[CHAMPION CONCEPT] Guardsman, the Defender of Justice

WarWork·5/5/2015, 12:02:56 AM·1 votes·574 views

Guardsman, Defender of Justice Lore I’ll keep it short and simple. Garth Guardsman was infatuated with the sword ever since he was a child he believed no weapon was better and the bigger, the better. He grew up with this sentiment in his heart. In a battle against the Noxians Guardsman was supposed to protect the prince but he wanted to be a hero threw his shield aside for a sword and was easily bested. The prince was captured and he blamed himself and left Demacia secretly in shame. When he heard the prince had escaped he had hope once again and journeyed to Zaun and begged a scientist to construct a weapon of his design. With his knew shield blade he said a prayer an lifted the weapon to the air, “Let my blade never fail to protect and my shield not fail to smite my enemies”. Role Primary: Tank Secondary: Fighter/ Support

Passive Divine Intervention After receiving damage from enemy champions' attacks and spells 3 times, the next time Guardsman would take damage, the damage is reduced 20% and he gains a shield equal to 8 / 9 / 10% of his maximum health for three seconds or until the shield has taken enough damage. Afterwards this ability goes on cooldown for 10 / 8 / 7 seconds.

Q Charge Forth
Range: 650 Cost: 50 / 55 / 60 / 65 / 70 Mana Cooldown: _11 / 10 / 9 / 8 / 7 _seconds

ACTIVE: Guardsman charges forward in a line dealing physical damage. If in shield form, pushing all enemies back. If in sword form, he instead passes through all enemies

W Shield Blade Range: 150 Cost: 50 / 55 / 60 / 65 / 70 Mana Cooldown: 12 / 11 / 10 / 9 / 8 seconds

ACTIVE: Switches Guardsman’s weapon between its shield and sword forms. When switching to shield form, Guardsman Taunts nearby enemies for 0.75 / 1 / 1.25 / 1.75 / 2 seconds. When switching to blade form, he instead Knocks Up opponents for 1 second. Switching reduces the cooldown of his other abilities by 1 / 1.5 / 2 / 2.5 / 3 seconds.

E Divine Power Range: 550 Cost: 50 / 55 / 60 / 65 / 70 Mana Cooldown: 10 / 9 / 8 / 7 / 6 seconds

**ACTIVE: ** Guardsman raises his weapon into the air and a beam of light strikes his weapon, after 1 second; Shield Form: Guardsman recovers 60 / 100 / 130 / 200 / 260 Health (+3% of his max health) and heals nearby allies by 5 / 10 / 20 / 30 / 40% of the amount. Sword Form: Empowers his next attack to deal damage plus 5 / 6 / 7 / 8 / 10% of the target’s current health as magic damage and slowing them by 10 / 20 / 30 / 35 / 40% for 2 seconds.

R Oath of Protection Range: 550 Cost: 100 Mana Cooldown: 180 / 150 / 100 seconds

PASSIVE: If Guardsman strikes an enemy with a spell or auto-attack, that enemy is marked by Retribution for 6 seconds. Whenever the enemy deals damage to an allied champion, he gains a stack of Retribution, to a maximum of three stacks. Attacks against enemies with three stacks of Retribution consume the debuff and deal bonus damage equal to 4 / 6 / 8% of the target's maximum health. The enemy is then immune to further stacks of Retribution for 12 seconds. ACTIVE: Guardsman blesses a target ally champion granting them an aura for 5 seconds that reduce incoming damage by 25 / 40 / 60%.

Mechanics He has a large shield that transforms into blade in blade form. He always starts battle in his shield form.

8 Comments

The Red Warden5/5/2015, 2:18:02 AM1 votes

The ult shoud probably be changed to be more visual on its effect instead of the stat focus it has currently. That would make it feel better for the player, allies, and more clear for enemies.

I imagine his weapon as being around the size of riven, with the blade becoming wider when in shield form and thinner in sword mode.

The dragon slayer sword from berserk for example.

ModThe Djinn5/5/2015, 3:28:25 PM1 votes

I have been summoned! And, as such, you get a review!

{quoted} Passive Divine Intervention After receiving damage from enemy attacks and spells 3 times, the next time Guardsman would take damage, the damage is reduced 20% and he gains a shield equal to 8/9/10% of his maximum health for three seconds or until the shield has taken enough damage. Afterwards this ability goes on cooldown for 7/6/5 seconds.

