Post of the Day - [Re-Champion Concept] Akiro: Child of Dreams

Rew711·8/27/2014, 1:45:43 AM·9 votes·2,474 views

http://fc01.deviantart.net/fs70/f/2014/010/2/5/akiro_and_his_yo_yo_by_rew711-d6v6ck3.jpg

Position: Marksman (Note: Akiro has no mana, but will be made as accurately weak to match the needs.)

Lore:

A kid came to me one day asking about the League and graves. I had no clue what the runt was talking about and got him to leave me be.

Again he came back and this time asked if I'd like to see some tricks. I said "sure" and he got out a yo-yo and did some things. Though that accuracy he had when fling'n them from on place to another was scary to say the least.

I asked him how he learned to do that and he said he don't remember. He said he had some sort of coma and followed some note here. I went ahead and showed him how to aim and stuff and before I knew it he had become a natural.

Enough said, he went to the council and showed his stuff and someone even told me the did some mind read'n thing on him. I don' know but since then those council guys have been eyeing me real close. Don't know what they'r think'n. They believe he's my son or somethen?

Funny how he got his name. Kept calling him "A kid and his yo-yo" and he started saying "A-ki-ro-ro". Couldn't help but laugh. No son o' mine wuld ev'r be that naive. Malcolm Graves has no kids.

Stats:

Health: 390 (+69 per level) Health Regeneration: 3 (+0.6 per level) Attack Damage: 28 (+5 per level) Attack Speed: 0.730 (+ 0.3% per level) Armor: 20 (+2.5 per level) Magic Resist: 32 Movement Speed: 335

Abilities:

Passive: Bravery For every 10 minions Akiro kills, Akiro gains +1 permanent attack damage.

The passive can be reduced to every 5 minions killed, Akiro gains +1 attack damage.

Q: Three Way Split Akiro sends out his yo-yo in three ways dealing 20/30/40/50/60 damage (+45% AD) (+5% AP) away from Akiro and again when the yo-yos come back to Akiro. Range: 750 Recharge: 15 seconds

Can be Recharge: 10/9/8/7/6 seconds And I can change the it to (+50% AD) & have the (+5% AP) Just so you know, I envision him sending out the yo-yos and giving damage then them coming back and giving the same damage to have it really be 40/60/80/100/120 damage (+100% AD) (+10%AP) (at first it was only 90% of his AD)

w: All Tied Up Akiro flings a yo-yo at his enemy dealing 20/30/40/50/60 damage (+15% AD) (+20% AP) stunning them for 1.4 seconds. Those around the target are dealt 10/15/20/25/30 damage (+5% AD) (+10% AP). Range: 1000 Recharge: 35 seconds

Can be Recharge: 25 seconds Can also have the extra ability to attach to allies for needed escapes. The damage can be raised to 60/85/110/135/150 with (+75% AD) & (+25%AP) This ability targets the certain opponent and might as well be changed to a stun/snare instead of saying just stun since it would be easier to understand. When the target is hit, then the yo-yo will swing around the targeted snared enemy and damage those around it the amount of damage shown in a range of 150. This attack cannot be avoided by running, flashes, etc. It can be blocked by thinks like Yasuo's wind wall.

E: Skilled Passive: For every second Akiro is in combat, he gains +2%/3%/4%/5%/6% attack speed. This effect stacks up 5 times. Active: For~~ 7 ~~ seconds Akiro gains an automatic increase in attack speed up to 10%/16%/21%/27%/32% of his average attack speed.

This ability can be called Experience. The time he can retain the bonus attack in passive lasts for 1.2 seconds out of battle. The time for his active can be lowered to 5.5 seconds if needed. The recharge time for the activation can be 10/9/8/7/6 seconds.

R: Darkiro Akiro's alter ego, Darkiro, emerges from Akiro's inner mind and reaps havoc in Summoner's Rift. For the next 30 seconds Akiro gains 40/50/60 attack damage and ability power. Those around Akiro in his change will also gain Fear that causes them to move away from Akiro for 3 seconds.

Range: self Recharge: 65 seconds The time as Darkiro can be shortened to 20/22/24 seconds and his fear can be reduced as well to 1/1.2/1.4 seconds.

My thoughts around this guy were a long and thoughtful one. I hope they seem good and fair. Please, please tell me if you see something you do not or do like about the little guy Akiro. This is is my last champion concept and possibly my longest one.

