Kit Rework Concept: Varus, the Arrow of Retribution
Hello Concepts & Creations. Since I'm for lack of any creative openers, I'm just going to go ahead and roughly copy The Djinn's formatting.
As the title implies, I'm going to be throwing out ideas for Varus, the Arrow of Retribution.
The rough goals I have with this update are as follows;
- Maintain Varus' "set up and execute" playstyle.
- Bring his gameplay closer to the agility shown in his color story, Dark Kin.
- Restrict his execute damage and give him more agency elsewhere in his kit.
- Incentivize on-hit hybrid builds without sacrificing his ability to focus on poke.
So, with those stated goals, let's move on to the kit itself.
Passive: Blighted Quiver
Varus' autoattacks deal bonus Magic Damage (scaling from levels 1-18, or at least with each Ultimate level) and apply Blight for 6 seconds, stacking up to 3 times. Varus' other abilities can detonate Blight, dealing Magic Damage with a similar level-scaling paradigm to the on-hit damage and the same %Max Health damage per stack bonus as is on live.
Reworked: Enemies with max stacks of Blight hit by Piercing Arrow take bonus Magic Damage based on their %Missing Health, scaling with Piercing Arrow charge.
Designer Notes: Moving Blighted Quiver into the Passive slot serves both to free up space to give Varus an active ability on his W while removing his ability to control the execute damage on Piercing Arrow. Ideally, the %Missing Health damage math would be tuned down to compensate for it being always present, and the scaling paradigm and numbers on the on-hit and detonation damage are also decent tuning levers.
Q: Piercing Arrow
First Cast: Varus starts to draw back his next shot, gradually increasing its range and damage. While preparing to shoot, Varus' movement speed is slowed by 20%. After 4 seconds, Piercing Arrow fails but refunds 50% of its mana cost.
Second Cast: Varus fires, dealing Physical damage scaling with how long he charged his arrow, dealing 15% reduced damage per additional target hit (minimum 33%), and its cooldown is partially reduced if it detonates Blight stacks on at least one Champion.
Designer Notes: Piercing Arrow is the one ability that I think should be kept wholesale, as it (along with the stacking/detonating mechanic on Blighted Quiver) defines his kit. Poke should remain a viable tool in Varus' arsenal, and outside of potential damage tuning, I can't imagine a Varus without his snipe.
W: Vengeful Rush
Passive: Varus gains 20% bonus attack speed for 5 seconds on non-Champion kills, or 40% bonus attack speed for 5 seconds on Champion takedowns.
Active: Varus leaps a short distance in a direction, and gains the 20% bonus attack speed from his passive. This leap can cross terrain.
Designer Notes: Moving Living Vengeance over to W and coupling it with a new active dash to give Varus a bit more mobility and playmaking tools in fights; whether that be an evasive dodge or an aggressive push, and the weaker benefit of the passive attack speed boost should also help it feel more of an aggressive tool, regardless of usage. Letting terrain-crossing be noted as a potential balance lever, but the goal is mostly a medium-short cooldown dash for increased decision-making on Varus' part.
E: Corrupt Volley
First Cast: Varus launches a volley of target-seeking arrows at the closest targets in the area (prioritizing Champions), dealing physical damage to all targets hit, and dealing reduced damage per additional arrow on the same target. Targets hit by the Corrupt Volley are afflicted by a Seed of Corruption for 3 seconds. (3 arrows at ranks 1-2, 4 at 3-4, 5 at 5)
Second Cast: Varus detonates Seeds of Corruption in all targets within range, dealing a small amount of additional damage, slowing affected targets, and applying Grievous Wounds to Champions, reducing healing effects by 40%.
Designer Notes: Reworking Hail of Arrows into a medium range damage-spread tool achieves a few things; giving a more direct tool for damage in teamfights, gives his kit a better lean into on-hit play (while also still allowing for some medium-range poke), and also gives a more conditional slowspell tool to help both uses of his Vengeful Rush - whether defensively (kiting and slowing enemies) or offensively (slowing enemies to prevent their escape).
One potential concern is the secondary damage burst from the Seeds of Corruption, which may or may not push things too far towards on-hit play depending on how it functions. In that respect, I would say that the intended functionality is that only the first cast triggers Spellblade or detonates Blight, while the second cast does not.
R: Chain of Corruption
Varus flings out a tendril that deals magic damage and immobilizes the first enemy Champion hit for 2 seconds. The corruption then spreads to nearby uninfected Champions. If it reaches them, they take the same damage and are immobilized. Immobilized units gain 3 Blight stacks over the duration.
Designer Notes: Similarly to Piercing Arrow, Chain of Corruption remains essentially untouched, as it's a fair and reliable ability in its own right that doesn't readily need changes. I had initially thought of adding a slowspell effect to targets in the area with Blight to allow the chained root to have a higher chance of succeeding, but given that I've opted to increase the direct control Varus has over his E slow, I felt that adding an extra conditional slow to his ult would be doing it overmuch.
Keeping the same functionality as Live allows Varus to get a sure execute hit in on at least one Champion, while retaining his strong teamfight opener.