minions give now applies to Wayde, and it doubles in strength.

E: Invigorate

Mana cost: 75/85/95/105/115 Cooldown: 18/16/14/12/10 seconds Range: 2000 Cast time: Instant Active: Wayde heals all minions under his command, each group receiving a heal spread out among its members. Each group regains a total of 600/800/1000/1200/1400 health.

R: Undeniable Speech

Mana cost: 150 at all ranks. Cooldown: 160/150/140 seconds Range: 1500 Cast time: 2 seconds Active: After finishing the channel, Wayde takes control of every minion in a large area around him, then gives each of them the buff they would get from his W. Minions already under his control are fully healed, but not given the buff. After 5/7.5/10 seconds, the effect ends, returning enemy minions back to their team and allied minions to continue standard actions.

Other

Banner of Command would either not work for Wayde's minions, apply reduced effects, or only be able to be applied to a single minion of each group.

Wayde can not take control of another Wayde's minions.

7 Comments

SleepinGhostFace2 votes

This is a good concept. Using minions as pets is good, but he's useless in teamfights since people will wave clear before engaging. Also, if he can control minion, why not give him some abilities to change turret, neutral minion, or minion aggro. Since he cant really defeat people by himself, he will need something to kill off enemies or run from them.

Yiu1131 votes

Keep in mind that a lot of minions can deal a LOT of damage, even if unbuffed. A wonderful example of this would be a large push wave of minions. If you walk into 20+ minions, especially with a squishy champ, you're likely to take close to 500 damage from the minions, assuming no armor.

13 heavily buffed minions will deal even more damage, and the heal makes them harder to kill than normal.

AyRe CoNteMpT2 votes

its a really nice concept and i would love to see and test this in real play.

i also like that he has no ratios on his abilities except healthratio on his passive, which suggests to build tanky+cdr on him. i like that. even tho im not sure if the 50% reduce to stats would be neccessary since he has no damage spells or steroids.

this also forces him to only buy support items like locket and similar stuff, since the bonuses applied to his allies would still be in effect i assume. so he can get at least SOME profit from his items.

you are probably afraight someone could build him with damage items and you dont want that to happen, but this just takes away the freedom to experiment with him. he now CANNOT build AD items and he doesnt scale on AP. also, this makes him super squishy and think about it, he has no choice but constantly pushing the wave. HE PUSHES BY BEING IN LANE. since he has no escapes and is pushing AND cant really buy effective defense, he has a big weakness to being ganked and almost no use of recieving allied ganks himself. he could be a monster at dives tho, aswell as at early pokes and trades.

so, my only real suggestion is, dont reduce his benefit gained by items. and banner of command should work on all his minions and apply normal effects. to buff them all, it would take a very long time and the buff is not THAT strong anyways.

Yiu1131 votes

That was actually a mess-up on my part, I meant to include AP ratios on his abilities, but I forgot about them in the post, and after it was posted, mostly forgot what I was thinking for them. But when I was thinking of him, I was mostly thinking of him either being a late game murder support, or a top laner. His counter literally is waveclear.

As to banner of command, immunity to magic damage removes his primary counter. There's not nearly as many AoE physical damage as there is AoE magic damage abilities, and considering he's weak to waveclear, it'd make it so that one item can effectively remove a counter.

AyRe CoNteMpT2 votes

well, it takes like 45 minutes after buying banner of command to banner every single one of his minions, so i dont think this is very overpowered. you will most likely only have 2-3 buffed minions in your group at a time. also, since i didnt see any option to control your minions individualy, there is no way to "micro", which means you either pull them back alltogether, or let them die. which is the way it should be. its minions afterall.

i think his role isnt dealing damage primarily, its setting up pushes and dives aswell as EARLYGAME harrassment and zoning. in the lategame, shoving 10+ minions into the enemy inhibitor turret gives you some sweet time to clean it up if you are ahead, this means hes also a really good champ at ending games/forcing objectives. you DO give up a "proper" support since this guy doesnt have any champion buffs, heals or cc. its just really really interesting.

also, the no ratio concept is very good, should totally leave it as it is.

Yiu1131 votes

Fair enough on the Banner of Command thing, it would take an absurdly long time to have a fully buffed set.

That was actually his primary concept, setting up pushes/dives. It was also slightly going along with Riot's recent ideas of "Champions that, if played well, are amazing to their team, but, if played poorly, can be a detriment to the team, moreso than just having one less useful person." His minions giving extra gold and experience could bring someone from being behind to being competing with their opponent in gold and experience, if not ahead. At 20 minutes, he'd give his opponent slightly more than 400 gold if they killed all of his minions, which is a pretty big amount.

As for no ratios, eh. Riot seems to like giving champions ratios that, realistically, they would never build for, in order to encourage people to try new things. A good example of this would be Quinn's Q, it has a half-decent AP scaling for a CC ability, but very rarely do you see AP Quinn. With the exception of a few champions (Darius, Draven, Garen, Olaf, Riven, Talon, Vayne, and Zed.) everyone has at least some sort of AP scaling.