I repost this because I got no response at all and it bothers me.

20 Comments

CommandShockwave8/27/2014, 1:58:45 AM9 votes

Those fuckin boots.

Those are some fuckin boots.

He's like 45% boots. Fuck.

Pyrobob48/29/2014, 3:34:31 AM6 votes

I repost this because I got no response at all and it bothers me.

The lesson here, kids: Reposting is the key to getting post of the day.

That or boots.

Iron Spatula8/30/2014, 12:46:57 AM4 votes

First thing: change the passive. It's pretty useless. At the end of a nice you might have 300ad....and entire game and the only thing he gets from his passive is 30ad. I'd rather see a passive that gives him more utility than a tiny stat boost.

Second thing: His w can't stun...there's a reason riot has never intentionally made a marksman with a stun in place ability...it's op. True vayne can stun but she has to use tumble to position afterwards leaving her vulnerable to a gank or a counter initiation.

Third Thing: I'd like to see his e reworked maybe make its passive his passive and add movement speed buff as well as the attack speed buff on active cast.

Lastly: He doesn't seem very unique, his q is like sivir, his e is like a nerfed tristana q, and his r is like the damage gain with vayne/twitch with a hecrim fear. I think he could be worked to be a devlish utility adc rather than a hypercarry adc.

Celestial Aid8/28/2014, 10:58:58 PM2 votes

[deleted]

394572DAVE8/29/2014, 5:55:21 PM1 votes

naw this is stupid

ButtersBBG8/29/2014, 10:16:18 PM1 votes

Why is this a post of the day? This is a terrible champion concept.

Fahrside8/31/2014, 10:09:50 PM1 votes

Alright let me just take a swing at this here.

I warn you I might sound like a dick, but when it comes to honesty and ass kicking, if you ask for it, I must give it to you.

Q: A weaker graves Q that comes back after it hits the end of it's range.

Is there a cast animation that roots you in place? Can you move while it launches and then returns to you? Because if either of those answers are yes things would be funny. Either the animation would be super weird or it would leave you wayyy to venerable.

Also did I mention it was similar to graves Q?

W: I think this has been covered, but no ADC should ever have a stun on a basic ability. Back in season 2 Kennen saw a range of nerfs because people weren't playing him as a mage, but as an ADC due partially to on 5 hit proc of his W but due mainly to the fact that he was an adc. Who could stun. And it was stupidly powerful.

E:

At max rank this thing is only 2% more of a AS boost than a level one Tristana Q. Sure you don't /have/ to activate this spell to get that boost. But still. I mean... A max rank trist Q gives you 70% increased AS on the longest range AA in the entire game. This max rank gives you... 32%.

R:

Fear? Oh look, a second hard CC on an AND (have you ever heard of Crittlesticks? It's ADC fiddle who, crow storms in, fears you, and then proceed to Infinity Edge all over your face. Because hard CC on an autoattack champion is THAT POWERFUL). Plus boring stat boosts are just.. well boring...

So to some things up:

  1. 3 of your 5 abilities (counting your passive here, along with your E and your R) are stat steroids, something Rito doesn't really like as they are relatively invisible sources of power (hence the recently reworked Sona removing the AD/AP aura).

  2. An ADC should never have hard CC on a basic ability (the only ADC's I can think of at the moment having hard CC are Varus and Ashe, both of which have their hard CC's as their ultimates).

Let alone TWO sources of hard CC.

  1. Your stats and ratios seem kinda funky too be honest. I can see that you were trying to allow him to be hybrid, but I think in the process you made him not excel at either of those roles.

He kind of seems like he was designed to be a mage. And a marksman. Which just isn't possible.

Sure their are a few marksmen who can offbuild as mages but the thing is their play pattern remains mostly the same, their skills are still all marksman-y skills, just the order in which they rank them and use them tend to differ. (Looking at Trist and Varus, as well as a little bit of MF here)

I hope this post helps clears some reasons why no one commented on the kit the first time up.

Sorry if this critique made you sad, but this kit kind of made me mad, so call it even?

-Edit- Okay, so I suppose Jinx and Caitlyn technically both have hard CC as well... but those are on traps they lay out with a clear set up time, and clear uses. The main one of which is zoning.