[Champion Concept] Lunarin, the Blade of Eternity.

Nikushimi Zero··2 votes·2,788 views

Health: 500 (+100) Health Regen: 5 (+0.9) Mana: 250 (+30) Mana Regen: 5.4 (+0.8) Armor: 23.5 (+3.5) Magic Resist: 32.1 (+1.25) Attack Damage: 60.04 (+3) Attack Speed: 0.679 (+2%) Melee: 150 Movement Speed: 355 Primary Role: Assassin/Fighter Secondary Role: Mage


Role in Lane: Lunarin is an AD/AP hybrid. Focusing on using both to his advantage. Lunarin is best used Top lane or Solo lane. He relies heavily on farm as it helps enhance his abilities and strengths. Taking to the jungle is also an option as monsters too enhance his abilities through his passive.

His primary focus should be as a Hybrid Carry, but can also be used as an AD Carry, but if going the route of Pure AD or AP then AP is the better option. While in lane his focus should be to clear enemy minions and put pressure on opposing teams with his abilities.

Fighting as Lunarin: Playing as Lunarin seems quite easy. However, in order for any carry to be effective one must farm. Farming Minions gives Lunarin his passive the ability to enhance his abilities. Be careful of ganks and going in to far as his lack of armor makes him quite squishy even with his high HP.

Keep to the outside of any battle and only diving when you are sure you're able to come out alive.

Fighting against Lunarin: Fighting Lunarin can be a pain one on one. However, not impossible. Put the pressure on him right from the beginning. His weakness on the armor side makes him squishy to AD champions. If you're having trouble get an AD champion to help gank.

While his W allows him to counter Slows and Stuns he is susceptible to displacements. Allowing Cho'Gath or other similar champions to displace him. This allows control of his position. Most Lunarin users shall tend to wait and hold off until a critical moment to use W. This can be exploited by baiting it early and then stunning them right after.

The main effective counter is an AD champion as well as constant pressure and removal of their farm.


Background: They have a legend from long ago that speaks of a sword. This sword is made of the moons light, forged in the fire of the sun, and hammered into existence by some long forgotten Blacksmith God. It is said that this sword is the finest the world has ever seen, and that whoever wields it is bonded to it for all eternity. The wielder of the sword is said to be a guardian of sorts. Finding defilement and eradicating it. Protecting the borders of the realms. This, of course is only speculation and legend. That is....until one was chosen.

A young man looked towards the sky as the day of training ended. He wiped the sweat from his brow and retired, exhausted. In his sleep he had a dream. This dream portrayed a shining light. A beacon so strong he couldn't resist it. He came to a place within his dream that was so beautiful, and at the same time terrifying. Here he met with a woman, or so he thought as she was shrouded in light and mystery. With her their were others, all surrounding him. He knew they offered him something and he couldn't resist. Taking the item in hand he could feel them smiling which calmed him and made him feel safe.

When he woke he felt something in his hand. As he looked to see what it was he saw it. A blade unlike any other. It was silver in color but with a orange fire burning deep inside dancing with what appeared to be silver white flames. He only remembered these words from the dream, "Go, protect the world from evil, and guard it from the plights and dangers that might befall it."

That day he went to the commander of his regiment and explained the dream. He was shocked at the dream from his own soldier, and he explained to him a very old prophecy and a legend. That the gods would bestow a sword upon one they deemed worthy. When asked about the sword they explained, "This is the Blade of Eternity, Lunarin. It has chosen you and now you and it are one."

He whispered the name of the sword and as he did the sword ignited in a blinding white light flooding his mind. He looked to the sword and smiled. Explaining he would be departing. He took the swords name for his own and traveled the land, and came upon many horrors and fought on. Upon his first enemy slain a brilliant white light shone from them and was absorbed by the sword flooding his mind with their experience, power, and memories. The sword grew stronger for it, and so did he. Each evil creature and person that fell, once absorbed within the sword was cleansed and became a whole new being. A being of light and good. Offering insight, and company for the young Lunarin. He now travels across Runeterra ridding it of evil, corruption, and vile beasts. Sometimes bringing him to battle with other champions.


http://i405.photobucket.com/albums/pp136/ProfJbWolf/BloodstainedSwordsman.jpg

Appearance: He looks like that in the picture with only a few differences. His sword is more Katana like and silver for the blade. His hair is silver white and slightly longer.