First things first...I can't take the name Guardsman seriously. Minor quibble, but still. Anyway...

This is potentially a lot of shielding, especially in lane. Does this trigger off minion attacks? It should say whether it's everything or Champion-specific -- it has serious repercussions for both his laning phase and his potential jungling.

That said, I don't think it's necessarily broken. I'd likely test it as-is, although I'd have very close eyes on it depending on what his laning pattern is like. First thing to change would probably be a cooldown increase.

Q Charge Forth ACTIVE: Guardsman charges forward in a line dealing physical damage. If in shield form, pushing all enemies back. If in sword form, he instead passes through all enemies

Cooldown and damage estimates are important. I'm assuming this guy is manaless?

W Shield Blade ACTIVE: Switches Guardsman’s weapon between its shield and sword forms. When switching to shield form, Guardsman Taunts nearby enemies. When switching to blade form, he instead Knocks Up opponents for 1 second. Switching reduces the cooldown of his other skills by 0.2/0.3/0.5/1/1.5 seconds.

We absolutely need to know the cooldown and taunt duration. This ability is completely broken with a low cooldown (due to the CC chain possible). Also, a .2 second cooldown reduction is basically meaningless! Maybe just encourage form switching with 1 / 1.5 / 2 / 2.5 / 3 second reductions and higher initial cooldowns? Not sure. That mechanic might work better on an Ultimate form-switch so you could make it .5 / 1 / 1.5 / 2 seconds instead.

E Divine Power **ACTIVE: ** Guardsman raises his weapon into the air and a beam of light strikes his weapon, after 1 second; Shield Form: Guardsman recover Health and heals nearby allies by 5/10/20/30/40% of the amount. Sword Form: Empowers his next attack to deal damage plus 5/6/7/8/10% of the target’s current health as magic damage and slowing them for 2/2.5/3/3.5/4 seconds.

Numbers and cooldowns. Again. It's almost impossible to judge play patterns without at least estimates of this stuff. How big is the heal? How big is the slow? What's the cooldown?

R Oath of Protection PASSIVE: Each time an ally unit within 500 units would take damage while they have a Barrier/ shield or Oath of Protection, the ally and Guardsman next attack deals magic damage equal to 10/15/20% of Guardsman’s Armor. This effect cannot activate more than one time every 5 seconds. ACTIVE: Guardsman blesses a target ally champion granting them an aura for 5 seconds that reduce incoming damage by 5/15/25%.

The active on this is worthless at low levels and still fairly weak at higher levels. 5% reduced damage is NOTHING for an Ultimate. Maybe consider 20% / 30% / 40% for 5 seconds. The passive is also a little odd -- you may have trouble conveying it visually. It's extra odd because Guardsman only has one way to trigger it: his ultimate (well, and his passive, I suppose). Maybe reword it to something like this:

Passive: If Guardsman strikes an enemy with a spell or auto-attack, that enemy is marked by Retribution for 6 seconds. Whenever the enemy deals damage to an allied champion, he gains a stack of Retribution, to a maximum of three stacks. Attacks against enemies with three stacks of Retribution consume the debuff and deal bonus damage equal to 4 / 6 / 8% of the target's maximum health. The enemy is then immune to further stacks of Retribution for 12 seconds.

Sort of like a reverse Braum: instead of stunning when you hit, the target sets themselves up to receive a powerful attack.


[b]OVERALL THOUGHTS[/b]

I'm not quite feeling this one. The form-switching between offense and defense has potential, but I don't think the abilities support it. His two Qs feel far to similar and his E seems boring but functional. I like the idea behind his Ultimate, although I think the mechanics need work for greater clarity.

Overall, however, I don't think you explored the form-swapping as well as you could have. I'd strongly consider trying for a Jayce-like mechanic: put the form-swap on his Ultimate (as is standard for kit-changes: see Jayce, Nidalee, Elise) and give him a nice set of 6 abilities to shake things up. I think that would give you a MUCH stronger base to build a unique identity on.

Also, please give me even rough estimates of cooldowns, values, duration, and damage (even if it's just "low," "moderate," or "high"): those are SUPER important in being able to critique a concept.