Andom, The Dauntless

Abriel99·1/17/2015, 12:26:00 AM·3 votes·2,725 views

Again, just throwing out another Endless Legend inspired champion.

Passive - Nameless Guard - Whenever Andom casts 6/4/2 abilities, a Nameless Guard automaton is spawned in the fountain and will remain there until Andom recalls. Andom can select up to 2 Nameless Guards to accompany him by left clicking on them while in close proximity. The remaining Nameless Guards that are not selected will disperse and patrol the base for 30 seconds before falling apart. Nameless Guards inherit 5/7/9% of Andom's stats, and have a base range of 550 using their bows. They apply a 10% slow that stacks per Nameless Guard, along with prioritizing champions Andom attacks, while ignoring minions and monsters. If Andom dies while Nameless Guards are in his Retinue, they gain 25% movement speed for 3 seconds, and he will be able to give them one final move or attack order. Nameless Guards cannot critically strike, and deal 50% reduced damage after their first attack on a champion. This reduced damage timer resets if a Nameless Guard has not attacked the champion in the last 6/5/4 seconds.

Q - Unspoken - Andom slows enemies around himself in a 250 unit circular area slowing for 40% and dealing 50/75/100/125/150 (+ 2.5% of max hp) magic damage. Any Nameless Guards within this area gain 15/20/25/30/35% attack speed. Cooldown: 12/11/10/9/8 seconds. Cost: 15/25/35/45/55 Health.

**W - Weapons Of The Enemy - ** Andom targets a single champion up to 450 units away and deals 5/10/15/20/25 %of either their attack damage, ability power, armor, or magic resistance to them as magic damage (+0.5% max hp). It deals damage equal to the % stated above of whichever stat the targeted enemy champion has the most of. The damage dealt is returned as health to Andom's lowest health Nameless Guard. Cooldown: 20/18/16/14/12 seconds. Cost: 30/55/80/105/130 Health.

**E - Nameless Masses - **Andom summons 1 Nameless Guard to aid him in combat for the next 15/17/19/21/23 seconds. Additionally, if Andom's retinue of Nameless Guards is not full, the summoned Nameless Guard will attach to him, will not disappear after the duration of the ability ends, and must be destroyed. If the Nameless Guard exceeds the cap, it will fall apart at the end of the ability's duration. Cooldown: 20/18/16/14/12 seconds. Cost: 50/60/70/80/90 Health.

R - Eternal End - Andom calls forth the armies of the Eternal End, summoning 5/7/9 Empowered Nameless Guards to his side that inherit 6/8/10 % of his stats, and replacing any allied minions within a 650 circular area around Andom with Normal Nameless Guards. Andom's personal Nameless Guards last until destroyed, and slow for 10% per Guard. Additionally, any Nameless Guards generated from ability casts that are sitting idle in the fountain will disperse and be evenly distributed between the 3 lanes. All Nameless Guards summonned around Andom by thid ability taunt all nearby enemies for 0.5/1/1.5 seconds when summoned, in a 350 unit circular area around Andom. Cooldown: 150/120/90 seconds. No Cost.

Base Stats Health: 545 (+85 per level) Health Regen: 7 (+0.4) Range: 175 (Melee) Attack Damage : 64 (+ 4.5) Ability Power: 0 (+0) Attack Speed: 0.55 (+ 5%) Armor: 30 (+ 2.5) Magic Resistance: 40 (+1) Movement Speed: 345 Uses health as a resource.

Final Note: Will Add quotes, lore, and art if this concept gains some traction. Remember to leave feedback! Thanks for reading! :D

Below is a picture of what Andom might look like, he is the large figure in the foreground, and the archers in the background are the Nameless Guard.

9 Comments

Aquaman7111/17/2015, 2:09:32 PM2 votes

Um... I don't want to be rude, but this champion is horribly over powered. Let's just look at his passive. At level 18, when Andom would be strong enough as is, he could have 5 Nameless Guardsmen who have 75% of his stats? And, with his E, he can summon 5 more for over 20 seconds? That's basically 10 EXTRA champions on the field. It's really, really broken.

And his ultimate? Really? He puts dozens more champions on to the field. Because, at level 18, every Gaurd will be just as strong as a champion. It's stupidly OP, I'm sorry to say.

