[Champion Concept] Vääjäämätön, The Sentinel of Steel
This concept is mainly for the abilities, rather than the champion personality.
Three-Sentence Lore: Vääjäämätön is a fucking ripped as fuck steel soldier that can't be melted by jet fuel. He is an automaton, created and enchanted a millennium ago, before he was stored in an inactive state until his recent discovery. Vääjäämätön, as an ancient automaton, has a primitive and simple mind, feeling no emotions and never thinking too deeply, and blindly follows any orders given to him; however, even with his limited mental capabilities, he is still highly skilled in combat and ancient magics, and his steel physiology renders him resilient to all forms of attack.
Appearance: A human-like sculpted body of steel, equipped with an extension of his left arm in the shape of a massive spiked round-shield, and a large ball for a right hand. His body features are limited, with a 'hairless' head, angular muscle structure, and an antenna sticking out of his back.
Intro video: A dark room, upbeat music, and then he rises up from the shadows. The end.
Animations- Run: A choppy run with raised legs and stomping at every step. Attack: Smack with ballhand, then bash with shield. Crit: Spinning backhand with ballhand Homeguard: Spins around, turning into a helicopter to hover off into the distance. Recall: Fire appears at his feet as he slowly ascends into the heavens.
Playstyle: As a super tank god, he runs in without fear of death and bothers the crap out of everyone he finds. He baits people into attacking him, and punishes them harshly for doing so.
How it would feel to play him: "WOO just walking by, don't mind me. Oh, it's a nidalee! smack Hah! watcha gunna do about it? That's right, you walk away. Now i'm gunna kill these minions... Oh, you wanna throw sh't at me, nid? Eh? REFLECT, B'TCH! get one-shot by your own attack, ya little whore! walk under turret, begin attacking casually I don't want this here." etc...
NOW TO THE FUN PART. This champion is supposed to bring back the definition of tank. Abilities (numbers are up to change, many won't be listed, rough numbers will be in [] brackets):
**Passive- Stance ** http://i1256.photobucket.com/albums/ii494/backup4now/Stance_zpsnauw0vf9.png Reflect 5% incoming damage as true damage, before resists. When standing still, gain bonus [35]% armor and magic resist, as well as 50% tenacity. Animation: He stands in a defensive manner, chest puffed, and doesn't move.
Philosophy: This is the ability that he'll be deciding whether to use or not most often. If he stands still, he isn't going anywhere and can't dodge, but he'll greatly reduce incoming damage and cc. If he moves, then it doesn't apply. The free reflecting damage is good for slightly punishing bad pokers in lane, and for a fallback in the case the player isn't doing so hot late game: he will always do a bit of damage and get assists, even if his ass is handed to him.
Q- Malleable Body -[12-60 mana per second] http://i1256.photobucket.com/albums/ii494/backup4now/Malleable%20Body_zpsfgcqmcnb.png Passive: Restore a very small portion (like 1% at max rank) of missing health over 2 seconds every time damage is taken, whether the damage is absorbed by a shield or not. Does not stack is multiple hits are taken within 2 seconds. Active/toggle: Every second, gain an absorption shield that blocks a small, but substantial quantity of damage [20-100+.1 AP] for one second. (Imagine this like a DPS shield). Animation: A sphere of protection surrounds Vääjäämätön.
Philosophy: Since the main way to build Vääjäämätön is with tons of armor and mr, this ability will start out soft and quickly gain power as the game progresses. 20 damage may seem insignificant at first, but combined with the armor from Stance and any starting defenses from runes or masteries, this will be his main early tool for being invincible. The low mana costs at rank 1 allows him to use it as often as he needs in lane, and the higher cost and effect at later ranks will make it an extremely potent, but demanding source of extreme tanking. If he chooses to stand still while keeping this on, he can easily become immune to an underfed adc. Keep in mind that this ability costs 600 mana to sustain for a measly 10 seconds... Not being focused during this time means a large amount of mana went to waste! Using this ability while being focused will make the player feel like he or she really is unstoppable.
