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

Rew711··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

CommandShockwave9 votes

Those fuckin boots.

Those are some fuckin boots.

He's like 45% boots. Fuck.

Rew7113 votes

well he is younger than annie by a year. i thought it'd be nice.

still practicing at making boots.

gameipedia2 votes

the ratios seem too weak, Im not a numbers guy, but they seem way too weak

Rew7111 votes

If I were to make Akiro like Yasuo who uses no mana, then I'd have to take away on the damage he can implement. Thereby I can't make him say as strong as Graves or any other ADC due to this.

gameipedia1 votes

never said like yasuo but with ratios like this he could honestly be better just building AP instead nvm thought q was 5% though only 15% on w irks me, w/e not as bad as i thought lol

Pyrobob46 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 Spatula4 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.

Rew7111 votes

Well if need be I can make the passive easier for power gain but my other passive for the kid is just a little, I don't know, not something you'd want on an ADC.

His w was for an added affect to help when facing an opposing champion. And caitlin and jinx have snare/stuns of their own. varus and ashes' ults are stuns. and kennen's passive stuns. i don't think it would be crazy to give him a stun that itself has a long cool down.

I can see what you want to do for Akiro is to give him more than he already has and still be fair about it and I do like this thought but I don't want to give him more power just because. This in itself would somewhat resemble Veigar's Q passive for AD and add to it Poppy's E to give added speed which it in itself annoyed so many people and she uses mana so I don't know if that is something I can do.

His ult will have resemblances. There are 120 champions and some will share strong resemblances; some more than others. His Q to me resembles talon's Q only with no bleeding effect (you can sigh for relief) and also I made his ult so fear of ganks on Akiro would be harder. But I like your opinions. These do help shape characters to be better over time. These are my reasons for what I did. Changing him to be the most OP champ is not my goal. Making him to be a fun new champ is what I wish to do.

Celestial Aid2 votes

[deleted]

Rew7111 votes

I don't know. I'm trying to be crazy fair with this to the point it has long waits. Though I may be able to reduce the wait time for the those abilities if it comes to the need. But he is a marksman and I didn't want him to have that serious early minion push that most (or all) others won't have. His other ability to stun also can be reduced but I don't want to make that unfair as well. Remember, this guy takes no mana and that already is an unfair advantage. :I

OneSmo1 votes

I view this champion design to be extremely weak. He has no escapes. He has incredibly low AD, and anyone who plays a marksman long enough realizes that extra AS does little good without enough AD.

His scalings are terrible. Abilities rarely dip below 40% for AD. You typically see this for some type of steroid, AOE, or a stacking over time ability. Jax comes to mind. Akiro is like a less effective Jax. Jax's Counter Strike is like Akiro's All Tied Up, except that Jax's ability deals magnitudes more damage and has better utility, in my opinion. Akiro's passive is utterly depressing (300 cs = 30 AD..), and his E which is similar to Jax's passive, is completely overshadowed by the amount of AS Jax gains and how much more quickly he will gain it.

Akiro's only redeeming quality would be his ultimate, which is like Riven's ultimate, but is underwhelmed late game compared to Riven's. A 30 second steroid would never be implemented, and a 3 second aoe fear will eventually be nerfed.

I don't want to seem harsh, but I cannot see this design being feasible. There are already multiple champions based around attack speed in their kits and builds that do better jobs than Akiro. His abilities have extremely low scalings and base damage. I see no reason in adding the AP ratio's at all, considering how low they are. In fact, the ratios might encourage players to build him as a tank or support, as the hp and defensive/support items benefit him a lot more than anything else.

Finally, let's calculate Akiro's attack speed at level 18: Base Attack Speed: 0.730 (+ 0.3% per level) .3% * 17 = 5.1% 0.730 * (100%+5.1%) = 0.76723... <-- Extremely underwhelming

Let's assume 0.3% was meant to be 3%: 3% * 17 = 51% 0.730 * (100%+51%) = 1.1023 attacks per second. This puts him around Tristana's level 18 AS. Let's look at Akiro's E again: "Active: For 7 seconds Akiro gains an automatic increase in attack speed up to 10%/16%/21%/27%/32% of his average attack speed." Average attack speed is an ambiguous term. Champion's have a final attack speed modifier. This means that there is nothing to average out, so his ability would scale off whatever attack speed he has at the time it is activated. However, I can see that there might be typos in the description, so we can assume that you want this phrase to mean something else. Let's pretend that "average attack speed" refers to the average of his AS modifier without E's passive and his AS modifier with E's passive. With no AS items, this means that at most, the two values are 1.1023 and [0.730 * (100%+51%+30% from E's passive) =] 1.3213. The average would be 1.2118. Multiply this value by 32% = 0.3878. Add it to 1.3213 = 1.7091 total AS from max stacked and activated E. (This is assuming the game's multiplier works this way, which I am not entirely sure of.) Overall, this results in a maximum 55% AS steroid. Compared to Tristana's AS steroid, this is very underwhelming. Will a little math, we can calculate the maximum possible bonus AS Akiro's steroid gives him before he reaches the cap of 2.5. This value is around 67%, still much lower than tristana's. (Do note that this method is unlike every other champion's method for calculating AS. The comparison between Akiro's steroid and Tristana's steroid would be irrelevant if not for the 2.5 AS cap. Since there is a cap, we can calculate a general effectiveness between the two.)

