Cool Idea for a Support Jungler Assassin Hybrid.
With the Assassin Rework out, and support junglers such as Ivern or Nunu running rampart in the meta, I was insipred to make a new kit based around a heavy counterjungling theif with weak damage but good vision control, stealth, and decent CC. I don't have a good idea for a name, if you can leave any suggestions that would be helpful!
His lore is that he was an old Shuriman Priest who survived the fall of Shurima. With strong ties to the sun disk, and the immense power radiating off of it as Xerath became ascended, a straw bolt hit the priest. He was blinded, but he also became half-Ascended. He became immoratal, and he could still sense what was nearby with a new power that he gained from the Ascension, alsmot like Daredevil. But he was still just an ordinary human. In order to survive, he had to become a thief, and developed a few tricks of the trade. Despite that, he vowed never to kill another human unless they tried to attack him with malicious intent, but not for self defense.
I have no artistic ability, so I can't draw what he would look like. Instead I will just describe what he would look like. His entire body is covered in rags, with the inability to see his face. However his legs are exposed which reveal wrinkled, ancient skin with a darker brown shade from the sunlight that he endured in the Shuriman Desert. He hides a small dagger in his right wrist, and his clothing is lined with pockets that he fills with gold that he had taken. His belt is also lined with beige bombs which he uses as a flash bomb. His boots would be old and wrinkled. They would look very similar to the boots that are in the shop, although they would be a more beige color.
Now let us get onto his kit. As in his lore, he is a theif but not a killer. His main strength is stealing jungle camps in the early game, and getting away without a trace. His kit gives him strong, yet counterable stealth, a decent clear, and vision control. However his damage and utility are very low. His only crowd control and really his only contribution to a teamfight is with his ultimate.
P: Shrouds of Glass Whenever Thief(just a tentative name) walks into a brush, he becomes camouflaged and gains 40% movespeed. The camouflage remains for 3 seconds after he leaves the brush. Every brush has a four second cooldown before he can be stealthed in it again. He is revealed if he gets within 500 units of an enemy champion. If he comes into combat with an enemy champion, then this abiltiy goes onto cooldown for 60 seconds.
(Notes: Inspired by new Kha'zix Ult, this passive has a heavier emphisis on strategy and pathing, as if you walk through the jungling hopping from brush to brush, you could traverse the entire thing without being revealed. However you have to path around enemy champions as to not be spotted, similar to how a thief would have to path through a bank to avoid guards and remain unseen, so that they can gain their ultimate goal of that sweet, sweet loot.)
Q: Dagger Strike Passive: Thief gains 10% Attack Speed Active: Thief's next attack causes him to jump to a target at a 400 range(like how an Ekko E or Illoai W works), dealing 105/110/115/120/125% of his total AD and slowing the target by 50% for 1 second. This bonus is increased to 135/140/145/150/155% of his total AD versus Minions or Monsters. Instead of slowing monsters, Thief gains 15% lifesteal for 3 seconds, with this applying on the initial blow with his Q.
(Notes: This is Thief's main tool for clearing his own jungle, as the rest of his kit is more utility or for counterjungling. It is also his gapcloser for ganks. The attack speed is meant to help his clear since one of his strongest advantages is his strong clear.)
CD: 9 seconds.
W: Swift Robbery Active: Thief channels for 1 second, and then instantly kills a non-epic minion or monster, bagging the gold and experience for himself. He gains half of the gold and experiece if the unit killed is a monster on the friendly side of the jungle. Buff monsters only lose 70% of their health.
(Notes: This is his counterjungling tool. Combined with his Passive, he can sneak into your jungle and two big monsters, and if he sees you on the other side, he can easily take a third. You need good vision control to be able to catch him out, as he was a weak escape once you tag him, and he is not a very potent fighter.)
Cooldown: 2 Charges. Charges regenerate every 60/55/50/45/40 seconds.
E: Shuriman Rope-Trick Active: Thief targets two walls, and clings a cursed rope in between them. If an enemy steps on the rope, the rope snaps and Thief's team gains vision of its location for 2 seconds. Destroying the trap with a sweeper or a control ward still gives Thief vision, although while the trap is disabled it cannot be triggered. Thief can only have two traps on the map at a time.
