(Champion Concept) Orus; The Spirit Chaser

DemoBama·4/9/2018, 3:40:40 AM·1 votes·794 views

Lore: (To be expanded later)



Once a proud Ionian soldier, Orus has long since left the world of the living. How ever, he continues to wonder the plain of Runeterra, hunting Ionia's enemies and draging their souls to the underworld with him.



Stats:

Assassin / Mage

Health: 540 - 1730 (+70 P/L Attack Damage: 65 - 127.9 (+3.7 P/L Attack Speed: .677 - .987 (+2.7% P/L Movement Speed: 345 Armor: 32 - 56 (+2 P/L Magic Resist: 36 - 61.5 (+1.5 P/L

Attack Type: Melee Attack Range: 125


Relations:

Rivals: Kalista Kalista

Enemies: Swain Swain


Abilities:

Passive - Binding Cloth: After basic attacking an enemy Champion or Large/Epic Monster, Orus raps a cloth around them that shackles them to himself, after using an ability, the cloth ignites and deals a percent of the linked target's current health after 3 seconds Orus can have up to two targets linked to him at the same time If a target moves too far away the link is broken

Max distance: 500 units Magic Damage: 7% target current health (+3% P/60 Ad /OR/ 50 AP

Q - Fire Stance: Orus sends out a ring of fire that damages everything within range and mark them for 7 seconds Orus' next basic attack against a marked target will deal a percent of their current health as bonus physical damage If a marked target takes damage from Fire Stance, the damage they take will be double and the mark will be reapplied

Cast Time: 0.2 seconds Cast Range: 325 Units Cost: 5% current health Cool Down: 3 seconds Magic Damage: 40 (+40 P/L Damage increase: 70% AD Mark physical damage: 2% target current health (+2% P/L

W - Soul Flames: Passive: Every time Orus kills a target he summons a ball of flame that follows him

Active: Orus launches a ball of fire at a single target, dealing magic damage and applying on hit effects (Phantom Flame aims for the target closest to the cursor, prioritizing champions)

Cast Range: 700 Units Projectile Speed: 2000 Cool Down: 1 second Max Spirit Flames: 10 (+5 P/L Magic Damage: 15 (+15 P/L Damage increase: 70% Bonus AD

E - Phantom Claws After damaging a target with Soul Flames, Orus can cast Phantom Claws to blink to the nearest side of them to deal additional physical damage The damage dealt by Phantom Claws deals an extra 1% - 5% of the targets missing health for each Soul Flame they were struck by (Max: 5 Soul Flames

Phantom Claws has a per target cool down

Cast Time: 0.2 seconds Cast Range: 600 Units Cool Down (Ability): 5 seconds Cool Down (Unit): 15 seconds Cost: 6% current health Physical Damage: 70 (+50 P/L Damage increase: 110% base AD Bonus Damage: 1% target missing health (+1% P/L

R - Imprisonment of Flames Orus launches a ball of flame that traps the first target it hits in crystal for 3 seconds when the crystal breaks, the target takes a percent of their max health as physical damage and surrounding units take half the amount as magic damage

The damage the imprisoned target receives is increased by 10% each time Orus basic attacks them (Max damage increase: 100%) While imprisoned, the target can only be harmed by Orus

Cast time: 0.6 seconds Projectile Range: 900 / 150 Units Projectile speed: 2000 UpS Cost: 13% Current Health Cool Down: 120 Seconds (-30 P/L Projectile Ma. Damage: 200 (+100 P/L Damage increase (1): 50% AP Shatter Ph. Damage: 5% Target max health Damage increase (2): +1% P/70 AD

Edits Last Made: 4/10/2018

Passive: Changed Max Health to Current Health

W - Soul Flames Decreased Base Damage: To, 15 / From, 30 Decreased Per level damage gain: To, 15 / From, 30 Decreased damage scaling: To, 70% / From, !00%

4 Comments

Daviy is here4/10/2018, 1:15:24 PM1 votes

I like the idea of his passive but I think you should add cool down to it cause 7% target max health damage is quite Op i guess.

About his W, the way how he generates fire ball is cool, only problem is that 30 base damage plus 100% Bonus AD is slightly too much.

Your ideas about his abilities are nice but they are a little bit similar to some abilities that have been designed in league, for example, his R is pretty much like Lissandra's Ult.

I can see that his abilities are made for making his own combo and dealing huge amount of damage base on Target max health, for me they're not creative enough to show the unique part of this champion.

Anyways, great job dude :)

Stacona4/10/2018, 8:20:43 PM1 votes

If you do not have a whole number in front of a decimal then remember to always place a zero there; Example: 0.5 second duration, where as .5 second duration looks like 5 seconds duration.

It makes it easier to read since the dot is hard to see otherwise.


For % value ratios, always make it out of 100 to have it easier to read; Example: +1% per 100AP or +1% per 100AD.


This needs to be made easier to read and try to do proof reading. Make sure everything makes sense to you as you read through it and fix the obvious grammatical errors littered through out. Also adjust how things are formatted to be more fluid to read and move stuff around:

Example:

Do Not Downvote (Q): Cooldown: 4 seconds; Cost: 50/55/60/65/70 mana; Range: 600 units Billy blasts the target enemy with fire, dealing 60/90/120/150/180(+50%AP) magic damage and slowing it down by 20/25/30/35/40% for 1.5 seconds.

Something like this could go really well with his passive. Similar to this, not exactly like this, just to clarify.

An example change for your passive:

Binding Cloth (Passive): Tether: 500 units Orus' basic attack will wrap a cloth around his target indefinitely until the target moves too far away or Orus basic attacks again.

When Orus casts an ability, the cloth will ignite on fire, dealing 1%(+0.5% per 100AP) of the target's maximum health as magic damage per half-second (max 60 damage per half-second against monsters) while the cloth remains wrapped around the target.

Because this is a damage over time effect it does not need a cooldown since it requires staying in range to your attack to keep dealing damage to them. The other balancing tactic is since the cloth requires not to basic attack otherwise a new cloth comes into play has a decision making element about it of deciding whether to not basic attack until the ignited duration runs out OR choosing to basic attack for a quicker spurt of damage.


All I can say is that this needs to be made easier to read.