Cool Idea for a Support Jungler Assassin Hybrid.

Doozku·11/22/2016, 11:09:16 PM·2 votes·443 views

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.

5 Comments

DrugsForRobots11/24/2016, 5:11:52 AM3 votes

I like that you want to see a thief champ in League, but I don't think this guy is what Riot's looking for. Based on your description he sounds like a mummy, but he's suppose to be a thief. Very weird disconnect.

His passive invisibility is OK, and I like that it allows for real stealth gameplay, but I'm not impressed (because I've got my own thief champ who does invisibility in way that I doubt many have seen before, I'm totally biased BTW).

His Q works but why does it give him lifesteal?

His W is similar to Nunu's Consume. Not much to say about it.

It's cool that you want his E to play with vision, and this is a powerful effect, but I'm not a huge fan. (My own thief does something very similar, there's that bias again.)

His R is an effect I don't think Riot would ever add to the game. I think they could do something very similar though. That said, it's a very powerful effect. I'm reminded of the nearsighted mechanic.

There's certain something here, but it would take a lot of polish and Riot's design sense to make the most of it.

FloRaider4211/26/2016, 12:04:06 PM1 votes

Well why can't he feel like an assassin?

That is actually one of the biggest problems I have with thief champion concepts, because personally I believe that a Thief doesn't need / nor want to kill someone (higher punishment, more notoriety and potentially lost loot [dead people you can loot once, the living will return with gold in their pocket]), which I have to admit would make for a rather weird champion. I think what plays a big part in those terms becoming synonyms is that a lot of stealth games blend them into one (thief would be non-lethal playthrough and assassin lethal playthrough).