Note: The image used is not mine and credit for the image should go to its creator. I am using the image as a guideline and reference to my original concept. Thanks.

Age: 23 (Possible forever as the blade grants Eternal life) Height: 5' 7" Weight: 137lbs. Slim and strong like an elf. Average for the most part.


Passive: http://www.hiveworkshop.com/forums/resource_images/8/icons_7049_btn.jpg Light of Cleansing - Lunarin stores the energy of those it defeats and enhances his strength.

Minions/Small Monster slain are absorbed into his sword in the form of light granting 5 Light power. Once 100 power is reached he may upgrade on abilitiy permanently. These are not lost upon death.

Champions/Large Monster/Dragon are absorbed in the sword in the form of light and grants a point of Cleansing. Each point of Cleansing grants bonuses to Lunarin. These bonuses cap at 4/6/8/10, and are lost upon death. Starts at 4 and gives 2 extra stacks every ultimate rank.

Cleansing bonuses: 5 Attack Damage 5 Ability Power 5% Attack Speed 10 Armor and Magic Resist 2% Movement Speed


Q Lunarin Blast/Inferno: http://www.hiveworkshop.com/forums/resource_images/1/icons_596_btn.jpg Lunarin Blast: Lunarin targets an enemy within a 700 unit radius around him and swings his sword that releases a fiery ball at the target dealing 50/90/110/150/200 (+20% AD)(+30% AP) magic damage to enemy.

http://www.hiveworkshop.com/forums/resource_images/6/icons_5194_btn.jpg Lunarin Inferno: Enhanced version of Lunarin Blast. Once enhanced the base damage is increased by 10 each and gains a radius of 300 units upon impact zone for a total of 60/100/120/160/210 (+30% AD)(+40% AP) magic damage in a 300 unit radius around target.

Cost: 50/55/60/65/70 Cooldown: 20/17/15/13/10s

Note: Lunarin Inferno loses its ability to target an enemy and becomes much like Galio's Q in how it works with targeting an area instead of targeting an enemy. This makes it easier to dodge, but also slightly more powerful from its previous version. This can also lead to users of Lunarin to decide whether they want the extra power for a possibly lower hit rate, or if they want to keep the precision of the un-enhanced version for less damage.

Note 2: Imagine this looking much like Karma's Soul Flare, but swung from a sword and it being fire. Also, unlike Karma's Soul Flare the second version collision works much like Galio's Q. It does not just erupt upon first contact with an enemy like Karma's Soul Flare does.


W Sword Style-Cleansing Light/Radiance: Lunarin is a master of his sword and the sword of him. They work in unison to achieve a balance.

http://www.hiveworkshop.com/forums/resource_images/14/icons_13534_btn.jpg Cleansing Light: Active effect: Lunarin's blade is encased in a glowing white fire. Upon activation all stuns and slows are immediately removed from Lunarin. Over the next 5 seconds he rapidly heals 30/35/40/45/50 (+10/15/20/25/30% AP) every second.

http://www.hiveworkshop.com/forums/resource_images/16/icons_15726_btn.jpg Cleansing Radiance: Active Effect: His heal is increased to 80/85/90/95/100 (+10/15/20/25/30% AP) every second for 5s. Upon activation he gains 3s immunity to all stuns and slows. This is an addition to the removal of Slows, stuns, and displacements upon activation.

Cost: 70/75/80/85/90 Cooldown: 17s

Note: This abilities cooldown comes into effect once the healing ends.


E Sword Style-Piercing Light/Radiance: Lunarin is a master of his sword and the sword of him. They work in unison to achieve a balance.

http://www.hiveworkshop.com/forums/resource_images/11/icons_10764_btn.jpg Piercing Light: Active Effect:* Lunarin's blade takes on a steely aura. Upon activation target an enemy within 600 units. Lunarin leaps to the target and deals 150/175/200/225/250% AD as physical damage.

http://www.hiveworkshop.com/forums/resource_images/3/icons_2690_btn.jpg Piercing Radiance: Active Effect: Upon impact their is a 400 unit radius around his target that gets dealt 30% of the damage dealt to target.

Cost: 70/75/80/85/90 Cooldown: 23/20/17/15/13s

Note: This ability cannot crit. However, it does apply on hit effects such as Shiv and Bloodthirster.


