Need some feedback on this prototype for a Slaver ADC; it's not yet a finished concept

darkdill·11/20/2016, 12:24:37 AM·3 votes·573 views

After playing some Alarak in Starcraft 2 Co-op Mode, I realized we don't have an ADC who uses minions (Malzahar doesn't count; he's a mage). I also realized we don't really have a whip-user. Combined together, I'm getting some neat ideas for a "Slavelord" Champion, but it's still in a prototype stage and I need opinions.

Here is the prototype so far:


#Kanto, the Overseer http://insolense.deviantart.com/art/Pit-Lord-332159654 (not my artwork; only meant to be a starting point)

General Concept Kanto is a short-ranged marksman who summons minions and takes advantage of them and his own teammates to grant him power. Alone, he's pretty easy to kill, but he's rarely ever alone, always able to summon his Thralls to fight and die for him while he bullies and oppresses his enemies.

Statistics (rough notes) Durability: Low/Moderate Damage: High Range: Short (i.e. 500 range) Utility: Low Difficulty: Easy

#Abilities

(subject to change)

Passive – Lord and Master Kanto’s basic attacks hit in a narrow line, but deal reduced damage to subsequent targets. Kanto deals increased damage to enemy Champions that have a lower HP % than him, and takes slightly reduced damage from enemy Champions that have a lower HP % than him.

Q – Bow To Me! Kanto swings his whip in a wide cone, dealing physical damage to all enemies struck. If Bow To Me! hits a Thrall, he Frenzies it, giving it hugely increased attack speed and movement speed for a limited time.

W – Thrall, To Me! Kanto summons a Thrall to fight for him at target location. Thralls are melee and relatively fragile but can deal considerable damage. Kanto can have out a maximum of 2-5 Thralls at once; this cap increases based on his ultimate’s rank. Using Invoke Thrall spends a Slave Charge. Kanto gains Slave Charges over time and can hold up to 2-5 Slave Charges based on Invoke Thrall’s rank. Thrall stats scale with Kanto’s level, and also scale off his bonus AD and bonus HP.

E – Die for Me! Kanto links himself to target allied Champion or target Thrall. When Kanto takes damage, a percentage of that damage is transferred to his linked ally as true damage; this percentage is greatly increased for Thralls, and reduced for ranged Champions. A link with an allied Champion is broken if they are reduced below X% of their maximum HP or if they get too far from him. Linked allied Champions are healed for Y% of any damage Kanto deals to enemy Champions (halved effect if linked Champion is ranged).

R – Empower Me! Passive: Increases the maximum number of Thralls Kanto can have in play simultaneously. Active: Kanto gains power from his Thralls and any nearby allied Champions for a limited time, increasing his attack damage, attack speed, and the power of Bow to Me! based on how many Thralls and allied Champions are near. While Empower Me! is active, Thralls receive a large bonus to their attack damage.

#Champions who counter Kanto Tristana - Tristana can either blow away your Thralls with her E passive, or isolate Kanto with Buster Shot, leaving him an easy kill. She also hugely outranges him, letting her poke him to death with ease.

Volibear - Thralls will flee in terror to Volibear's Majestic Roar, leaving them virtually useless to Kanto, who has no good means of killing Volibear. Thunder Claws will also make short work of Thralls, leaving Kanto vulnerable on his own.

MasterYi - Thralls die quickly to Alpha Strike, and Kanto has no hard-CC to stop Yi from cutting him to ribbons. Kanto also lacks an escape tool, leaving him easy to gank if he overextends.


Got anything you want to suggest? Once I've gotten some feedback and changed anything needed, I'll be making this into a proper Champion Concept.

7 Comments

Trekkorm11/20/2016, 12:49:29 AM3 votes

Disclaimer: i mean no offense, but i have a very strong ability to visualize and imagine theories in realistic circumstances. I know this comment will come off as intense, so please do not get upset. I tend to get carried away when i let my emotions write for me.

An ADC that uses minions? Do you even comprehend what an outrageously awful idea that is? There are SO many reasons why it's a horrible idea, but here's one: said minions either reward the enemy adc gold for being killed (something they will be) and thus helps the enemy adc more than they help you, or they do not award gold, and ends up being ridiculously unfun and unfair to play against (e.g zzrot portal and old Yorick) because not only will you have to kill these minions with no reward using your terrible attack speed early game, but it will also provide the enemy adc free reign to farm or harass you without giving you any chance to interact.

The auto attack thing is fancy and unique. +1.

Q: Seems alright. Perhaps a little overloaded, but then again nothing compared to champions like Yasuo.

