My melee ADC idea made a lot less broken

Little Kica·8/22/2017, 4:08:55 PM·2 votes·261 views

Blade, The Bone Tyrant

Health: 365-1365 (Insanely low and cannot be increased) Health Regen: 8.2-17.2 Mana: 200-700 Mana Regen: 2.7-11 Attack Damage: 42-130 Attack Speed: .652 Armor: 30-84 Magic Resist: 30-54 Range: 125 Movement Speed: 335

Passive: Resistant Indulgence: If an enemy champion moves in the opposite direction of Blade for 5 seconds (timer does not increase or decrease if the enemy champion stops moving but is still facing away from him) they are Marked for Death removing slows on Blade and granting 10% + 10% ad ratio movement speed and 20/40/60% slow resist to Blade for the 5 second duration of Marked for Death. For every second the enemy continues to run from Blade he gains 1% + 1% ad ratio bonus movement speed, 5% slow resist (up to a collective max of 75/85/90% slow resist) and increases the duration of Marked for Death by 1 second.

Hasty Tyrant: Blade refuses to gain bonus health and converts it to bonus attack damage. 1 attack damage per 20 bonus health.

Q: Collective Hatred: For the next 3/3.5/4/4.5/5 seconds Blade's next 4 basic attacks ramp up in power and grant him bonuses depending on which attack he is on. First hit: 10% ad ratio bonus physical damage on-hit, Second hit: 25% tenacity and 25% ad ratio bonus physical damage on-hit, Third hit: Ignores 25% of target's armor, 50% tenacity, and 35% ad ratio bonus physical damage on-hit, Fourth hit: Blade cannot be disabled, ignores 35% of target's armor, and 40% ad ratio bonus physical damage on-hit. The current duration of Collective Hatred is extended by 1 second every time Blade successfully basic attacks an enemy champion.

Q Passive: Every 4th minion Blade kills grants him +1 attack damage. Large minions and monsters count for 2 minions. Additionally takedowns grant him +1 attack damage.

Q damage (1st, 2nd, 3rd, 4th respectively): 10%, 25%, 35%, 40% ad ratio bonus physical damage Q Tenacity (1st, 2nd, 3rd, 4th respectively): 0%, 25%, 50%, 100% Q Armor Penetration (1st, 2nd, 3rd, 4th respectively): 0%, 25%, 25%, 35% AD increase on 4th minion kill: 1 AD increase on 2nd Siege/large monster kill: 1 AD increase on Takedown: 1 Cooldown: 20 seconds Mana Cost: 75

W: Bone Armor: For the next 3/3.5/4/4.5/5 seconds Blade gains a shield for 10% max health ratio + 10% ad ratio + 35/45/55/65/75 health, and a percentage of Bone Armor's passive defense increase: 5/10/15/20/25 + 2.5% ad ratio armor and magic resist.

W Passive: Blade gains 10/20/30/40/50 + 5% ad ratio attack damage while above 99/95/90/85/80% health and 10/20/30/40/50 + 5% ad ratio armor and magic resist below 1/5/10/15/20% health.

Shield Amount: 10% max health ratio + 10% ad ratio + 35/45/55/65/75 Defense increase: 5/10/15/25 + 2.5% ad ratio armor and magic resist AD increase (passive): 10/20/30/40/50 + 5% ad ratio attack damage AD increase health requirement (passive): >= 99/95/90/85/80% Defense increase (passive): 10/20/30/40/50 + 5% ad ratio armor and magic resist Defense increase health requirement (passive): <=1/5/10/15/20% Cooldown: 15 seconds Mana Cost: 60/65/70/75/80

E: Soul Claws (active): for the next 3/3.5/4/4.5/5 seconds Blade gains 5/10/15/20/25% attack speed and his basic attacks deal 5% ad ratio + 1-18 (depending on Blade's level) + 1-18 (depending on enemy hit's level) + 1/1.25/1.5/1.75/2% self missing health ratio + 1/1.25/1.5/1.75/2% enemy hit missing health ratio bonus true damage on-hit and ignore enemy shields for the duration (up to a max of 200 bonus true damage against jungle monsters).

E Passive: When an enemy champion is healed they gain a debuff for the next 10 seconds. Targets marked with this debuff take 5/7.5/10/12.5/15% of the healed amount in true damage whenever Blade basic attacks them (60 second cooldown). This counts lifesteal but not health regeneration effects.

Damage: 5% ad ratio + 1-18 + 1-18 + 1/1.25/1.5/1.75/2% missing health ratio + 1/1.25/1.5/1.75/2% enemy missing health ratio (Minimum damage: 2.1+2+0+0 [4.1]) (Maximum damage [with 620 attack damage with 1% health while level 18 vs 1% 6000 health level 18 enemy: 31+36+27.28+120[214.28]) Damage (passive) 5/7.5/10/12.5/15% healed amount ratio Duration: 3/3.5/4/4.5/5 seconds Duration (passive): 10 seconds Cooldown: 20 seconds Cooldown (passive): 60 seconds Mana Cost: 75

R: Terrifying Talons: Blade's 3rd consecutive basic attack against a target enemy champion causes them to begin fearing him for the next 5 seconds (60/45/30 second cooldown), extended by 1 second every time Blade basic attacks them during the duration. Targets afraid of Blade move 5/10/15% more slowly toward him and deal 10/15/20% less damage to him, and move 5/10/15% more quickly away from him.

R Passive: Blade's 3rd consecutive basic attack against a target enemy minion or monster fears them for 1.5 seconds (the same target cannot be feared again for 6 seconds). Additionally Blade gains 10/15/20% lifesteal against feared targets and half this bonus against targets afraid of him.

Debuff Duration: 5 seconds Enemy movement toward Blade: 5/10/15% slow Enemy movement away from Blade: 5/10/15% faster Enemy Damage reduction: 10/15/20% Minion/Monster Fear: 1.5 seconds Minion/Monster Fear Cooldown: 6 seconds Lifesteal against feared targets: 10/15/20% Lifesteal against afraid targets: 5/7.5/10% Cooldown: 60/45/30 seconds

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There is no way this is even remotely close to something that would work in-game due to multiple reasons but I just enjoy brainstorming and putting ideas out there (even if collectively everyone downvotes them lol)

Too similar a theme to warwick, too based around basic attacks and numbers to be properly balanced, too terrible against anyone with a brain capable of even the simplest of peel, not to mention an ult that actually (in a way at least) buffs the enemy.

His Q also gives him the ability to become immune to crowd control effects, his W can grant him defense from his offense, and his e is like all the dumb stupid broken stuff on Vayne but way more versatile, and his R means if you want to fight him EVER you will have to get through 10-20% damage and reduction and at least 10% lifesteal. I'm not even sure if this is strait broken or required broken so that he can even survive botlane against a ranged opponent and enemy support

Don't even get me started on pro play...this would be worse than nasus multiplied by vayne. A late game champ that is very squishy and is melee range. This champ would be unusable into anyone who focuses him, punishes him, or peels for the person he's chasing.

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Doesn't mean I can't think that something like this would be fun (for me at least). I'll probably keep posting dumb shit until riot tells me to stop lol

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