R Eternity Blade/Edge: http://www.hiveworkshop.com/forums/resource_images/9/icons_8451_btn.jpg Eternity Blade: Active Effect: Lunarin channels and gathers energy for 1s before unleashing a wide slash of energy that damages all enemies in its path for 250/350/450 (+100% Bonus AD)(+100% AP). Each consecutive enemy hit decreases its damage by 10% to a minimum of 30% damage dealt for a total of 75/105/135 (+30% Bonus AD)(+30% AP). This damage is Magic damage.

Passive Effect Cleansing/Piercing: His sword takes on a constant aura of the combined W and E auras.

Cleansing: Every attack landed on an enemy causes them to be cleansed. They are damaged for 5/10/15/20/25 (+20% Bonus AP)(+5% Enemy Maximum Health) of magic damage over the next 6 seconds and stacks up to 3 times for a max total of 15/30/45/60/75 (+60% Bonus AP)(+5% Enemy Maximum Health). Max health damage does not stack.

Piercing: Every 3rd attack Lunarin deals 10/20/30/40/50 (+10% Bonus AD)(+5% Bonus AP) as bonus True damage.

http://www.hiveworkshop.com/forums/resource_images/9/icons_8452_btn.jpg Eternity Edge: Active Effect: Gains an additional, second slash that deals half damage. 125/175/225 (+50% Bonus AD)(+50% AP). Each consecutive enemy hit decreases its damage by 10% to a minimum of 30% damage dealt for 38/53/68 (+15% Bonus AD)(+15% AP).

Passive Effect Cleansing/Piercing:

Cleansing: Adds 2 stacks for a max of 5 stacks.

Piercing: Adds 10% Bonus AD and 5% Bonus AP for a totalof 10/20/30/40/50 (+20% Bonus AD)(+10% Bonus AP) as bonus True Damage every 3rd attack.

Cost: 100 Cooldown: 90


Quotes and sayings

During a fight "Let the light purify you," "Judgement has been passed," "Cleanse your soul!" "Run foul beast!" "I am the light,"

Moving "To the light," "On my way,"

Taking down a turret "No structure can withstand the purifying light!" "Even the mightiest structures fall to the light,"

To champions "Diana, misguided you are but still....I admire you," "Master Yi. A Master Indeed," "Ionian....serenity and grace. I see the allure," to the female Ionians. "Noxian....vicious and cruel. I shall end thee," to almost all Noxian forces. "Vile. You shall be cleansed!" To Cho'Gath and Rek'Sai. "Abhorrent creatures. I shall end you," All undead champions.


When he uses his E: Gif for contest http://i.kinja-img.com/gawker-media/image/upload/s--byHbd1gj--/c_fit,fl_progressive,q_80,w_636/bm1wnmxadbwzel5xldrl.gif I know my E needs some rework, and it will get some, but until then I think this fits XD

There you have Lunarin, the Blade of Eternity. This is obviously a work in progress, and I worked around with many concepts. The main gist of it is there and I am all for feedback! Let me know what you think and vote up if you like him!

Please leave me feedback on what you like and think could be improved along with how to improve it so I can converse and figure this out with you! I also would appreciate it for those who don't like him to at least give an explanation, and let it be polite please, on why. If it is just because you don't play such champions, then please don't vote down. Just politely say you don't like him. I would only like it if people voted down if it is truly a horrid concept. Thanks ^_^

20 Comments

Qazgir1 votes

Cool, Im just kinda confused about how w and e work

Nikushimi Zero1 votes

What are you confused about? I would definitely be happy to help answer any questions ^_^

Qazgir1 votes

Ok so from what I understand its a toggled ability except each effect is active not passive right?

Nikushimi Zero1 votes

Oh shit. Sorry for the confusion and thanks for pointing that out!

I had it as a toggle because the passives on the Ultimate used to be for the W and E (Going by the names you can see it), and I was thinking of a passive effect for the Ultimate, and it was going to be to allow for BOTH passives to be active all the time instead of in each style.

However, this made a problem with me as it would completely null and void the uniqueness to each Style once you reach Lvl6 and unlock the ultimate.

I just totally forgot to erase those words. Thanks for pointing that out to me so other people won't be confused by that.

When creating the Ultimate I wanted it to reflect upon the sword as a whole, and not just for its active ability. The only thing I could think of was combining both the passives of the W and E. I couldn't think of another unique, all around passive for the ultimate that would always be active.