W: Ugh. Yorick flashback. Not only is this extremely unfun to play against, but if the enemy comp fits (e.g Tristana, Caitlyn) this will be extremely unsatisfying to use as it will feel completely useless - a mana drain that is killed off nearly the exact moment it spawns. Unless ghouls are near untargetable like Yorick's old ghouls, in which case we're back to the reason Yorick was reworked to begin with. Additionally: skilled players will dispose of these things with ease, costing you mana and gaining them bonus gold.

E: No. Just no. Forcing someone else to take damage for you is NOT okay - have you seen all the things that can be done with Bard, Tahm Kench and Kalista? They can essentially disable or displace their own teammates - except it usually leaves room for counterplay. This? I can already see the boards fill up with player behaviour posts from outraged supports, junglers and mid laners that were trolled by their adcs linking to them while they were at 100 HP.

R: Passive: BOOORIIIIING but okay i guess. This is kinda overused already, Yorick/Elise/Heimerdinger. Active: No, no, no, no, no, no, no, no, NO! NOBODY wants this! This would NEVER work. Did you even think about what this will be like to play against? Or were you focusing completely on what it feels like to play as? Because mixing Aatrox Vayne Illaoi and Zyra together is NOT a good idea in any way whatsoever. How could you possibly convince yourself this can work?

This entire kit sounds like Yorick. This would not be a suitable adc at all - we'd be seeing another case of tank ekko - bursty damage dealer mainly being played as a tank because their kit synergizes way better with tank stats than as a pure damage dealer.

Lets look at this kit as a tank:

Q makes sense. Its like Illaoi, pretty much.

W: Yorick. Hello.

E: No, just no. Would work if you took damage for the targeted ally instead, but then we're going into support zyra land.

R: This. This is what'd turn him into a tank. It gives you ALL the stats you need to demolish anything too immobile to escape, just like Aatrox, Illaoi and Zyra. You gain attack damage, attack speed and your minions do massively increased damage, increased by nearby allies thus encouraging you to group as 5, effectively forcing the enemy team to opt for a poke comp in champ select or split push the entire game. IF you have enough cc/slows like frozen mallet, iceborn gauntlet and allies with disables, then congratulations - your ult has won the teamfight. If not? You must be darkin, because you really resemble Aatrox.

Edit: Also, if you look at Yorick, Malzahar and Heimerdinger you'll realize the inherent problem with a minion-wielding adc. The "minion commanders" have to either have some extreme form of self-defense (e.g item 3157 or Malzahar's space vomit) or they have to be tanky enough to endure a beating.

Zed Oh im sorry, did you want your minions to actually do anything? Diana You sure? Shaco Reeeeaaally?

Minions generally die when or shortly after their "commander" dies. If an adc is the commander, the most efficient course of action is to completely ignore the minions and just go straight for the commander - he'll die in two-three hits anyway, so who cares about the minions?

Also, he'd have to put himself in danger to actually do some damage, other than just sending his minions in for him. That is extremely counter-intuitive for an adc - on one hand he wants to keep some distance like a caster to make sure his minions will be effective, but on the other then his entire kit is useless, as he's mainly supposed to be basic attacking.

Better get back to the drawing board on this one.

Gravy Traín11/20/2016, 12:36:40 AM1 votes

You should add to your E: "The link breaks when linked champion falls below 35% health or gets too far away." So that you aren't killing your allies. I love this concept, it really seems like a great idea and you executed it well.

Feel free to check out my champion concept, Krok, Ruler of the Skies!

DrugsForRobots11/21/2016, 7:38:49 AM1 votes

I think the idea of a slave-lord whip-user is a good one, and it was a combo I though of myself a while back. If I could suggest a few things (stuff I had going):

  1. Make her a woman so you can hit at the whole 'dominatrix' theme.
  2. Have her back showing / bare, revealing scars and implying that she was once a slave.
  3. Connect her to Noxus / Bilgewater, in that she's a slave-driver.

I like his Passive. His Q works, but is kinda 'meh'. I like the idea of a Thrall, rather than tons of little Thralls. Something like Daisy & Ivern instead of Old Yorick and his ghouls. (I'm tell ya, make slaver a girl, have her Thrall be a huge body-guard kinda dude, lmao.) When I read your E, it reminds me of the E I had on my slaver girl - Stranglehold. (Think about it...) Of course, having it tether to allies and heal is a bit of a stretch for this demon-looking guy. I think that R is kinda bland, since it's just a huge steroid for the looks of it. I mean, it works, it's all functional, but it's not what I would do.

Also: http://magiccards.info/scans/en/arb/39.jpg