Champion concept: the lost soldier

create28·6/25/2017, 4:42:39 AM·1 votes·289 views

Any suggestions would be nice

Lore: a soldier from the rune wars, no one knows who's side he fought for. All that's known was that he was imbued with runic magic to protect him from almost all damage.

Summary: a giant man with runic tattoos and a giant war hammer.

Passive: each ability passively gains stacks with different stats. The number of stacks is shown in the bottom right of its ability. Dying loses you half of all ability stacks.

Q: Passive: physical damage gives you stacks of armor(amount of armor per stack not determined yet). Stacks can immediately be spent on the active, but the additional armor from the stack only applies once he leaves combat (stays in effect once back in combat)

Active: swings his hammer in front of him while moving, dealing attack damage(scales with AD) in a cone and pushing enemies to the end of the cone depending on which direction he swings(left then right, repeat. Swings only once per activation) costs stacks of armor.

W: Passive: for every time the lost soldier goes through a walk cycle, he gains a stack of mobility. Stacks have no effect until active

Active: the lost soldier gains speed based on the number of mobility stacks he has for a period of time. Costs all stacks of mobility

E: Passive: magic damage gives you stacks of magic resist. Like stacks of armor, they can immediately be used in active, but bonus stats only activate once out of combat.

Active: the lost soldier empowers his fist with the magical runes that protect him, knocking an enemy backwards dealing magic damage(scales with AP) to them and enemies that collide with the knocked back unit. Costs stacks of m.r.

R: Passive: true damage -> health, same as amor and m.r. In effect

Active: all attacks, AA or spells, gain AD based on stacks of armor( 0 stacks = 1) multiplied by current AD and AP based on stacks of M.R.(same as armor) Multiplied by current AP. Any stacks of armor or M.R. That weren't in effect(stat-wise) are now in effect. Speed increases based of stacks of mobility( mobiility = if W was activated X 2) no stacks can be gained or lost during the duration of R (all other abilities are free of cost) unless by death (all stacks lost instead of just half). Costs all health stacks(doesn't require any stacks to be activated, if there are no health stacks)

Thoughts: the ultimate tank, if played right. Roles: top, jg, support. Is best in the support role because he has one of the lowest base ad and ap stats, as well as bot is most consistent of an adc and ap support, allowing him to get more stacks of both armor and M.R., unlike top or jg where they might not be able to cast E often because of having too few M.R. Stacks. Because you can still move while casting Q, turn while activating it can increase the length of the push Around him, getting enemies closer to allies (doesn't push outwards, just around). Building tank is good early game, but bad late game because it decreases how many stacks he can gain late game (more stacks and resistance gained, less damage taken, fewer stacks gained over time) decreasing how much he can spam abilities and has close to the lowest or the lowest damage of any champion in game. Same in reverse if building damage, good late game because stacks balance out compared to tank build late game, allowing abilities to be spammed faster, but getting those stacks early game can be a nightmare and result in several deaths. Best thing to do is build tank early game, then build damage late game. Boots and other mobility items are also good because they increase how quickly you get stacks for your gap closer(W). Overall, this champion counters poke and high scaling champions, but is countered by assassins, dive champions and tanks. Can carry in a team fight. Learning to balance resistance with damage and utility is key. Beyond the cost of stacks, all but his ult has very low cooldown, building cdr is pointless

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