High skillcap shield-tank.

UkeNeverSeme·1/21/2016, 5:01:04 AM·2 votes·566 views

It dawned on me that League doesn't have a dedicated Shield tank. Shields as primary tankiness is primarily reserved for squisherinos (Diana - Riven). Ofc certain tanks (Tahm Kench, Nautibro and Skarner) have shields, but all of these are still reliant on high HP numbers and resistance stacking for effective tanking.

So i was wondering what kind of cool gameplay patterns a shield tank could provide, and this is what i came up with.

Urfather - The Unbreakable

Passive: Master of Combat. Rather than relying on pure resilience and fortitude Urfather harnesses his millenia of combat experience in redirecting the force of his enemies blows. For this reason Health items do not grant Urfather increased health, but rather increases his Vitality Bar. Vitality: Urfather's tertiary resource bar Vitality consists of Urfathers bonus health, and replenishes slowly (5% a second or so, maybe depending on level). Urfather uses this resource as well as mana to power his abilities, granting them increased effectiveness. If Urfather uses abilities while out of Vitality his abilities decrease radically in effectiveness.

Q: Flow of the fight. Urfather enters a stance in which any missile ability (no aa's they deal slightly reduced dmg) hitting him from the front veers off to either side behind him (so backwards and right if hitting his right side, and backwards left if hitting left side), dealing no damage to him, and reduced damage to any target hit afterwards. This reduces his Vitality by a percentage of the ability's original damage. If Urfather is out of Vitality the ability simply strikes him for a percentage of the dmg. Urfather also gains movement speed for every ability deflected.

Urfathers main supportish ability, meant to redirect skillshots away from allies, or simply take no damage during a lane trade if solo laning.

W: Inner Peace (Kung fu Panda reference here, don't really have a name for the ability xD) Urfather braces for impacts from the sky standing still for 0.x seconds (from 0.5 to 1s i guess) (Ziggs ult - q, Xerath ult - w. Corki Q etc. are whats meant with "from the sky"). If hit by a aerial missile he takes the force and redirects it as a line skillshot, with more dmg dealt the higher the dmg of the spell (s) was. Consumes Vitality based on spell dmg blocked.

E: The Charge. Urfather rushes into combat absorbing all CC/dmg dealt for the duration of the dash and handing out a portion of it on impact with an enemy (so lets say you dash into a sej who's ulting you, you block dmg and stun her for say 50% of her ult duration, as well as dealing dmg). Absorbs vitality based on Hard CC duration length blocked. If used with no vitality, you dmg less, and slow rather than stun the enemy, and also do not block CC, meaning you can get knocked out of the dash, stunned on the way etc.

R: The Urskjold. Urfather channels the full power of his legendary shield, gaining reduced CD on abilities, Increased Vitality regen, movement speed, and a "thornmail".

So while this all seems super overloaded, and bullshit. Note that he has dick shit to deal with AD Carries, except for his base health and resistances :b And of course if he misplays and actually takes any ability damage, he probably dies.

So basically his mission is life is as an antitank/anti-Utility Caster, blocking as much of their CC and engage as possible for his team. Redirect that Nami wave and let yo AD kite bro.

Hope you enjoyed ^^

3 Comments

junglerboy161/22/2016, 2:06:25 AM1 votes

I like this a lot, seems really complicated from a strategic perspective while being a little more simple mechanically speaking.

I think his Q should redirect damage back at the source rather than reflecting it to the sides. Giving him the potential to literally kill allies is just begging for trolling attempts, even worse than Bard or Tahm Kench can.

I think he should gain some other bonus from his vitality bar, for instance, 1% damage reduction for every 4% of his vitality bar that's currently full, max 25%. Losing all of his bonus health for no gain other than the fact that he's required to have it for his abilities to do jack just feels bad.

W feels far too situational to ever be useful in a realistic context. Try to be a little more inventive and give him an ability that isn't just "get hit by X but don't die." Maybe some sort of team bonus, or an aggressive ability of some sort. Having everything he does rely entirely on his opponent's actions will make him incredibly easy to straight up ignore. Any real tank has to offer a significant threat through either substantial CC, damage, or by removing enemy champions from a fight in some way or another.

E sounds really cool and I love the idea of charging in head first and smashing aside any and all CC back into the enemies' faces. It should probably have a base damage of some sort, just for base line consistency.

For how innovative the rest of his kit seems, I kind of let out a big sigh when I saw his R; it just feels like a let down. You have such a cool theme going and you cap it off with a stat steroid and a thorn mail buff. I feel like this concept has so much room to be expanded, and with a bit more effort it could go from an interesting idea to an extraordinary concept.

Hope this was helpful!