Got any ideas or is it good as is? I'll erase those words now though.

abcdl441 votes

Looking at that W and E ratio... that's kinda insane. Go 4 Ap items with one or two tank and you can sit there and just W all you health back, then Q + Ult for the kill. Go glass cannon AD you can almost one shot squishies with his E + Q + Ult.

Nikushimi Zero1 votes

Would you suggest then to lower the damage it does or take away the on hit effects? I am definitely open to suggestions and discussions ^_^

Statikin1 votes

The champion seems pretty cool all in all. I just want to point out a few problems. He seems like his kit doesn't exactly "meld" or "synergize" if you know what I mean. I can't really find a viable move combination. I understand that he is most DEFINITELY playable, but he has no exact melding feel.

I see that all abilities have a use here, but do they work in unison to synergise with each other? That is the question here. Currently, he just feels like a lot of different things clammed into one champion.

His E is also wildly OP. 350% AD? This means if you went 200 AD, you could potentially deal over 700 damage AND leap, combined with his ult's true dmg.

-So while you have time, maybe think about melding his kit. All in all, you can still keep it the way he is, just tweaking his damage maybe because he would still be playable :D.

Please don't take this offensively, I'm just giving feedback :)

Mind checking mine out and giving some feedback? I have none at present so it would be nice if I could recieve even just a little bit if you have the time :) http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/UUcZNhzE-champion-concept-vakin-the-livewire-whip

Nikushimi Zero1 votes

His E ability doesn't gain True damage from the ult. The ults passive true damage is every 3rd attack, and the ult itself is not true damage. Hopefully that clears that up.

Do you think it would be better to do bonus AD % rather than pure AD % for his E? I wanted to give him some kind of a powerhouse attack.

As for melding I see what you mean. How I see this champion is having several different unique abilities that while they don't exactly link up into a combo, they can still be pretty useful. A versatile champion if you will.

One of my favorite combos should this champion be playable would be to lead with Q, then follow up with his E. Afterwards using his W to be able to get out. So it would be a Q->E->W combo, and while they don't exactly benefit from the other like say Varus's abilities which benefit from his stacks of corruption or Darius with his Bleeding it is still pretty viable.

I am definitely looking into his E as I was thinking it would be that bad of damage. Especially if you take into account the opponents armor. At level 18 with lets say 350 AD he would be dealing 1225, but take into account armor which most people have about 100+ that would null the damage to 612.5. If my calculations are correct, and while that seems like a lot for lvl18 it isn't too bad considering you have other lvl18s that outright KO opponents due to armor penetration. Also, taking into account armor penetration....it would be slightly more.

I am not explaining to justify it, but to get some estimate numbers out their to show. At lvl18 this champion would need to have amassed enough gold and damage items to deal a lot of damage. Much like any AD/AP carry. Lunarin, while primarily a Hybrid is more prone to being an AP champion. The only ability benefiting his AD is his E.

So there are a lot of factors, and definitely will be tweaking once I get some feedback ^^ Thank you for giving me some feedback though ^^ Much appreciated. Vote this champ up if you like him. I'll give your champ a look over myself.

Killed Inaction1 votes

[{quoted}](name=Nikushimi Zero,realm=NA,application-id=A8FQeEA8,discussion-id=30Xq8LyA,comment-id=,timestamp=2015-05-07T21:10:48.949+0000)

Mana: 250 (+30) Mana Regen: 5.4 (+0.8) Armor: 23.5 (+3.5) Magic Resist: 32.1 (+1.25) Attack Damage: 60.04 (+3) Attack Speed: 0.679 (+2%) Melee: 150 Movement Speed: 355 Primary Role: Assassin/Fighter Secondary Role: Mage


Lunarin is an AD/AP hybrid. Focusing on using both to his advantage. Lunarin is best used Top lane or Solo lane. He relies heavily on farm as it helps enhance his abilities and strengths. Taking to the jungle is also an option as monsters too enhance his abilities through his passive. Playing as Lunarin seems quite easy. However, in order for any carry to be effective one must farm. Farming Minions gives Lunarin his passive the ability to enhance his abilities. Be careful of ganks and going in to far as his lack of armor makes him quite squishy even with his high HP. Fighting Lunarin can be a pain one on one. However, not impossible. Put the pressure on him right from the beginning. His weakness on the armor side makes him squishy to AD champions. If you're having trouble get an AD champion to help gank.