CD: 50/47/45/43/40 seconds.
(Notes: Thief's strong map control ability, this guarantees him vision, however it can be disabled. Using a control ward will disable it indefinetly, but he will probably know as a smart Thief will realise that someone has to step on that trap eventually. Therefore it becomes a game of knowing where the traps are and knowing when the best time to destroy them are. These traps cannot be placed in the river on in lanes as minions or the rift scuttler will set them off, rendering them useless.)
R: Flash Bomb Active: Thief throws a flash bomb at a 325 unit location . If the target is hit in the center, they are completely blinded and slowed by 90% for 4/4.5/5 seconds. This is lowered the farther away the target is from the center. If the target is in between the edge and the center, then the slow is 60% and the blind is for 2/2.5/2.75 seconds. If the target is hit on the edge, the blind and slow are only 1 second long. The target also takes 100/150/200 Magic Damage(does not scale)
(Note: The blind effect should look similar to a flash bomb in a game such as CS:GO. The screen would turn completely white, and the buzzing in the ears would take effect. As the duration is about to run out, the white begins to fade and the buzzing gets more quiet.) (Note 2: This is his only teamfight ability as well as the ability that makes him pseudo-assassin. His job in teamfights run into a fight invisibly and ult the adc. The disable would function similarly to how an assassin takes a carry out of the fight instantly, although this is with cc as opposed to killing them.)
CD: 80/60/40 Seconds Range: 500 units.
Thief is designed as an early game counterjungling monster, although his dueling and damage is weak. He provides his team strong vision and objective control, with fast clears, the ability to track down the enemy jungler, and quick dragon kills thanks to his Q. His ultimate is a strong cc and his main ganking tool that he can use to confuse his enemy and set up strong follow ups from his team. His ultimate works similarly to how an assassin is able to take a carry out of the fight, although he usually cannot kill them. His weakness is a weak escape without his ultimate and passive, so like a real thief, if you get caught you are seriously screwed. He also relies heavily on his team to follow up on and use the advantages that he creates, since he absolutely cannot solo-carry games.
Well those are my thoughts. Please leave any criticism and post any ideas on what you think could make this concept better.
, but looking back on it, that seems pretty unhealthy. Especially if he just built crit/Armor pen like shaco and just oneshot people from stealth. I feel like even if it is thematically pretty weird, it would be better for him to become tankier later on. Kind of like Lee Sin almost. Here are the changes that I feel are necessary
Removed: No longer gives lifesteal(Hunters gives lifesteal, so we don't need this) or attack speed.
New: Only does 50/60%(whichever is necessary) of max AD to champions. Also has a small 0.3 AP Scaling to help with support itemization Gains 15% attack speed for 3 seconds after he hits an enemy with this ability (make the attack speed feel less passive, and more interactive)
W: I feel as though this ability should feel more like you oneshotting the camps. Perhaps there could be some clarification as to how your camp was stolen.
New???: Leaves a mark on the stolen camp(I am debating whether or not this is a good idea. It sounds BM but I feel as though my assassin is a more noble, less dickish thief. This ability feels more in place on a champion like shaco. However leaving a scratch mark or a burn mark of some kind would be interesting for counterplay reasons, although not necessary)
E: We both agree this ability is interesting, leaving this unchanged
R: Now that I want him to be more tanky, I feel like this could use some changes. 4 Seconds and a 90% slow is too much, but making it any lower would feel underwhelming. I originally wanted this ability to feel interesting to use while counterjungling (you flash the jungler and then you leave, as the jungler's vision returns you are no where to be seen) I feel as though there could still be a way to make that kind of gameplay work.
Removed: No longer decreases depending on how close to the middle.
New: Radius has been decreased, only flashes for 1 second and slows by 60% for one second. Now on a charge system
or other support items that grant AP
Items:
(more useful late game, but not as useful early game)
after that you can build tanky support items.
,
etc are all useful to have as well as standard tank items. Going for items such as
can be viable as well, although not as useful.