Champion Concept - Guildethorne, the Darkin Lord

NiteStrykr·10/26/2018, 11:05:08 PM·1 votes·1,344 views

Guildethorne, the Darkin Lord

Who is Guildethorne?

The one true Darkin, and the first to fall prey to the corruption of his own power, Guildethorne was the first to be trapped in his own weapon, a two-handed Greataxe, locked away in a heavily guarded tower amidst a nameless forest hidden behind an impenetrable fog. Only when a thief found him and grabbed the hilt was he able to escape, but his sheer willpower and might overwhelmed the unlucky treasure hunter in an instant, killing him. Guildethorne, now alone in a new, and frail body, quickly made do with his current strength to wipe out the guards of his prison, and with their absorbed strength, and a new body, Guildethorne now at least had enough power to stay alive. From there he journeyed off to continue finding warriors to add to his own power, and find others like him, to seek revenge on those that locked him away, thinking they could suppress the might of the Darkin Lord.

“I was the first to be reborn, I was the first to be freed, and now, I will be the first to conquer this world.”

Guildethorne is a powerful tank that has a heavy late game, and a great amount of crowd control to be a difficult champion for opponents to defeat. His passive helps balance his low attack damage when he works to increase his max health. A late game powerhouse, no other mortal champion should tread lightly when their weapons clash.

“Call me what you want; a man, a beast, a monster. Whatever helps you recognize that you will not survive a fight against me.”

Passive - The Fallen One: Guildethorne’s gains bonus AD based on his bonus maximum health. Additionally, when Guildethorne reaches 20% health, he goes into Darkin Rage for 8 seconds, which grants increased attack speed, and restores 2% of his missing health with each attack.

Q - Lord's Might: Guildethorne will swing his weapon around him, dealing moderate damage in a small area. He can reactivate this ability within 5 seconds to follow up with an overhead strike that damages and roots enemies in a small area in front of him. Guildethorne can move during these casts.

W - Darkin Corruption: Guildethorne grants himself a barrier that reduces incoming damage, up to a cap. When it reaches the cap, the shield expires, nearby minions and monsters become Feared, and Guildethorne goes into Darkin Rage for 8 seconds.

E - Darkin Impact: Passively, Guildethorne's 3rd attack on an enemy will reduce their armor for 4 seconds. Guildethorne swings his Greataxe overhead, and when it connects with the ground, all enemies in a moderate area around him are damaged and briefly knocked up.

R - Ascension Lost: Guildethorne briefly charges up, before taking off in a direction, damaging and dragging any and all enemy champions with him, and pushing minions aside. If he collides with a wall, it will knock up all nearby enemies and deal bonus damage based on his maximum health.

“I am the Darkin Lord. This title boasts of my strength, but the real power is the fear it brings to the hearts of my enemies, before I even reach the battlefield.”

I really enjoyed putting this concept together, and would love to hear your thoughts and suggestions! Thanks for reading, and be ready to expect more from me!

[poppy-wink]

3 Comments

Chalze10/26/2018, 11:14:32 PM1 votes

Isn't there supposed to have two 'A's in Darkin names? Varus didn't get the memo though

Qiyana Hime10/27/2018, 12:01:52 AM1 votes

First, as an easy "fix" for the name, you could change it to "Gildethaarn" or something to better mesh with current Darkin names. I believe omitting the "u" is also preferable, since "gild" seems more appropriate for a lord than "guild" (could also be "gyld" of you want it to look more archaic).

For the passive: he gains AD based off of his bonus health, or his maximum health? I also think his autos while in Darkin Rage should heal for a flat amount in addition to the 2% missing health.

What's the area shape of his Q? And in any case, isn't it a bit too close to Aatrox's Q2>Q3 in terms of looks and effect?

Does his E have passive and active components? or is every third basic attack an AoE knockup that shreds armour?

I really like the ult concept (cross between Odyssey Malphite, Ornn, and Gnar), and I think it should should scale with AD as well has maximum health. However, considering the rest of the kit being more of a "raid boss" juggernaut design, I don't know if this kind of massive gap-closer-with-CC would lead to healthy gameplay.