Roisnec, Lordslayer

Worst Bcrank NA··1 votes·527 views

im sorry i could not include a picture as im awful at art in general, but i would LOVE to be sent some art if anybody has the time or the grace. he will look like a mix of gladiator and viking. he will wield a small, one-sided jeweled axe that has a long chain dangling from the bottom. this is Roisnec, a man connected in the lore to Olaf and similar in design. i will run through his abilities now and go into the design philosophy's and such afterwards.

> Passive: does not have any health regen and cannot build any. Gains magic resistance dependent on a small, flat percentage of the total AP of the enemies he has gotten assists/kills on. gains armor dependent on a small, flat percentage of the total bonus AD of the enemies he has gotten assists/kills on.

> Q: Passive effect: auto attacks heal Roisnec for 1% of his missing HP Active effect: togglable skill that causes Roisnec to grab his axe by the end of the chain. in this state he will be drained of his max HP slowly, but has the ability to left-click on any terrain and grapple to it if its within a small/ medium range. while this ability is toggled, the passive effect is removed.

> W: Roisnec throws his axe forward as a slow skillshot, dealing a small amount of damage and slowing briefly, then pulls on the chain, flinging the axe back to his hand very quickly, dealing no damage, but slowing slightly harder on the way back. if you hit an ally, you grab onto the with the axe and pull yourself into them, if your q is active, you get tossed past them a medium distance.

>E: Places a mark on an enemy for 10 seconds, doubling the q healing effects against them and granting a short speed boost every attack against them

>ULTIMATE: (toggled)drains health rapidly Roisnec grabs his axe by the chain and wildly swings it by his side, making your Q active along with its passive, making all of your attacks ranged, and increasing the effective range of all of your abilities. while this ability is in effect it will not only drain health, but take a large chunk of armor and magic resist until untoggled.

Roisnec is a champion built to counter many hard carries, forcing lanes to slowly tank up and harden there defences. it also forces a much smarter item build for everybody trying to counter Roisnec. for example, building flat damage will only force a camp because Roisnec will want to cut you up for that sweet, sweet armor, but if you build armor pen, you still increase your damage, but at no cost of getting camped or tanking up the enemy. Roisnec is also intended to be a game balancer of sorts, keeping the game stable and as even as it can be until late game. i thought of this while taking a step back and looking at a common theme in low-elo jungle meta. the junglers tend to focus n trying to be glorified carries, only camping winning lanes to leech some kills, and farming endlessly for those stack. this caused wining lanes to win way too hard, and losing lanes to get ignored until the blames are tossed around at the jungle for not ganking, and the salt begins to pour. that is why Roisnec has his passive, making farming only a necessity when he needs to deactivate his q and regen some health. Roisnec thrives off of camping losing lanes because the more fed his enemy, the more damage they have, and (if Roisnec pulls off the gank) the tankier Roisnec will be for his lategame. this playstyle of thriving off of losing lanes allows these lanes to stay in the game and eventually put everyone in the lategame on a more even footing, the fun part about this champion is his ult in my opinion. his ultimate has this unseen depth to it that i absolutely adore. for example, it can very easily be used against him and even to kill him with simple cc, because he will drain away all of his health and book it out of the lane immedately, assuming he doesnt die. but if used properly, it can easily double the speed of any gank, be used to gain an instant positioning advantage, or even just go go gadget glasscannon. better yet, Roisnec, in the hands of a very capable player, can become an terrifying ranged carry that can jump all over the place and escape consistently after healing off of your lame carries and slaughtering every camp on the map. peaches, right? well actually we need to talk about counterplay. one of roisnecs biggest flaws is his reliance on terrain to sustain mobility or even remain alive. this means that vayne and poppy are uncontrollable dominators of Roisnec. this also means that if players are concious of their positioning, Roisnec will be incapable of properly ganking their lane. another counter to Roisnec is to stop making every lane into a glorified carry. if you give top lane a little more tankiness, middle lane a bit of cc, and jungle a little game dominance, you wont have much of a problem dealing with an anti-carry ike Roisnec. thank you for reading my champion idea, im sorry for the stupid name, please tell em what you think. (i know i overuse commas its a bad habit im sorry)

2 Comments

i like pie mmm1 votes

So you like playing Lee Sin?

i like pie mmm2 votes

ok for real feed back. First let's make him a health resource system since you didn't mention or consider one. This will tie into limiting his abilities as well as being a major focus. I understand the direction you are trying to take with his passive but simply put it won't trigger on what you want it to trigger. The people you are killing/assisting are a good starting point but you really need defense against the people killing you. To this end I would make it so that he gets temporary magic resist and armor to the tune of ~5-10% of his damage taken, stacks, and falls off quickly outside of combat. I thought about doing a static time but this will way will give you ~10 secs to gank a lane with some bonus armor from a recent jungle camp. If you die you permanently get ~10% of your bonus. (Rewards you for trying again)

i will tell you to rework q to have a health cost to use to get around. I would take out the toggle and keep 1% health regen. I would make it ramp up like kassadin and have an increasing health cost to use it within ~15sec. Somewhere in the nature of 5% the first, 20% and 25% the second and third so you lose 25% of your health to get away (considering they have a gap closer to chase you with) and 50% to get completely away (run quickly). This way you can't cheese the system by doing quick toggles and virtually no cost infinite jungle mobility.

the w and e are stolen from olaf and kindred and lee sin, i would rework the friendly jump aspect since I am taking out the toggle/penalty (penalty rofl). Instead I would make it so you can use your Q on friendlies instead. Also these would cost somewhere between 1% and 5% of your max health to use.

The ult is hard to gauge. I would probably make it closer to quinn's ult and add in a lifesteal/damage to end of it for both an execution and to regain the lost health.

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