They have a legend from long ago that speaks of a sword. This sword is made of the moons light, forged in the fire of the sun, and hammered into existence by some long forgotten Blacksmith God. It is said that this sword is the finest the world has ever seen, and that whoever wields it is bonded to it for all eternity. The wielder of the sword is said to be a guardian of sorts. Finding defilement and eradicating it. Protecting the borders of the realms. This, of course is only speculation and legend. That is....until one was chosen.


http://i405.photobucket.com/albums/pp136/ProfJbWolf/BloodstainedSwordsman.jpg He looks like that in the picture with only a few differences. His sword is more Katana like and silver for the blade. His hair is silver white and slightly longer. Height: 5' 7" Weight: 137lbs. Slim and strong like an elf. Average for the most part.


Lunarin stores the energy of those it defeats and enhances his strength. 5 Attack Damage 5 Ability Power 5% Attack Speed 10 Armor and Magic Resist 2% Movement Speed


http://www.hiveworkshop.com/forums/resource_images/1/icons_596_btn.jpg Lunarin Blast: Lunarin targets an enemy within a 700 unit radius around him and swings his sword that releases a fiery ball at the target dealing 50/90/110/150/200 (+20% AD)(+30% AP) magic damage to enemy. Enhanced version of Lunarin Blast. Once enhanced the base damage is increased by 10 each and gains a radius of 300 units upon impact zone for a total of 60/100/120/160/210 (+30% AD)(+40% AP) magic damage in a 300 unit radius around target. Cooldown: 20/17/15/13/10s


Lunarin is a master of his sword and the sword of him. They work in unison to achieve a balance. Active effect: Lunarin's blade is encased in a glowing white fire. Upon activation all stuns and slows are immediately removed from Lunarin. Over the next 5 seconds he rapidly heals 50 (+50% AP) every second. Active Effect: His heal is increased to 100 (+50% AP) every second for 5s. Upon activation he gains 3s immunity to all stuns and slows. This is an addition to the removal of Slows, stuns, and displacements upon activation. Cooldown: 23/20/17/15/13s


Lunarin is a master of his sword and the sword of him. They work in unison to achieve a balance. Active Effect:* Lunarin's blade takes on a steely aura. Upon activation target an enemy within 600 units. Lunarin leaps to the target and deals 150/200/250/300/350% AD as physical damage. Active Effect: Upon impact their is a 400 unit radius around his target that gets dealt half the damage dealt to target. Cooldown: 23/20/17/15/13s


http://www.hiveworkshop.com/forums/resource_images/9/icons_8451_btn.jpg Eternity Blade: Active Effect: Lunarin channels and gathers energy for 1s before unleashing a wide slash of energy that damages all enemies in its path for 250/350/450 (+100% Bonus AD)(+100% AP). Each consecutive enemy hit decreases its damage by 10% to a minimum of 30% damage dealt for a total of 75/105/135 (+30% Bonus AD)(+30% AP). This damage is Magic damage. His sword takes on a constant aura of the combined W and E auras. Every 3rd attack Lunarin deals 10/20/30/40/50 (+20% Bonus AD)(+5% Bonus AP) as bonus True damage. Active Effect: Gains an additional, second slash that deals half damage. 125/175/225 (+50% Bonus AD)(+50% AP). Each consecutive enemy hit decreases its damage by 10% to a minimum of 30% damage dealt for 38/53/68 (+15% Bonus AD)(+15% AP). Cooldown: 90


"Let the light purify you," "Judgement has been passed," "Cleanse your soul!" "Run foul beast!" "I am the light," "To the light," "On my way," "No structure can withstand the purifying light!" "Even the mightiest structures fall to the light," "Diana, misguided you are but still....I admire you," "Master Yi. A Master Indeed," "Ionian....serenity and grace. I see the allure," to the female Ionians. "Noxian....vicious and cruel. I shall end thee," to almost all Noxian forces. "Vile. You shall be cleansed!" To Cho'Gath and Rek'Sai. "Abhorrent creatures. I shall end you," All undead champions.


http://i.kinja-img.com/gawker-media/image/upload/s--byHbd1gj--/c_fit,fl_progressive,q_80,w_636/bm1wnmxadbwzel5xldrl.gif I know my E needs some rework, and it will get some, but until then I think this fits XD

There you have Lunarin, the Blade of Eternity. This is obviously a work in progress, and I worked around with many concepts. The main gist of it is there and I am all for feedback! Let me know what you think and vote up if you like him!

