Furious Darkin Akillez ADC Concept

KvotheBloody·11/28/2014, 4:19:51 PM·1 votes·1,353 views

Imagine an ADC who would also utilize the Fury and after looking at Reksai I believe that there are more cool ways which Riot could use this mechanic so that it could lead to more interesting situations. This champion will be using a bloodwell bar and will be manaless which might sound bad but in order to poke he will have to expend his own life in order to do so. This will mean that he will be extremely reliant on getting ahead in early trades and then being able to zone with his poke and then sustain the damage he's dealing off.

The cons will be that he will be using his health in order to trade so if he's put behind or is up against an adc with some form of heal reduction he will be seriously disadvantaged. Counter play to him would be that ignite would own him in lane.

Passive: Blood Well: Whenever Akillez uses an ability that costs health, he stores 100% of the health into his Blood Well, up to a maximum of 75 / 120 / 165 / 210 / 255 / 300 / 345 / 390 / 435 / 480 / 525 / 570 / 615 / 660 / 705 / 750 / 795 / 840 (30 + 45 × Akillez's level) health. Akillez gains attack speed up to 40% when the well is full.

Reasoning: He will need some form of sustain so that he isn't completely useless by poking down the enemy and discovering that he can't safely farm due to the fact that he's too easily zoned out from creeps to CS.

Q: Blood Spear (8% of current health) Range: 800 (Cooldown: 7 Seconds at all levels) 70 / 110 / 150 / 170 / 190 + 100%AD Passive: Gains 10%/11%/12%/13%/14%/15% life steal and Akillez loses this passive when it's on cool down Akillez charges for 0.5seconds before shooting out a highly condensed shot infused with his blood which can hit up to 3 targets. Dealing 100% damage to the first target and 50% to the 2nd and the 3rd target.

This should be a straight line skill shot and it's counter play is that if the other adc is low and Akillez is trying for a snipe then the support can reduce the damage done. This will do huge damage early to mid game but will scale off later to become more reasonable. If Akillez can't abuse his early game power then his trades later on will be weaker in comparison.

W: Blood Slash (15% of current health) (Cooldown 20/18/16/15/14) Range: 450 Akillez dashes forward slashing all targets with his blood crested arms dealing 60 / 100 / 140 / 180 / 220 (+ 70% AP and gaining 7/10/13/16/20 health for every unit which he dashes through.

E: Encrusted Shots (Uses 5% current health + Empties half of the blood well) Cooldown 17/16/15/14/13 Akillez empties half of his blood well to deal bonus damage on his next three attacks. Bonus damage will equate to 20/30/40/45/50 + Current Bloodwell amount / 4.

R: Call of Destruction (No cost) 110/90/80 Passive: Grants Akillez a brief movement speed boost (10%) on hitting an unit (enemy or allied) with Blood Slash Akillez slits open his arms filling his blood well and enlarging his blood well by 20% and gains further attack speed of 25%/35%/45% for 7 seconds.

4 Comments

DreamsGoneMad11/28/2014, 8:10:24 PM1 votes

Neat concept. It'd be interesting to see a marksman with a different resource. However, your abilities make him deviate from a marksman. Half of his skills force him to get in close to his enemies, where he's most vulnerable. As he is, he's more like a fighter with a poke ability.

Passive: It's a neat deviation from Aatrox's passive, though you may want to rename it so people aren't mixed up.

Q: While limiting the number of targets is new and neat, it's better to just establish a maximum range and have the damage degrade to a cap. As it is, it can potentially strike anyone so long as they are along the path, because the range is undefined.

W: It's a good ability. It forces him to get into the fray when he's low in order to procure more health in a moment than what he would when standing back and using lifesteal. However, the scaling is sporadic. Also, does it deal damage? You list it as "slashing those he passes through", but there isn't any damage listed. You may want to establish that, and maybe raise the health gain, as it's too low now to be worth its use. Otherwise, give it its own lifesteal values.

E: Is there a point to this ability? Ranking it up does nothing to make it worthwhile. You may want to add more damage scaling, or another sort of improvement to make it a viable ability.

R: It's cool that you're making an ult dependent on a condition or another ability, but since Riot has been doing this for a while, it's kind of tiresome. Nearly four champions in a row are doing something like this (i.e. Yasuo, Gnar, Kalista, Rek'Sai).

DreamsGoneMad11/29/2014, 5:40:15 PM1 votes

Good improvements. Nice work.