I've really enjoyed all of your other works, but this... I actually have a lot more I want to say, but it would take up far too much space to write. There are a lot of things wrong with his 2 second silence every 8 seconds on his Q at max rank, and the insane amount of damage his W would deal, too.

I apologize for sounding rude.

Anyway, keep up the good work with your other champions, but please consider drastically changing Andom's kit.

I do love the idea behind this champion, though. Very unique.

Sassy Bardista1/17/2015, 8:23:54 AM1 votes

He seems...strong. Like a heimerdinger that builds tank and has turrets that move around and fuck you up. Love the art idea and the concept seems unique, but definitely very strong. His w seems like it might be too strong, and should deal a % of their stats, and then deal 100% at max rank maybe? I'm just seeing this working TOO well against a lane you're losing in. Since it deals damage PURELY based on the enemy's success and nothing from your own. His global presence seems ridiculous with the ult, forcing extra guards down the lanes. I could see this just having too much global threat and safe playstyle, ya feel? Though he seems hella fun and very unique. :D

SanjiSanada1/17/2015, 3:03:11 PM1 votes

I like the idea but it comes off very strong with what seems like the ability to stall and set up sieges along with single handedly being able to possibly fight multiple targets and take strong objective control. I'm all for being able to try and hold out but the range the guards have along with the amount that can be on the map at one could be a problem. Like it was said, he seems like a tanky Heimer but he doesnt have to get in to range because his guards would outrange pretty much everyone and deal a substantial amount of damage without needing to really build around damage. It would be much more oppressive than some of the champs that exist currently just because of the sheer range and the slow on the guards. I'm ok with being able to summon more guards, thats ok, but the time they have to stick around is quite long. At max rank with 40% CDR, he will pretty much have between the 5-10 soldiers at all times. The health costs seem to only slow him down in the early game. I feel a sort of drastic %health cost would have to be done to keep his power in check.

The silence range is pretty heavy too and would need to be brought down a bit considering he is a melee champ, so he should have to get close to make his silence effective. My biggest problem is that i dont see a direct weakness that could be exploited in the way his kit plays out. That's really what it comes down to, Riven is a very strong combo reliant champ and can devastate entire teams if left alone but if you break the combo early all her damage falls out and you can blow her up. Caitlyn outranges every other person in her lane but her poor scaling forces her to play super aggressive and in turn opens her up to more opportunities to bring in jungle pressure. Those champs are oppressive but you can still break around what makes them so strong and turn it against them. I dont see those same weaknesses in the kit provided.

tldr: The idea is very good but the current numbers in place make a very oppressive champ which doesnt seem to show an active weakness. I hope this helps in making some changes, it very well could be a great, fun, and more unique champion to play.

Zastie1/18/2015, 6:36:49 AM1 votes

Have to agree that he seems really strong. I would suggest giving him some more specific strengths and doing away with so many additional factors that you have going on. Also! I highly recommend not having siege minions effected by his ult, it would encourage players to only use it when those waves are coming up, making a needless reason to hold back when you want to use the ult.

I get that he's using his HP mostly for offense, but he also gains too good of a pushing potential with also building armor/MR. In addition to that having him deal more damage based on pretty much all of the enemies stats (except HP) makes him rushing item 3151 very deadly. If you build defensive stats you can he hits hard, if you try to burst with damage you're also hit hard, and if you build HP he just needs to buy that to counter it. Should pick either defensive stats or offensive stats for W.

That's my quick input. I really like where this is heading though, just needs rounding out. =)

How Do You Meta1/18/2015, 7:08:29 AM1 votes

As other people posted, there are too many soldiers duplicating him, I don't know if they also can crit strike but it is a lot, having that many copies of him would be extremely overbearing even if each one is 25% of his stats, maybe you could cut back on the limit or make them deal reduced damage after the first strike? The costs are way too low, they need to be upped a bit. His ult is essentially an overloaded baron buff minion wave, it is extremely strong! I don't mind the concept of soldiers following you around, but that is almost similar and mimicking Azir's gimmick. Other than that, I do like it a lot, it has a lot of unique abilities.

Abriel991/18/2015, 9:26:01 PM1 votes

Reworked champion. Take a look now.