AyRe CoNteMpT1 votes

as we all know, riot has different champion designers and to be honest, i really dont like every single one of them. i think, quite the majority of champions in league are, at best, mediocrely designed. only a few are really sweet and well designed and fit their role perfectly and require no abuse of bad design to be effective.

having weird AP ratios also falls in this same mediocrely-designed topic. i think rather than encouraging AP builds, its more of an excuse to not make you feel like you wasted part of your money upon buying trinity force. i dont know. its not like the champion cares about that ap ratio at all. also, it might be a weird way to try and balance things out slightly.

and they might be like "hmm, tryndamere wants to chase people so he might want to build rylais, but then the AP is wasted, so why dont we give him ap ratios, yayyyyy!"

i think, league of legends overall is a good game, but it has its design flaws and especially recently, badly designed champions are piling up. hello yasuo and kalista.

with all that text, i just want to say that i would ABSOLUTELY not recommend to try and design champions the way riot does it. riot, for the most part, doesnt do it exceptionally well, so straying from their design "philosophy" usually is a good thing.

what does a champion need, in reality? does he need knockups and infinite mobility to be fun? does he need to be designed so he can only play in a single predetermined role? oh, you can now play AP sivir because her Q scales on AP, that gives her SO MUCH freedom of choice! awsome champion design right there!

i think, marksmen KINDA need to be designed around a very tight concept or they will be impossible to balance, aswell as some supports are solely based on supporting and cant effectively lane for themselves. but in GENERAL, i would say that this is a horrible idea and a champion should be played as toplaner or midlaner because his abilities BENEFIT those positions against champions that are popular/also being benefitted by those roles. for example, top/botlane are long lanes so requiring SPACE to chase down your opponent makes it very hard for a champion to play midlane while having only bursty range spells but no durability or mobility makes it hard for a champion to play in a longer lane.

the MAP is designed to find every champion its viable spots, but champions should not be designed with the mentality of predetermine their roles (with the exceptions of some marksmen/support champions, even tho i feel like you could design champions around a new meta instead of benefitting this old one even more)

this means, a reksai for example, who is basically only viable in jungle, is impossible to play as support or midlaner and can only be played in toplane with some huge setbacks, is a very flawed design and not "cool" in any way, even if he IS a cool jungler.

the prime example for absolutely magnificent design i like to give is fiddlesticks, as he is the perfect champion. he has EVERYTHING a champion needs: cool playmaking abilities that are very fun to use, big weaknesses that are very rewarding to abuse and counterplay him with, GREAT adaptability to at least three "meta" positions on the map (mid sup jungle) and clear "powers" that set him apart from every other champion in league.

league has over 120 champions and i know its near impossible to design every single one of them with a uniqueness like fiddlesticks, but there is nothing wrong with trying and keeping a healthy distance to every yasuo, reksai and kalista design out there. your champion is very unique and cool and has clear strength and weaknesses and even if he would not make it into the LCS meta (or would be pick/banned every game), it still makes him a fun champion that thousands of players are likely to enjoy. NOBODY enjoys kalista tho. so keep up the GOOD work and stay away from predetermining a champions role. let players decide where and how to play him and give them the tools to make their choice, and those tools are not called AP ratio on sivirs or quinns Q, those tools are called flexibility, adaptability, clearly defined strength and weaknesses and synergizing abilities*

*synergy means, a player can use the abilities to compliment eachother like fiddlesticks fear-drain or crowstorm-fear or karmas interchangable combos so that a champion feels integer and true to his ROLE, aside from his LANE. a karma can very effectively be played as support, midlaner or toplaner and even jungle (i do that in diamond), and can be built into various subroles including TANKY BRUISER. but it means a player has to make a choice but no matter what choice he makes, all of the champions abilities will STILL feel fun and rewarding to use if used correctly.

*synergy DOES NOT mean, a champion with infinite sticking power and sustained damage so high it counts as burst can build full while his abilities "synergize" to make him a tanky fighter assassin melee marksman carry with tons of cc that is either completely unplayable due to his kit revolving entirely around damage while being a melee champion, or completely overpowered due to him being able to deal that damage and get away with it.

yes im talking about yasuo. he cant be balanced and riot doesnt want to understand it. he has no way of assassinating, therefore he is not an assassin. hes a fighter/bruiser type at best. tho since all of his abilities revolve around combining his mobility and CC to deal his damage, there is only one question: can he kill you, or cant he? if he cant, he has nothing else in his kit (except windwall) that is of any use to the team or to himself in lane as he has no "scaling" or playmaking capability aside from his damage. for example, a fiddlesticks, even when doing poorly in lane, still scales on the amount of enemies hit in a teamfight and his ability to position beforehand. it doesnt scale only on numbers, but also on SITUATIONS and OPPORTUNITIES. yasuo on the other hand scales only on crit and AD, so if he is too weak to utilize this scaling, he is useless, and if he is strong enough to utilize it, he is overpowered because there is no effective counterplay to a tanky cc bruiser assassin fighter support with infinite sticking power, mobility, recharging shields and defense against all spells that COULD theoretically stop him.

long story short, yasuo is broken beyond repair and can only be saved by deleting him entirely, redesigning him from scratch or simply giving up on him. and im only taking him as an example here. there are other champions similarly flawed.

i will give you another example:

in diablo 2, you could play a druid as a summoner, a wind druid, a fire druid, a stun-bear druid, an attackspeed wolf druid, a poison bite wolf druid and a fireclaw wolf druid, all of these options giving you entirely different ways of gameplay and different feels almost to the extent of being different characters. this was achieved by how the ability and item scaling in the game worked. if you now look at diablo 3, its the exact same thing as yasuo. there is only one scaling on everything, no variation and if you are a mage, you are a mage. end of story.

final words after infinite useless txt: your champion is unique and cool. think about ways to make him cooler (except taking over minions, your abilities are mostly BORING but still good). just put in some more effort, delete, say, the E and rework it from scratch to give him even more uniqueness and also FUN TO PLAY. dont give him AP or AD or retardness scaling just because rito would do.

enjoy life.

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