I hope this gives you a bit of insight with your champion design.

If anyone notices anything wrong with my calculations, you're welcome to correct them and reply with the corrections and have other's check over your work after that. However, please don't bother with just stating that my math is wrong. I probably won't be back to check this thread, so that kind of reply will be unhelpful.

Good luck!

Rew7111 votes

I didn't want to make him too strong and just make him weak enough that it wouldn't be unfair is all. I'm trying to make him a champion with no mana, so I want to make him as weak as I can. But now that the AS is realized I did do that on purpose for the soul reason of trying to allow the player to not have to focus on getting any AS for Akiro and just worry about other things hence the E passive and activation which allow for some good AS. I already made it so he gets 118 AD at level 18 and with the passive he will have an automatic (average) of 148 AD which isn't bad since you can get large AD items for the guy. About escapes though, I've contemplated giving him on one of his abilities and extra (like Amumu's) where Akiro flings out his yo-yo to an ally (preferably champion and not minions) and goes automatically to that champ. But his kit doesn't seem to be too weak if one were to play as him, get a feel, and notice things that Akiro can do and not do. His ult, just to make him a real marksman but only give him so much strength (he'd have without added AD items a total of 188/198/208AD with that by itself is strong), was made because I made him not so strong because he already has the major AS passive. Though yes that fear can be reduced to 1 second and scales to 1.4 at max. I put this in there to allow a more distinct way to play the guy. Just a boost in AD and AP isn't going to be that amazing and won't do much. Now time for this most likely will be reduced to 20/22/24. Other than that, he isn't suppose to always be crazy strong like Draven. He is a child with a yo-yo after all. People who tried Gnar found out that his small marksman form was a great harasser and did good damage. Some people thought he wouldn't even be fun or reasonable but it seemed to work out none the less. Now, to be honest about his kit, when I thought it up, I wanted it to correspond with Graves and TF not just because he is a friend to both but because Graves mentored him so their kits would share resemblances. I forgot to mention why I added the AP to Akiro. When I was making this, I had a different design at first to make him a Marksman/Mage but looking at his kit it doesn't seem to do much like a mage's kit would. But I kept it on there so, sadly, I could make his abilities just a bit more weaker.

Lumus Avatar1 votes

Plus his passive builds AD from minion kills. A person who is good at last hitting has easily over 100 minion kills by late game meaning that Akiro has over 100 bonus AD from his passive if the player can last hit. I think the focus is his autoattack, as with most marksmen. The long cooldowns and low damage of his abilities offsets his incredible AA damage potential. With the high utility of stunning it seems to be not too far off balance at a glance.

Rew7111 votes

True that someone could get Akiro 100+ AD but that would take 1,000 minion kills. I made it this way because I've never known of anyone to be able to, every game get thousands of minion kills. The most might be 800 and that would only give him 80 AD if they get that far. I wanted to make a champion that you would have to think on before doing something. As a marksman, he will have plenty of advantages that other marksmen don't get such as good armor, magic resist, and so on. I tried to even it out as well as I could. I know that a ADC is about having a large amount of AD and being the person who can do a lot in the game so this could be different. Long cool downs for his abilities are to just help you think more on what to do at first. Draven having good AD all though out the game makes him a popular choice. As well as Tristiana who has good range. Caitlin who has nice power, range, and an hard to miss ult. But in truth I made him as he is to have some diversity. The cool downs will more than likely be shortened a good amount but at first lets not give him that serous early push with that Q. It deals around 65.2 damage with no items at first. So it will be weak but it should also not be able to just be done over and over again if you know what I'm trying to say.

Celestial Aid1 votes

[deleted]

Rew7111 votes

I guess it should just be called a snare then and trap the enemy but that might make a huge difference since it wouldn't allow for much interaction for Akiro to do much when the opposing marksman will still be able to attack even if snared. And this could cause some trouble. So a stun might do better but its like Teemo's Q where it just goes automatically to the opponent. Him having no mana shouldn't be a problem here. We've never had one in game, we could say Kennen may be a first but he isn't classified or usually played as ADC so it would be hard to say what the feel of having one would be like. We do have 4 assassins that don't need mana; 11 fighters, 2 mages, and 2 tanks as well don't have it. We don't know what a mana-less marksman would bring to the game. (Besides Kennen who is a mage and Gnar who changes into a fighter half the time.) When you bring up the meta, I say that I don't ever really think of it. Riot went out and made Gnar, Zac, and Aatrox who are all new powerful mana-less champs that came out with power like your asking for Akiro and had to have it nerfed the week after. These champs were not all intertwined with the meta. The purpose was to bring something new to the game. That's all I'm trying to do is all.

394572DAVE1 votes

naw this is stupid

ButtersBBG1 votes

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

Fahrside1 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.

Rew7111 votes

I can handle this comment you put up. And its OK that you're mad because this goes against what you like and want to see in a marksman. You also were right about him being made like a mage at first. But this in truth was made so that he could do the things he could. Didn't it ever get you that he has weak attack. This would make the stun not be that OP for someone like this. Then there are the ADC's with slow, bonus attacks, and more. Don't be mad at the kid and his kit. His Q does good damage but it was limited damage. The R was just a thought to be honest. Don't hate him because he's weak. I'd be surprised if Riot makes this character like how I asked. It would be different. Vastly different but it would bring something different.

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