Deshi, the Disciple (Adaptable Character Concept)

Lord Acacius·11/4/2015, 12:39:17 AM·1 votes·435 views

Deshi, the Disciple

Lore: Deshi was a young student of Ionia. He is fluent in every aspect of martial arts. Although, not every battle calls for a single style, so Deshi walks the "Three Paths".

The First Path: The Assassin Deshi would lurk within the shadows and deliver death with every strike. Years of practice would allow him to kill with ease.

The Second Path: The Monk Deshi would gain knowledge of the inner-workings of the universe and learn to mend that which was broken.

The Third Path: The Warrior Deshi would become overpowering, his power unstoppable, his strength unwavering, his resilience unfaltering. Deshi would become a true warrior, much like those in the olden days.

Passive: Young Student Deshi starts off the game a normal student. His abilities are weak and basic, they deal little damage and provide almost no utility. However, Deshi gains EXP at an accelerated rate (which lessens greatly over the course of the game).

At level 6, Deshi is able to select a path to tread, gaining additional effects and strengthening his abilities depending on the path chosen.

Q: Crane Spin Deshi performs an AOE attack in a radius around him dealing damage.

  • First Path: Death's Dance Deshi performs the AOE attack with a .5 second delay, dealing heavy damage to all caught within the area. Deshi is untargetable during the delay.

  • Second Path: Lotus Blessing Deshi performs an AOE heal while granting a small movement speed boost to allied champions who are healed. The area affected damages and silences enemy champions for a brief duration.

  • Third Path: Cripple Deshi performs the AOE attack, however enemy champions affected will be slowed for 2 seconds.

W: Dash Deshi dashes in target direction.

  • First Path: Shadow Step Deshi dashes in the targeted direction, dealing damage to those caught in the narrow path. Shadow Step can be cast again for no cost.

  • Second Path: Soothing Touch Deshi dashes to a target allied champion, healing them.

  • Third Path: Charge Deshi charges in a target direction, stunning the first champion hit. *The charge is slower than a traditional dash, much like Sion's ultimate

E: Concentrate Deshi gains bonus movement speed

  • First Path: Assassination Contract Deshi hones his killer skills, gaining bonus armor penetration. Passively gains bonus attack damage.

  • Second Path: Meditate Deshi meditates, providing a bonus aura that grants allied champions movement speed while demoralizing the enemy, reducing their movement speed.

  • Third Path: Battle Hardened Deshi prepares for battle, gaining bonus resistances. Passively gains bonus % bonus HP.

R: Choose a Path

  • First Path: Kill Deshi marks a single target, Deshi must stay within a medium sized radius for 3 seconds in order for the mark to activate. Once the mark has been activated Deshi must perform a basic attack, or a basic ability, on to afflicted target to deal an instance of massive damage.

  • Second Path: Universal Energy Deshi reveals the weaving of the universe, creating a large area that grants all allies bonus stats.

  • Third Path: Warlord Deshi becomes unstoppable while his basic attacks cleave a large area in front of him, with reduced attack speed.

My Thoughts: I've always thought of a champion that could adapt to any situation... but I've taken it a step further! Deshi can change his role based upon what is needed within his team, an assassin to take out the pesky carry, a support to hold the team together, or a bruiser to charge into the thick of the battle.

Deshi is extremely vulnerable in the early stages of the game, however, once he hits level 6, the power spike is tremendous!

This way, Deshi can help cover the weak spots within a team composition, although a main weakness is that he's totally AD, except for the Monk Path, which deals little to no damage.

Deshi's Assassin Path is extremely effective in eliminating a single target. Although, he is forced to stay in a fight in order to deal the greatest extent of his damage, which is massive. To get into the fight, Desh should activate "Assassination Contract" as he prepares to kill his target, then he will use "Shadow Step" to get into the fight; he has two options to save his hide, his "Death's Dance" allows him to avoid damage for a .5 second window, the timing and use of this ability is crucial, as you only get one within the combo. His second option is to "Shadow Step" out of the fight and miss out. Once Deshi has survived the 3 second period, he must then perform the last basic attack, or "Shadow Step" which should be the only ability left if Deshi has used "Death's Dance", to finish the job.

Deshi's Assassin Path is extremely hard to pull off. It can be easily counter as the 3 second period that Deshi must survive in order to execute "Kill" allows for easy counterplay against him. Just kill him and the target will survive.

Deshi's Monk Path is a useful healer that provides bonuses to help his team. Although this path is pretty straightforward, it allows him to act sort of like a Lee Sin in terms of style (they are both monks...). He can dash to an ally, saving them with the heal. He can also sustain his team as the AOE heal is extremely effective in terms of heals. He can also aid in initiating or escaping as his "Meditate" aura gives move speed and a small slow. His ultimate allows Deshi to set up a perfect team fight. The bonus stats along with the AOE heal allow him to create a zone advantage for his team, however, if the enemy team simply moves out, then Deshi's team loses this advantage.

Deshi's Warrior Path is a gruesome one. Before entering battle, Deshi should armor up with "Battle Hardened", this provides additional tank stats without sacrificing too much damage in place of tank items. His charge is extremely effective in locking down a single target or to cover a small distance. His "Cripple" will allow him to slow his targets while he bashes on their heads with basic attacks. Pair this with his ultimate "Warlord" and he can cleave a field of enemy champions in no time.

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