Atlas the Aura Tank - Champion Concept

GCD·12/24/2014, 4:41:18 AM·4 votes·724 views

(Just an intro if you don't care about my thoughts, feelings, and opinions then just skip to the good stuff)

So I love playing support, tanks being my favorite kind of support. However I also like being a support that buffs my teammates and the only champion that really does this is Sona. Sure Taric gives some armor, but ALL of Sona's abilities are based around buffing your teammates and having them do most of the work. The problem with Sona is that for your heal to actually do really well you have to build her AP otherwise it won't do much same goes for her movement speed buff. The problem I have with AP Sona is that I will either up taking kills from my mates on accident, or die instantly because I'm so squishy. But if you build her support with more aura items and such she's slightly more tanky but her move speed buff and heal lack in effectiveness. Also she wasn't designed to be a tank so even if you build her tanky she's not going to do as good a job as an Allistar/Galio/Malphite/Taric etc. So what my champion is a tank that is based solely around buffing his teammates and adding to the fight. I've crunched some numbers and tried not to make him too OP but maybe you guys will find mistakes. Thanks.

Atlas

Aura Tank

Primary role Secondary Role Tank Support

Health 602 - 2132

Attack Damage 60 - 117

Health Regen. 8.9 - 23.4

Attack Speed 0.625 (+0% - 34.3%)

Does not use mana

Armor 34.5 - 104.0

Magic Res. 32.1 - 53.4

Melee 125

Mov. Speed 340

Passive: Life Aura

Atlas may only have 1 Aura on at a time, if he switches to a different aura the old buff is replaced with the new one immediately. Everytime he takes damage from an enemy champion, or enemy spawned structure/minion such as Malzahar's voidling or Heimerdinger's Turret, he gets 1 stack of his passive to a cap of 300, the more stacks of his passive the better the effectivness of his aura abilities. If he dies within 10 seconds of being within 650 range of an ally the stacks that are consumed reduce his respawn timer (He is built for teamfights, not being by himself. Also no one likes a feeder, no reward for you). If he dies with all 300 stacks then for each 15 passive stacks his timer gets reduced by 1 second so it would be a maximum of 20 second respawn timer reduction.

{I made this passive and designed it around a tank doing his thing but trying not to die. If you can tank and survive then you will be rewarded by increases on your auras. However tanks are SUPPOSED to die SOMETIMES for instance if you are sacrificing yourself so that your ADC will live, then that is good and you should be rewarded for it. I wish for there to be no confusion he is not meant to be an initiator!}

Q: Aura of Strength ; No cost ; Cooldown: 10 seconds, after switching to a different aura ; Range: 550/575/600/625/650

Gives Attack damage and Attack speed to surrounding ally champions. Scales off of his passives stacks +1.25 atk dmg for every 15 stacks and +1.5% atk spd for every 15 stacks (Before the first 15 stacks gives flat 1 atk dmg and 1% atk spd upon recieving his 15th stack it is 1.25 atk dmg and 1.5% atk spd). Everything Maxed out is +25 atk dmg, and + 30% atk spd AT FULL PASSIVE STACKS.

W: Aura of Intelligence ; No Cost ; Cooldown: 10 seconds, after switching to a different aura ; Range: 550/575/600/625/650

Gives Ability Power and Mana regen per 5 to surrounding ally champions. Scales off of his passives stacks +1.25 ablty pwr per 15 stacks and +.35 mana regen per 5 for every 15 stacks (Before the first 15 stacks gives flat 1 ablty pwr and .20 mana regen per 5 upon receiving his 15th passive stack it is then increased to 1.25 ablty pwr and .35 mana regen per 5). Everything Maxed out is +25 ablty pwr, and +7 mana regen per 5 AT FULL PASSIVE STACKS.

E: Aura of Resilience ; No Cost ; Cooldown: 10 seconds, after switching to a different aura ; Range: 550/575/600/625/650

Gives Movement speed and health regen to surrounding ally champions. Scales off of his passive stacks +.5% move spd per 15 stacks and +.35 health regen per 5 for every 15 stacks (Before the first 15 stacks gives flat .3% move spd and .20 health regen per 5). Everything Maxed out is +10% move spd and +7 health regen per 5 AT FULL PASSIVE STACKS.

