[Champion Concept] Artoris, The Peace

xxNo Zuo No Die·7/23/2016, 5:25:02 AM·4 votes·481 views

Aggression and hate fuel war, while war in turn breeds aggression and hate. Where some may see a way of life, Artoris sees a cycle that can only be broken by both sides laying down their arms and opening them up to peace. Artoris stands where Karma once stood - a fervent believer that peace conquers all. Now that Karma has defected from true peace, it rests on Artoris's shoulders to uphold age-old Ionian peace. But as one of the most devout in Ionian history, he will quickly tell anyone that he is not a fighter. However, that does not mean he is defenseless.

"A fighter trains their strength, while a person of peace trains their resolve. I have seen the strong shattered in ways the resolute could never be." - Artoris

Passive: Tranquility

Artoris cannot attack, and any ability power or attack damage he gains are converted into Magic Resistance or Armor for 75% of their value. Enemies that attack Artoris or nearby allies are slowed by [Level / 3] %, stacking up to 5 times.

Q: Ireless Ring

Artoris creates a spirit ring infused with his strong desire for peace that last for 7 seconds. Enemies that attack in the ring take damage based on their damage dealt.

Cooldown: 18/16/14/12/10 Seconds Cost: 60/70/80/90/100 Mana Magic Damage: 4/8/12/16/20 % of their damage dealt. Enemy champions dealing damage to minions will take 1/4 of intended damage. If enemy champions attack allied champions, damage dealt to enemies will be calculated before mitigating effects on allies.

W: Harmony's Hymn

Out of combat, Artoris channels his energy to pray for the health and well being of nearby allies, restoring 1/1.5/2/2.5/3 % of their health every second for 5 seconds. If he completes his prayer, all nearby allies are granted 5% of his Magic Resistance and Armor for 10 seconds. If his prayer is performed in combat, Artoris sacrifices 4/8/12/16/20 % of his current health over 5 seconds to heal each nearby ally for 4/8/12/16/20 % of their missing health over 5 seconds. If he completes his prayer in combat, all nearby allies are granted 10% of his Magic Resistance and Armor for 5 seconds.

Cooldown: All Ranks - 27 Seconds Cost: 45/70/95/120/145 Mana

E: Extrospection

At one with himself and the spirits, Artoris must now look outside himself to find or make peace. Extrospection causes Artoris to have an out of body experience, during which he can control his spirit to travel within a fixed range around his body. Artoris's spiritual form is much stronger than his physical form. It moves 8/16/24/32/40 % faster and has a 5/10/15/20/25 % increased field of vision as a result, but it can only stay in combat for up to 3 seconds before being forced to return to its body. (Press E to immediately return Artoris's spirit to his body.)

Cooldown: All Ranks - 40 seconds Cost: All Ranks - 0 Mana Range: 600/1200/1800/2400/3000 Units

R: Together As One: Mind, Body, & Soul!

When not using Extrospection, Artoris can toggle this ability to create a small but powerful Divinity Ring around him that goes wherever he does.

Cooldown: 10/7/4 Cost: 40/65/90 Mana per Second Magic Damage: 12/24/36 % of their damage dealt. Damage dealt to enemies will be calculated before mitigating effects on their targets.

When using Extrospection, Artoris can activate this ability to materialize his body wherever his soul is after a short delay and create an Ireless Ring beneath him. After his body materializes, Artoris immediately has a Divinity Ring around him and retains the benefits of Extrospection for 6 seconds.

2 Comments

Arakadia7/23/2016, 8:42:05 PM1 votes

Awesome idea! +1 although I think people won't like playing a champion who can't deal any damage. And a support who does so little damage will gimp his ADC I think.

Makharya7/25/2016, 12:57:39 PM1 votes

The champion idea is really interesting and you have really good ideas to go with it.

Why did you choose this name (if there is a particular reason)?

Passive: Ap is much easier to get than AD (and mr harder than armour) so there should be different ratios for AD and AP (but in all cases as he doesn’t have any scaling I don’t think anyone will seek AP or AD). I didn’t understand if AD gives armour and AP gives MR or AD and MR gives both.

Q: as Artoris will probably be a support (as he can’t last hit or clean camp quickly) he can’t be late game. Or the abilities scale pretty well with rank. I think it should more like 10/12/14/16/18 or even 15/16/17/18/19. (Damage of ennemies will go up during the game so this ability as already inherent scaling). I also think that base damage should be added: first to ensure Artoris a minimum of impact (scaling on enemy stats is not really good or like by riot, so adding a fixed part seems better). For example 20/25/30/35/40 damage + 10/12.5/15/17.5/20 % of damage dealt.

W: I'm not sure that this ability scale not enough with rank. Mana and health cost goes up to gain more healing. Maybe reduce cooldown with rank. Also I didn’t understand if this ability will automatically be used out of combat.

E: What happened if someone attacks his body? I imagine that his spirit can be attacked (as you speak of no more than 3 seconds of combat) but for other things will this spirit be like his real body: can he use abilities? Walk over terrain?

R: I didn’t really understand what the divinity ring does. Is it like a Q around him? In all cases: like for Q I think that the scaling should be reduced as it depends on enemy damage and gain a fixed part.