The Petricite Knight

Azazel Aerternum·11/5/2019, 12:04:35 AM·1 votes·1,473 views

Disclaimer: I'm not really much of a Personality + 'Archetype' Designer, so most of the concept around the behavior of the Character (going so far as their Name, Background beyond the basics, and full style is not included here) I'm more interested in the Playstyle, type, and interests of the Champion Kit itself

Those that do not know, Petricite is the League of Legends (Lore) material in Demacia, which is capable of both Negating and Absorbing Magic Sylas utilizes it with his Shackles This character would both utilize it in their Armor, and their Weapon; they shackle their own magic as they can't fully control it, but even Petricite cannot truly stop them (leading to the build-up over time, and eventually the armor 'bursting', with the state change)


Champ Design Concept:

The Mage Slayer

Core Concepts: Strong vs Magic / AP Weak vs AD conversely Low Mobility Two Functioning States ('Evolving Champion', limited in duration)

Wields a dreaded Petricite Blade (Lore, aka Anti-Magic Sword)

Playstyle, mixture of Riven, Yasuo, and Mordekaiser

AD builds into AP, AP into AD (no recursive stacking) -AP is convered to AD while 'armored', AD is converted to AP while 'unchained'

"Wielder of a dreaded Petricite Blade, clad alike in armor, it absorbs and negates magic, used to seal away the terrible magic of its bearer."

Eldritch Knight (D&D) / WoW Death Knight inspired Character Concept Has two Dichotomic States, 'Armored' and 'Unchained'; using E (a small dash) in 'Armored' (Defualt State), transitions into the Small Dash + a conal Slash (forwards) at the end of it, transitioning into the Unchained State


Passive: 'Armored / Unchained' Absorbs a % (increasing per level) of incoming Magic Damage, negating it (essentially free Magic Resist that is NOT vulnerable to MR Pen), and 'storing it' in a bar below the character (similar to Shyvana in some ways)

Total Absorb-able amount is equal to some formula based on a myriad of factors (considerations for MR, AP, AD, HP?), once it is reached, E gains an extra effect (probably should glow red/orange too)

Once the full amount possible has been absorbed, visual effects depict arcing Magic, and the Magic Mitigation is lost (it does NOT decay over time either)

The armor both absorbs and constrains the user's magic, however it cannot contain him forever, eventually he WILL break free of it (Builds up passively over time; does NOT decay)

Once Unchained, his armor changes visually to be piecemeal floating (aka magically hovering, visually expands that he is in his offensive state), and his Sword glows and arcs with power -Auto Attacks now deal Bonus Magic damage (high) -Q, W, E, R Change -Passive Magic Resist still lost -AD Converted into AP (results in attacks becoming much stronger in Unchained form) -Dual scaling (AD + AP), Armored Scales with AD, Unchained scales with AP --Attacks can Crit on Magic (? Maybe, too broken potentially, but interesting conceptually) -Since AD is converted into AP (and AP into AD), stats are NOT lost between transition, therefore allowing for quite a few interesting build paths; with the exception of Magic or Armor Pen, Lifesteal, (potentially Crit)

Armored is Slower, less mobile, has a (very) Short Dash Unchained gains extra movespeed, (extra attack range is interesting), Dash is also offensive now

Q:

Armored Sealing Slash (Left to Right, light Red glow) Backstrokes a frontal Sword Slash, deals Physical Damage increased by the amount of AP the enemy has If only a Champion is hit, that Champion is silenced for 1 second

Unchained Spellbound Blow (Visually different, strikes Right to Left, glows Blue lightly) Deals additional Damage to Targets recently Auto-Attacked ('marked') Deals additional Damage based on how High Magic Resist of Target (ideal Quote: "You see what I wear? You thought that THAT could save you from me?") Does NOT Silence target, Magic Damage entirely -If Increased range from Unchained, then increase range proportionately for this

W: Armored Abjure (Holds up their Left-Hand to ward off the incoming Magic in a direction) Absorbs the entire Magic Attack for the duration (no matter how powerful, i.e. Lux Q / Ult, Lulu Polymorph, to a Brand E), negates all effects of it, and increases his Passive Bar proportional to the power of the Spell (i.e. Lux Ult might fill the entire thing up) -Short Duration, requires timing; skillful use, mainly should ONLY work against Magic-type attacks (Elise Stun, Leona E, Leona Q, Leona R, for short duration against say MF R, Ashe R, Bard R, NOT Draven R) -0.5-0.75 seconds in duration; slows movespeed by 75/65/50/35/25 %

Unchained Pressing Assault (Same base animations, Shield now has spikes on it) Absorbs all attacks as before, Refills Armored / Unchained Passive Bar proportional to effect(s) Absorbed Does NOT Slow 2-Stage ; Absorb, Release Deals 25 / 35 / 50 / 65 / 75 % of effect(s) absorbed in AoE (Damage, Stuns, Roots, etc.; 1 Second stun negated into 0.75 second AoE stun; 1,000 Lux Ultimate perfectly blocked turned into 750 AoE blast by him

E: Armored Vanguard (Steps forward several paces; 2 Teemos) Unstoppable (0.25 / 0.3 / 0.35 / 0.4 / 0.5 seconds) Gains double the Passive Magic Negation for 1 Second (during then 1 second after) -Skill Expressive (use it to negate a Stun, lower high burst, etc.) -Is Rebuke instead if Passive bar is at 100% capacity

Unchained Rebuke (Steps forward much faster than before; same time-frame, but 4 Teemos instead) NO Unstoppable Deals high Damage Slash in AoE at end of Dash

