Daimist The Sheathed Blade

Awnold··3 votes·1,360 views

"Losing is for the weak, assassinating is for the powerful." - Daimist

Part of an ancient race with the remains of five, Daimist was a Darkin. Unlike his fellow comrades that have split part, Daimist is silent and assassinates you in an instant. With no mistakes and a swift blade, he unstealths his blade and slices his target. Daimist's mind is so swift, he will recognize his foe's movement and predict where to go. His blade seemingly so sharp it will cut through anything.

Daimist wasn't known in the Darkin until later one night, amidst Piltover, Daimist was ready to strike. With his blade right next to him, he assassinates in seconds one of the citizens. The citizen's dead corpse is sliced up and thrown at a wall in Piltover with JINX WAS HERE in graffiti. Daimist was ready to assassinate more.

"Whatcha doing? Killing our citizens? It's a shame that I have two fists, but you have one face" Piltover's Vi bluffs.

Daimist doesn't say a word, and in seconds Vi and Daimist go head to head. Daimist disappears out of thin air, and swoops behind Vi slashing her. Vi smashes Daimist into the wall, and starts punching him. Daimist disappears again, and slashes Vi again.

"Is that supposed to hurt? Because it doesn't!" Vi exclaims.

Daimist stays calm, and in seconds stabs Vi in the chest with his sword. Vi drops down on her knees, with a surprised look on her face.

"You are cocky you little idiot." Daimist says.

Daimist grabs the sword, and disappears..

ABILITIES - Passive - Resting Blade Daimist will deal a critical hit and slow the target while disappearing for 1 seconds every 15 basic attacks. Slow is always 20%/Disappearing is always 1 second.

Slicing Mind Daimist's next basic attack reduces the enemy's armor by (5/10/15/20/25) and cuts through them, dealing a critical hit.

SPECIAL EFFECT - If this ability is combined with Resting Blade, it will be combined into Quick Death. Daimist's basic attack knocks back the target gaining back 20% of the damage dealt and dealing critical damage while applying a slow. The slow will empower Daimist's movement speed granting him 10 extra.


2ND ABILITY Reflection Daimist disappears, and will reappear after 2 seconds. He has increased health regeneration during this period, and will explode in a area.(25/50/75/80/100/100% AD)


3rd Ability Stored Energy Daimist stores critical hits, and when he does five critical hits stored up his next basic attack will be a critical again and will be a long ranged attack, with UP to a range of 1000 units. 250/400/600/800/1000


ULTIMATE The Darkin Blade Daimist's blade glows yellow, and he moves EXTREMELY quickly. A 60 movement speed buff is added, and his unsheathed blade is released. Daimist summons another blade after two seconds, and will have two golden blades. These blades will deal a double attack every basic attack, and will ignore unit collision. Daimist's NEXT basic attack in this form will instantly stun the target for 2 seconds and knockup.

The only point for upgrading this ability is for it's cooldown, and double attacks. Double attacks deal 25/50/100%


QUOTES - SPECIAL INTERACTIONS - Aatrox "Aatrox, it seems like you are weak and puny now. What happened little kiddo?" "Aatrox so you're some kind of vampire? Seems like you need to depend on other's power to win." "Aatrox, welcome back. Now die once more."


item 3087 "A blade almost as swift as mine. ALMOST." item 3254 "My blade is so swift, they need more power." item 3074 "Ravenous Hydra, theres no hydra here."


JOKES - "My blade is as swift as.. Wait nothing is swifter than my blade!" "My blade is so little! DANG IT!" "Aatrox's blade isn't too bad, just kidding." ______________________________________________________________________________________________ BATTLE QUOTES - "Hatred is my drive, fear is my nemesis." "One doesn't just assassinate that easily." "Weaklings aren't appreciated." "My blade will cut through anything."


TAUNTS - "What's that? Oh you're too slow, talk faster!"


