DARKIN SUPP and ADC concept with ABILITIES IDEAS

Duck Farius Dunk·5/7/2019, 2:11:53 PM·0 votes·868 views

**Brief abstract so to leave room for abilities and not make this a tiresome article: ** ##Support - A tanky control support with hard lock down and zoning, with a few additional tricky mechanics that will force the enemy to stay vigilant. All this allows the support to horde damage to himself while being an absolute terror on the field. ##ADC - Relies on building lifesteal and AS rather than critical chance and breaks some of the game's rules due to his passive. Also has strong zoning potential which compromises for the lack of mobility.


##Darkin Support Abilities (I am not creative with names so from here on the support will be referred to as "DS")

##PASSIVE - Born On Wings ##Innate - DS collects blood energy from fallen enemy champions, epic monsters, and occasionally from large monsters and minions. Every three blood energy collected feeds DS's wings, granting him mobility during channeled abilities, up to 30% of his MS.


##3 blood energy accounts for 1% MS during channeled abilities. -His Channeled abilities include his W and R, and the area of effect for both of these abilities move along with DS -If DS does not have at least 3 stacks yet, then doing a movement command simply cancels the ability and puts it on cooldown


##Q - Searing Rifts ##DS erupts the ground creating circular rifts in the target area. Enemy champions take damage over time which is increased if they move or use any dashes through the rifts. Enemy champions also periodically lose resistances while on the rifts.


-DS sends 3 or 5 (not in between this amount) rifts in the target area based on ability rank -Each rift is initially rather small and increases in radius over the duration

##W - Infernal Chains ##DS channels and gains damage reduction during this time. For three seconds, DS creates a zone that tethers up to three enemy champions to chains that sprout from the center of the area. Over the duration of being tethered, targets are crippled. If a target is further away from the center of the area, the crippling effect is increased more. ##Finally, at the end of the duration, an explosion occurs at the center of the area that damages all enemy champions in the zone regardless of being not tethered. Enemies closer to the center of the explosion take the most damage.


-Crippled - Enemy target has reduced movement speed and attack speed. Additionally, any dashes that the target uses will have its distance reduced based on the proximity to the center of Infernal Chains -The enemy champions closest to DS will be prioritized but cannot be chained again during the ability's duration if they leave the area and enter again, but another new target can be chained during the duration


##E - Novis ##DS sends a curse to a target champion, making them suffer damage if healed while healing for a percentage of any incoming damage for 3 seconds. ##If an enemy target dies during the duration of being cursed, then the closest enemy champion will receive the curse.


Healing to damage conversion - 90%/110%/130%/

-Novis is a point-click projectile and has a moderate missile speed -The target champion (ally or enemy) that is cursed will have a blood-red aura around them that shows at the instant of being affected, which should help with synergy


##R - The Great Self-Abnegation ##PASSIVE - DS grants 10/15/20 % increased healing to nearby ally champions and 8/16/24 % decreased healing to nearby enemy champions. ##ACTIVE - DS channels for 3 seconds, dealing damage to himself over the duration while healing all enemy and ally champions in the area. At the end of the duration DS heals based on the amount of champions he healed which has a cap amount, while simultaneously sending out an explosion around him that deals damage to all enemies in the area. Additionally, if a target under Novis dies while being in The Great Self-Abnegation, then the ultimate is extended for another three seconds.


##Darkin ADC abilities (DA)

##PASSIVE - Undead Blade ##Innate - DA's Darkin boomerang has a return time based on DA's attack speed. The boomerang also has additional properties: -DA heals upon the boomerang's arrival based on 12/14/16% of the damage he does to enemies from basic attacking. Additional lifesteal will augment this amount, and this healing cannot be reduced by any means (grevious wounds or DS's Novis) -Also upon arrival the boomerang stores a little blood in DA's resource bar which allows him two outcomes:

  1. Become undead (untargetable) after receiving fatal damage and being able to attack freely and cast non-summoner spell abilities while draining the resource bar at 20/25/30 blood per second at levels 1/6/11. DA can lifesteal for his blood well during this time, further extending his undead state, but will not receive outer source heals.
  2. If DA collects 100% blood while alive, then he will permanently gain 1% lifesteal. Collecting 100% blood each time will deplete the bar and increase the maximum amount needed by 10. DA starts the game with 0/100 blood.

##Q - Living Blade ##PASSIVE - Upon unlocking his ultimate, Living Blade will leave a mist of blood essence in its path ##ACTIVE - DA throws his boomerang in a desired path that can be determined by the dragging of the cursor while holding the ability key down. Movement commands will cancel this path drawing.


Living Blade has a finite length of travel but can be extended based on bonus lifesteal

2 Comments

Kazekiba5/7/2019, 3:36:51 PM1 votes

Q is typically a short-cooldown poke or key ability for trades, four seconds is an excessive length of time. That sounds more like an Ult than a poke ability

Duck Farius Dunk5/7/2019, 3:59:45 PM1 votes

I was unfinished with the post but your comment does contain truth. I actually have an idea for Q that would be much simpler and appropriate and may switch the Infernal Chains to W instead, making it have a typical longer cd than Q (20ish seconds such as hecarim's W). Thanks for the heads up and be sure to come back and read when I am finished!