{I put AT FULL PASSIVE STACKS for anyone who says "THAT'S SO OP" keep in mind the passive that the tank has to LIVE to get stacks and if he dies just once his stacks go all the way back to 0. Also Keep in mind he cannot spam these because of the cooldown and there are no lingering affects, once you switch to a new buff that buff replaces the old one. The health and mana regen aren't meant to be like a blue buff and a mundo ultimate. They are just meant to top you off or keep you alive if the enemy team is very poke heavy and are sieging you constantly. The best thing, I think, about this champ is that you have to focus on who benefits the best from which aura. Not being able to have more than one really adds some strategy to what your choice is.}

R: Aura of Camaraderie: ; No Cost ; Cooldown: (180/160/140) or if second part is not activated (150/130/110) ; Range: 550/600/650 +50% Base Armor and MR when first point is put into it (NOT each time a point is put in, just the first point). Gives (20%/30%/40%) damage reduction to surrounding ally champions, the damage reduced is directed toward Atlas dealing damage to him and gaining him stacks on both his passive and Aura of Camaraderie passive. This aura can only be used when there are at least 2 other champions within range of Atlas. Atlas is NOT affected by damage reduction buff.

Camaraderie passive: Everytime Atlas takes damage he gains 1 stack to a maximum of 150 stacks, when activating the ultimate again He consumes the stacks and deals (150/275/400) Magic Damage. If all 150 stacks are consumed it deals true damage. Once activated the aura goes away and is immediatly replaced with aura of resilience. Aura of comradery then goes on cooldown for (180/160/140 seconds) if it is not reactivated all stacks are lost and the ability goes on cooldown for (150/130/110 seconds).

So there you have it, my interpretation of a support buff tank. Nothing too fancy, no hard CC but mid to late game he really shines as long as you keep those passive stacks up. I personally don't think he's too OP, but I'm curious as to what you guys think. Thanks again.

4 Comments

Velivolo12/24/2014, 5:00:01 AM1 votes

Too much like Sona. Way too much like Sona.

Unfortunately, I don't think we'll see another champion with that many auras. Maybe a champ with one (Like Taric), but then why not just play Taric?

TheKingDodo12/24/2014, 5:03:08 AM1 votes

Does not use mana you say? a support you say? here, have my upvote.

Hilltop Sunset12/24/2014, 6:28:11 PM1 votes

While the concept of a tanky aura-provider is a really cool one, and I have also been desiring a resourceless support for a long time now, I don't think this one quite works out. With the exception of his ult's passive/active, literally all he does is provide auras FOR FREE, which isn't really all that fun; there is no nuance to any of his abilities, they all simply provide an aura, and that's it. And being resourceless, there's no strategic use of his abilities and no meaningful counterplay; he will never not be able to give those auras, and he doesn't even NEED to be in the fight at all. Sona's aura activations cause additional effects, giving her fun and meaningful gameplay with the caveat that each cast costs mana, which this champion concept is lacking.

While auras that buff teammates is a really neat and useful concept, I don't believe this champion would provide a meaningful enough impact on games to justify being created when anyone can buy items that do very similar things: want to give AD to a teammate? Get item 3050 You can't give passive AP, but you can reduce the enemy's MR with item 3001 Need tankiness/hp regen? Well that's what item 3105 is for. You can gain boosts of movespeed with item 2138 , item 3800 , or item 3069 .

I think another aura champ can work, but he/she/it needs to provide more than JUST auras; they need to have something that makes them unique and meaningful, something that provides them with an identity outside of items or a walking buff-provider. Sona can also stun, damage, slow, or reduce damage of enemies while also providing shields, heals, and movespeed for her teammates, which allows her to have a more complex and meaningful impact on the game. For this champion, if your team is dying, you activate defense aura. If they are on the offensive, activate damage aura. If you can't catch up to someone, you activate speed aura. There's no reason to consider anything outside of the 10 second cooldowns.

tl;dr I think a new aura champ can work, but they need to do more than provide auras.