Please leave me feedback on what you like and think could be improved along with how to improve it so I can converse and figure this out with you! I also would appreciate it for those who don't like him to at least give an explanation, and let it be polite please, on why. If it is just because you don't play such champions, then please don't vote down. Just politely say you don't like him. I would only like it if people voted down if it is truly a horrid concept. Thanks ^_^

This is an interesting concept. I think it would definitely be playable, but it does need some modifications beforehand. Primarily, I think the percent boosts to abilities from AP and AD don't scale quite right.

First, I'd say it would be more balanced to change the Light Power gaining down to 2 per minion and small monster kill, and keep it as 5 per champion or large monster kill.

Cleansing is a good idea, but the statistic boosts are too high for low levels. I'd say stick with the 5% Attack Speed, but probably have it give 1% Movement Speed per stack. Have the others scale to his R rank; +2 Attack Damage and Ability Power, +4 Armor and Magic Resist, and then +1 Attack Damage and Ability Power per R rank, and +2 Armor and Magic Resist per R rank. This will make him become less powerful as a low-sustain jungler at low levels.

I like the function of his Q, and I think I would keep it the same. Maybe look at some other champions with comparable abilities and tweak the percent benefits, but it seems fairly balanced without actually playing him.

His W's percent benefit is overpowered. 50% of his AP per second means that stacking Ability Power makes him nearly unkillable for 5 seconds out of 13-23, without CDR. I'd say reduce it to 10%, having a total of 50% of his AP over the duration.

His E's damage is a bit high, especially at higher levels. Maybe 150/175/200/225/250% of Attack Damage, thus making it a travel+Infinity Edge-critical strike effect at maximum rank. With the upgrade, I'd say one third (33%) might be more balanced than half.

The 1 second charge on his ultimate makes it look balanced, but there needs to be specific range. A 120 degree arc of 500 range, or something similar? The "constant aura of the combined W and E auras" doesn't make a whole lot of sense. Is it referring to the True damage passive effect on every third hit? Also, maybe that should be every 3rd hit within 7 or 10 seconds.

Overall, I'd say it's an interesting concept, I'd play the champion, and it was very imaginative. I'd just recommend tweaking the percent bonuses on his abilities to make them more balanced.

Nikushimi Zero1 votes

Thanks for the feedback! Yeah, definitely still working on it all. I appreciate the good criticism and suggestions!

His is just 50 +50% AP. Meaning it doesn't change and only gains that every second for 5 seconds. At his upgrade he gains the 100 +50% AP every second for 5 seconds. However, I think I know what you mean. Early levels that is quite high. I will space it out a bit. Thanks ^_^

His R is just like Ezreals. Even specified that in there. There is no range as it is a world wide ability. Losing its power just like his. In fact, it's weaker than his. I based my damage on his, and the only difference being the weaker second one once upgraded.

The whole aura thing is a silver white glow like flame and steely smoke aura when he gains his ultimate. It's basically aesthetic is all.

The passive of his True Damage is basically like Master Yi's passive for his double strike. Except instead of it being a double strike it is Bonus True damage added to his attack. I based the true damage off of Master Yi and a few other items and balanced it out over them.

I am definitely looking into everything and will edit once I am able and have time. Currently my thoughts are busy with other things. Will edit as I can ^_^

Killed Inaction1 votes

Thanks for clarifying the ultimate. I was thinking something more along the lines of Riven's ult than Ezreal's. The damage does seem balanced, and the second wave on the upgrade could make for some very interesting skillshots.

On his W, maybe you could have the AP percent bonus increase with rank. At lower levels, most champions only have extremely minor heals, so I think 10% would be your best bet, but maybe have it scale up with rank, so it would be 12/14/16/18/20% of his AP, meaning that at maximum rank it would be a 7.8s cooldown with CDR and a 550 (300 AP/not full AP build) to 950 (700 AP/full AP build) over the 5 seconds. But with a cooldown that low, it might be better to state that the cooldown comes into effect after the ability stops healing him; otherwise he could have 110-190 healing per second for 2/3rds of the time, or effectively and constant 71-122 HP regen per second - think Mundo's ultimate.