RECCOMENDED BUILD summoner 4 summoner 3 These summoner spells are great as Daimist needs to make sure that he doesn't get captured by a jungler or anything like that since hes really squishy. BUILD item 1055 item 2003 item 3340 Offensive item 3153 item 3087 item 3031 item 3074 Defensive item 3143 item 3026 item 3083


Thanks for reading guys! This post took FOREVER. But I had to get it out! Good replies please?

THEDEATHSTALKER, I wasn't scared away, I'll be making a remake later.

3 Comments

TheDeathstalker1 votes

Hey, it's been a long time since I've reviewed a champ suggestion, and honestly I think it's the first in this new forum thing. Either way, I've seen quite a few in my time here, and, just warning you at the start, I'm going to be a bit rough on it, but that doesn't mean I think it's a bad idea. It's just the style of my reviews, is all. Now, let's get choppin'!

Passive - Resting Blade: So, I see what you are trying to do here, you've made a powerful passive ability, so you decided to make it very rare in coming up. Assuming someone is playing conservatively (at least somewhat), they're only going to make one attack per minion, so that's 6 attacks per wave, meaning this passive won't proc more than once every couple minutes, which is unreliable and less than fun. It doesn't give the player the ability to work cleverly with its usage with any consistency or ease. So, why don't we step back and look at what you're trying to do here? We want to give this guy the ability to hit hard and get away with this passive, right? Well, why not just be nice with it, and make something like this?

Passive - Last Breath: Whenever Daimist kills a unit, he will become invisible for 1 second and his next attack (within 4? seconds) will be a critical strike

There, that's powerful, scary, and lets him last hit with relative ease as a melee champ, which, if the rest of his kit allows him to, could make him a viable Marksman (ADC) to go into the bottom lane.

Q - Slicing Mind: A straight forward, punishing, on-attack Q is not a bad idea. I rather do like it, with the exception that this skill's interaction with the Passive (your version and mine) just feels wrong. It's not predictable, and it does way too many things, including buffing his attack damage after knocking an enemy away, which doesn't thread true for what this guy should be doing. He's not a bully, he's an assassin, so why would he ever knock an enemy back? Or, for that matter, reduce an enemy's armor? Erm... look at it this way: if you're reducing an enemy's armor, it's like breaking their shield. It's got some power to the hit, and should feel like a massive impact. That's not what this guy is about, he would much rather ignore a target's armor, slipping past the shield to hit them where they are weak. What about something closer to this (And a quick note, before I continue. These are suggestions as to alternate approaches to the same ideas, I don't mean for you to just copy what I put as your champion, because that's boring, but rather to form your own design using my suggestions as a framework to start from).

Q - Slicing Mind: Passive - Daimist's Critical Hits deal an additional 10/20/30/40/50% damage as true damage (THESE NUMBERS ARE INSANE, THINK OF BETTER ONES. 10/15/20/25/30 may even be better) Active - Daimist's next attack gives him a small dash (200 distance?) and deals <Some number>% extra damage. Short CD.

Simple, but damn effective. Synergizes well with either passive, and gives him some much needed mobility, BUT, and this is key, not escape mobility. He has his passive invisibility for that, IF he can manage the kill. That's one thing important to keep in mind with champ suggestions, they need to have weaknesses as well as strengths, and the traditional one for an assassin is no escapes, unless you get the kill.

W - Reflection: This one is just too strong because of his role. Wukong has an even better skill in terms of juking and escape, I know that, but if he can just go invisible at any time AS AN ASSASSIN, that's too huge. If he were a bruiser like Wu, I'ld give it to him, but this just is too much, not to mention the fact that he's got an invisibility from his passive. I would usually say "Just drop it, we'll find an ability to fill this spot after we're done looking at everything", but I feel there are major problems with his E as well, so we've got to work right here right now.

Erm... I guess that's it for part 1, Part 2 is coming since I've apparently ran out of characters to write with... New forums!