W- Deflect -[70 mana] [14/13/12/11/10 cooldown] Active: For one second, multiples (by 1.6x. 1.7x, 1.8x, 1.9x, 2x) armor, magic resist, damage resist (like tabi), and tenacity, and gives an absorption shield equal to armor + mr. (Uses vary; good for stopping one strong blow, or using along with Stance to block cc) Animation: He raises his shield and it doubles in size, as well as a visual indicator for when the ability actually starts and ends.
Philosophy: As his second hardest ability to master, this allows him to easily block harass in lane and burst in the later game. The harsh timing requirement allows the ability to be as strong as it appears. Opponents can bait out this ability and focus him while it's down, allowing for play and counterplay. It also stacks with Stance to grant him 100 tenacity, making him immune to everything but knockups and displacements. Properly timing standing still and W is a risky maneuver, since standing still guarantees you're going to be hit, and improperly timing W means it accomplished nothing and wasted mana... and probably still got cc'd (albeit for half duration, and there lies the leniency). This will mostly be a hit-or-miss until the highest level of play, and non-pro players will feel great satisfaction at completely blocking an Ashe arrow, along with the stun.
E- Crippling Fortitude -[15-30 mana] [1 cooldown] Has 1/2/3/4/5 charges. Every time Vääjäämätön receives any form of crowd control, he gains a charge. Gains a charge based on long timers too. Active: Dashes forward a short distance (think tumble), consumes charge. If Vääjäämätön collides with an enemy, he reduces their movement speed, attack speed, and cool down reduction by 15% [for 2 seconds]. Using this repeatedly will increase the power of the debuff [up to 5 stacks]. Colliding stops the rest of the dash. Animation: Ducks behind shield and lunges forward. functionality: Yes, this ability can give negative cooldown reduction to targets hit, making their cooldowns longer and longer. There would be a smaller cap to make ults with long cooldowns not be ridiculously long cooldowns. Repeated uses on someone who is already debuffed will increase the power of it by 15%, for up to 75% attack speed/cdr/movement speed slow [5 stacks], and refreshes the duration. Vääjäämätön can still attack and cast his spells during the dash
Philosophy: Intentionally getting in the way of cc is now a thing. This, combined with Stance and Deflect, makes him not only immune to constant slows, but in the case of rangers with red buff, it now speeds him up and gives him an edge. Having this ability will make enemies want to play keep-away with you, because of its potential to make carries completely impotent. It also discourages people from using cc at all, so standing next to allies that are targeted with cc will either make you stronger, or discourage the enemy from casting CC their way. This ability can also be used to intercept projectiles, and if the projectile has cc, then Vääjäämätön will not have lost a dash, and he can use W and R to further punish the projectile's owner. This ability will feel excellent when used by people that hate ranged characters with slows, and will feel great when used for interceptions.
R: Arcane Echo [100 mana] [100/80/60 cooldown] Active: For .5 seconds, reflects 100% of incoming damage. (Damage is still taken though) Animation: A large and flashy spellshield appears for a split second.
Philosophy: The same as W, but even harder to time. This will be amongst the most satisfying abilities in the game, and baiting it out is much more effective since the cooldown is much higher and the duration is crappier.
Base stats melee, low attack, high hp, medium everything else
Philosophy: He needs to be melee or else he'll become obnoxious in lane as an invincible poker. Besides, it just makes sense. Low attack is needed so he doesn't become ridiculous with a trinity force in an otherwise tanky build. High Hp is so that he doesn't become irrelevant if bullied in lane, and so that he isn't so vulnerable to true damage. Medium all else since being strong or weak won't serve a purpose.
Logic behind this kit Let's face it, most tank in league of legends aren't just tanky initiators, and few actually benefit from you attacking them. Several can even build one damage item and burst your squishies down below half hp, while still being hard to peel and just a pain in general.
Vääjäämätön's kit has no base damage, no hard cc, and no unavoidable bull; Yet, he isn't helpless by any means. This is what I like to call a hyper-tank: Instead of a hypercarry that can quickly kill everyone in a 1v5, a hyper-tank will be able to gasp TANK in a 1v5, for an extended period of time.
Concept art coming to a forum near you in the near future.