R: Armored Vanquish Flourishes the Sword, absorbing ALL Magical attacks or abilities in a reasonably large cone (800 units diameter, 600 units radius) -Deletes Yasuo Windwall (troll interaction, give him Yasuo's Windwall on his body (negating all non-melee attacks for 1 second) -Short Cooldown (40 seconds level 6, 15 seconds level 16 BASE) --Does NO Damage ---Absorbs the attacks, adding them towards Unchained (More Powerful Attacks, i.e. Lux R build up a LOT more than Lux Q)

Unchained Vanish (Sword begins to Ripple Blue after First Press if Successful) Same as Vanquish P1 P2, he releases all of the Stored Energy (exact same massive area as before), potentially dealing insane damage --It stores damage based on the type of Attack, i.e. Veigar R, Lux R, are MUCH stronger than Veigar Q; If possible should scale instead off of ACTUAL damage, as opposed to a set integer conversion per ability / type, but this might be too much for the game to process


While Unchained the Bar (Passive Bar) Continually Decays, Absorbing Magic with W or R can refill it (potentially to full), balancing around how long it lasts; should decay faster over time to ensure no permanent form, i.e. very low for first 10 seconds, faster after 15 seconds, ridiculously depleting after 20; average time in form less than 20 seconds, extremely intuitive use could last up to 30 if max CDR, and each time instantly refilling the bar, but at 30 seconds it is decaying too fast to maintain except in Urf or something

While Armored, he is unable to use his Magic (AP is converted to AD, Abilities are Physical and centered around Absorbing and Negating Magic) -Slow / Immobile, Highly Resistant (but Skill Effective) against Magic, Extremely Good in the Right-Hands, even though damage is reasonably Low

While Unarmored he is able to fully utilize his Magic (AD is converted to AP, Abilities are Magic, he maintains and enhances his Magic Absorption with his own Offensive Power, and increases his Speed (E) as well as Range) -High Damage -Loses Unstoppable, Silence, Much more vulnerable to Magic Damage -Easily Melee 'ADC', high damaging Magical Melee Attacks (and other abilities too) -R becomes even stronger, potentially obliterating an Entire Enemy Team in the (extremely unlikely) circumstance he can negate say 5 Ultimates at the same time, or other high damaging or Status Effect abilities

In General: -Open Build Path: AD, AP; Maw and Banshees if you'd so like without losing out on Power in Either State Lethality, Crit (Unless you let his Magic AA's Crit), Magic Pen are weaker choices (Magic Pen more middle of the road) -Can Function as Solo Laner, or potentially as a Support: Item Dependent for Offensive Power, but offers fairly high Utility in Armored State, Unarmored can definitely help turn a 2v2 -R Absorbs Magic that is Present, i.e. Ground AoE, Veigar Wall, Windwall, Thresh Wall

Flavor: -Yasuo Windwall when absorbed via R puts a (short duration) Windwall 'cloak' on him -This is the ONLY Champion whose Ult Sylas cannot Copy --He is hunting down Silas (Demacian; serves a similar role to what Silas used to, but deals with extremely dangerous Mages instead) -Edgey quotes taunting the enemy whenever he negates powerful Spells, kills them 'using their own power' (via the R / W), or kills a target with High MR via Unchained Q (deals increased damage the higher the target's MR)

Weaknesses: -Vs AD / NO Magic Abilities Matchups or Comps -(Very) Squishy in Unchained form --Probably shouldn't have scaling MR as a result of the massive scaling on the passive, even squishier as a result -Ranged Matchups against Non-Magic -Skill Expressive therefore Skill Reliant (everything has a Skillshot of some sort, and timing too) -Takes time to Transition to Unchained (Quicker Ramp-Up if you can absorb an attack -Slower in Armored Form (Probably base MS increase when Unchained needed), i.e. 325 Armored, 350 Unchained for base) -Lifesteal useless in Unchained Form

Strengths: -Negates / Absorbs Magic -Strong vs Burst Mages -Strong vs Control Mages -A Control Melee Mage (that also scales / works with AD) -Flashy, thought-out play, exciting and montage-making -Excellent players will do crazy things (making Naut's Q / R / Shield disappear, absorbing a Windwall before the allied Jinx Rocket hits it, etc.) -Medium Skill Floor and Very High Skill Ceiling --Relatively quick to pick up, Challenging to Master, not good in every situation, capable of picking apart certain team comps in Pro Play (leading to high banrate by such Comps), and still very solid otherwise


R Explanation in Greater Detail It absorbs Magic (Offensive Magic from the enemies is removed from Allies, deleted if it is on the ground / in the Air; their, the Enemy, Defensive Magic (i.e. Shields) are also stripped)

Deals damage in proportion to the magnitude of the effects absorbed (based on what the Game can handle; i.e. Lux R might be a set evaluation as X, or might be the true value of the ability instead) -Shields, Slows, etc. that are removed (and are not damage), would most likely have a set translation value based on their magnitude; Slow 35% deals a base 50 damage, Slow 75% deals 200, Shield of 1000 deals 500 damage, etc. (TOTAL values, i.e. 5 Slows of 20% would add to 100% Slow value, and say add 350 to the total value of his Ultimate)

The Base idea is that he messes around with the enemy, harasses Enchanters (taking away Ardent's buffs for example, or Lulu R), but has no means of dealing with certain other Champions (Vayne, Caitlyn, Malphite)

Meant to be highly dependent on Timing, Skill, and Match-Up

2 Comments

Daszkal11/9/2019, 4:59:42 AM1 votes

Isn't this what Galio suppose to be?