TheDeathstalker1 votes

Alright, part 2. We were discussing the W here... Let's see... We have an assassin, who has the ability to close distance, deal damage, and, if he gets a kill, get away, but ONLY if he gets the kill. What could we give him that would help him out. W's are usually not direct nukes, but rather steroid type skills or other utility that give or take away mobility or some such thing. So... alright I lied, I need to deal with the E first before I can get to this, because I'm going to take ideas from it, and it could be either slot depending on what you want to do.

E - Stored Energy: This ability has a massive problem in that it is really hard to make happen when you want it to (Crits are the only RNG thing left in the game), and then when it does happen, you suddenly have a huge range to make an attack on an enemy which is, in all likelihood, still in melee range. It doesn't help you like you'd want it to, and is entirely passive, which isn't as fun as it could be. Now, I like the idea of a critical hit giving you some additional combat option, but it needs to be easy to handle, functional, and within your active control. Here's a few of my ideas on this, and mind you that some fit the utility role better, and some are better as E type nuke skills.

W - Critical Success Passive: Every attack Daimist makes that is not a critical hit will increase his chance to make a critical by <Some Number>%. Stacks, resets on critical. (I swear there's a reason this is a bad mechanic, and I've seen it before but I can't remember where) Active - Daimist slows all nearby enemies and ... something? I don't know, this idea didn't really work out....

E - Stored Energy Passive: Daimist gains 10/12/15/17/20% crit chance. Every critical hit he makes adds a charge to this skill for 7 seconds, to a max of 5 charges (Numbers are numbers, and thus can change easy) Active: Daimist throws a blade at all nearby enemies, dealing <Some number> Physical damage and <Some Smaller Number> additional physical damage per stack of Stored Energy. Cooldown is reduced by <Number> for every charge used by this skill.

So... I really like that one, even if it is a bit wordy and it requires a forced self-synergy to work (the fact that it needs to grant crit chance in order to make any sense), but it DOES work on this guy, a lot. I'm sure you can work with it to make it better.

Now, we still don't have a W, and that really depends on what you want from this champion. I mean... Sivir has a freakin spell shield, which doesn't add to her theme or her other skills at all, she just has it, and it works, somehow. Pick some utility skill (not an escape, not an invisibility, not an initiation) that can be used to help him when he is in the middle of a fight. Make it active and fun.

Now, the grand finale: R - The Darkin Blade: This kinda works. You've made it too cinematic, which is honestly not good for an ability, it should do a thing, and not have the 2 seconds later he gets another sword thing. So, keep it simple but as overpowering as you like. Two hits is good. Move speed is good (Attack speed is good too, but not too much). The Stun/Knockup thing is a bit out of left field, but it can work, it just feels flat for an ultimate like this... Let me explain that.

So, you have an ultimate that makes you a killing machine for several seconds, and that's fantastic. The strangest part of it is that it doesn't really work as well on multiple people as it does just one, which it completely owns. You see, I would work something in that makes him want to use this not right out the gate in a single assassination, but rather to time it to make short work of an entire enemy team that's been slightly weakened. Still not explaining well. The stun is overkill, and doesn't need to be there. If you can make it just do the double-hitting (which counts as double critting too, I hope!) and take some simple aspect, probably from your passive, and make it overwhelmingly cool, that would be quite the thing. Here's what I would do (uses my passive)

Erm... Part 3 time...

TheDeathstalker1 votes

Part 3!

R - The Darkin Blade: Damist pulls out a second blade, gaining movespeed and causing every attack of his to be followed up by an immediate second attack for <Number>% damage, (applies on hit effects, can crit). Whenever he kills a unit, all nearby others are feared for 1 second (.5 for non-champion units) and he gains <Number> Attack damage until the blade is sheathed again. Lasts 8/10/12 seconds.

I dunno, it's a thought. I look forward to what you come up with off of this, and, well, sorry it wound up so long. I kinda got into it. I'll keep an eye on this thread for a few days, in case I didn't scare you away.

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