I hope Riot takes this champion idea and runs with it, or at least derives a champion from it; it's a really great concept and I'd love to see it implemented in the game.

Nikushimi Zero1 votes

Thanks for the feedback again! Yeah, was thinking of scaling it with rank. Not entirely sure why I didn't right away O.o my brain must've been on sleep mode.

Mundo is pretty insane on that health.

What I was trying to go for was something like Master Yi's W, but slightly more potent due to him not having the reduced damage that Yi has. Making him out heal almost all basic attacks and almost all but the hardest hitting abilities to give him some sustain.

I think I know what I will do however. Thanks for the feedback! Gonna get to editing him now.

Killed Inaction1 votes

The edits look good. With a final of 30% AP ratio on his heal at maximum rank, assuming it is per second, might I suggest a cooldown reduction of 2 seconds per rank, rather than 3? It might also be necessary to include a clause specifically stating that the cooldown activates after the buff fades.

Did you forget to change the Cleansing passive? If not, I would suggest having the number of stacks on it scale with ultimate rank, so it isn't possible to attain +50 AD and +100 Armor and MR at level 7 or 8 - not sure if I've got the levels right on that, assuming jungling, but I've seen someone get Rampage at level 1 and stay level 1, so I think that's a fairly probable outcome there.

Nikushimi Zero1 votes

If you're talking about the Passive then I am still contemplating on that.

The reason I'm contemplating on that is because, while they get it from killing the large monsters and dragons, not to mention Champions, this champion is not quite a Jungler, and all the stacks ARE lost upon death.

So, currently trying to think of how I want to balance it because to me having the stacks from killing champions, large monsters, and dragon/baron (Not assists btw). Then losing them upon death makes it seem to me to be balanced atm because unless someone gets a lot of kills right away, those bonuses won't be too big. The point of the stacks was to help build momentum for Lunarin, and for other players and junglers to shut him down should they see him.

Just like for champions much like Kat. Get her enough kills and it is game over. The point of his passive was to make it so the more stacks he has, the harder he was to take down and so shutting him down early and keeping it that way would help. Otherwise it is the mistake of the other team. Much like with other champions who once powered up (Take Cho'Gath for example with his immense health increases) they become a large force to be reckoned with and the only fault to blame is the other team for allowing it.

So currently I am contemplating how to make the passive game changing should it come into effect while not outright destroying it by making it too weak or negligible.

As for the 30%. I compromised with you on it because 550 and 950 at max rank like you suggested is nothing at lvl18, and his ability is meant to help sustain through about 50% of the abilities and attacks out there.

And by increase you mean by 2?

Killed Inaction1 votes

[{quoted}](name=Nikushimi Zero,realm=NA,application-id=A8FQeEA8,discussion-id=30Xq8LyA,comment-id=00050000,timestamp=2015-05-14T16:46:14.567+0000)

If you're talking about the Passive then I am still contemplating on that.

The reason I'm contemplating on that is because, while they get it from killing the large monsters and dragons, not to mention Champions, this champion is not quite a Jungler, and all the stacks ARE lost upon death.

So, currently trying to think of how I want to balance it because to me having the stacks from killing champions, large monsters, and dragon/baron (Not assists btw). Then losing them upon death makes it seem to me to be balanced atm because unless someone gets a lot of kills right away, those bonuses won't be too big. The point of the stacks was to help build momentum for Lunarin, and for other players and junglers to shut him down should they see him.

Just like for champions much like Kat. Get her enough kills and it is game over. The point of his passive was to make it so the more stacks he has, the harder he was to take down and so shutting him down early and keeping it that way would help. Otherwise it is the mistake of the other team. Much like with other champions who once powered up (Take Cho'Gath for example with his immense health increases) they become a large force to be reckoned with and the only fault to blame is the other team for allowing it.

So currently I am contemplating how to make the passive game changing should it come into effect while not outright destroying it by making it too weak or negligible.

As for the 30%. I compromised with you on it because 550 and 950 at max rank like you suggested is nothing at lvl18, and his ability is meant to help sustain through about 50% of the abilities and attacks out there.

And by increase you mean by 2?

Yes, increasing by 2 per ultimate rank; 4/6/8/10 stacks on Cleansing passive. This would mean that, before level 6, it would be 20 AD cap, which is okay for that level range, but also 40 Armor and Magic Resist, which is a fairly large boost to damage resistances. This way he could build momentum but have a cap, so that he won't become unstoppable at low levels. You said he isn't a jungler main, but his E gives him decent sustain that would allow him to pull it off while he gets stacks to increase his resistances and clearing ability.

The 30% is okay, but I think it needs a slightly longer cooldown; having it active 40% of the time at level 18 with 40% CDR, while it is only 1/3 to 1/2 of his HP, is enough to allow him to sustain between combats so returning to base isn't as necessary. At 300 AP that would be 750 healing total per activation; if it was 2 second cooldown reduction per rank, it would still be viable to allow him to survive in quick skirmishes, but have increased spacing between so it's not every skirmish.

I do agree that scaling like this only becomes a problem when the enemy team allows it, but if it's too high or has too high a ceiling, it becomes an issue of the enemy team needing to be constantly on that champion, and in the jungle it's often hard to keep an eye on enemy champions or find them, and many junglers aren't designed to invade, especially not early game.

On a different note, his ultimate passives Cleansing and Piercing might need tweaking as well. I think the upgrade should be 5 or 10% bonus AD increase as True damage, because bypassing resistances is powerful, and it's not its own ability, as Yi's is. Cleansing's AP portion might need to be reduced to 15%, to make players want to stick on the enemy longer to apply as many stacks as possible and reduce the HP more before leaving them to die; a total unupgraded portion of 90%, with Piercing's upgraded 40% bonus AD True damage, means that once the ultimate is upgraded both AD and AP become highly applicable and, rather than being an ADC killer or a tank-killer, he becomes both at the same time with higher Magic damage potential but also high True damage potential.

Again, it's not that I don't like the champion concept, the abilities or their combos, or the idea behind the champion; rather, I think Riot will pay more attention to a champion that would start out potentially a bit too weak who then gets buffed in later updates over a champion who starts out too strong and must be nerfed in order to become balanced enough to be playable in LCS. The player should make the champion overpowered or weak, not the abilities. Unfortunately, a trend has developed of champions newly released being broken to the point of unplayability, the exception being Bard - and I can only hope Ekko will be too weak rather than too strong. It's better to have a weak champion played for utility who might mess up your game by being underpowered over an enemy having a powerful champion played only to win messing up your game through sheer unbalanced gameplay.

Nikushimi Zero1 votes

Currently working on some edits.

My thing is, with the whole Cleansing part of his passive works like Ignite in a way. Slightly more powerful. The hybrid build of Lunarin at max rank with 150/150 for AD/AP (Really a respectable medium because I haven't been able to get 200/200 yet. I might just be really bad at hybrids XD

Anyways, at 150/150 bonus AD and AP the damage for the max rank of unupgraded would be at max stacks 315. Add 2 more stacks would be 525 over 6s.

To me that is low, but perhaps at max stacks it could be back, but at lower stacks it is hardly anything. I will adjust some things of course and see how everything works.

Nikushimi Zero1 votes

On a side note he is a hybrid, and trying to find a balance that works is a bit difficult.

Hence why I'm using Bonus AD and AP for the Cleansing effect rather than total AD and AP. But anyways, working on it currently.

Nikushimi Zero1 votes

If you want to look over the champion again and let me know what you think of some of the edits that'd be great. I hope I didn't make things worse XD If you don't have the time or have nothing more to add that's fine ^_^ I appreciate all the feedback from you.

Nikushimi Zero1 votes

Sorry about the sloppy response at the end. I was being rushed to leave somewhere. Now that I'm back I will actually answer properly XD

So, do you mean 23/21/19/17/15? Or 25/22/19/17/15?

And I can see where an increased cooldown would be better for a heal since it would be potentially abused with low CDR. However, I am also looking at the utility of the removal of the CC effects. Perhaps it would be better with a slightly higher CD. I had thought 13, max rank would be a pretty decent balance.

Just still contemplating and moving things around to a compromise to get him balanced instead of uneven. XD

Killed Inaction1 votes

I was thinking 23/21/19/17/15. 2 seconds at maximum rank might not seem like much, but it could mean the difference here. Actually, with the new scaling with rank on the healing, the need to scaling cooldown is kind of moot; 19 across the board, maybe 17, might turn out more balanced, giving more sustain at low levels while keeping it off the overpowered end at higher levels.

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