Champion Concepts of a Hybrid Tank/Assassin

Nétu·2/16/2017, 2:47:58 AM·1 votes·795 views

Introduction: By looking at the current theme and kit direction of RITO's champion design, I decided to create a concept for a champion that formulates a few mechanics that I would like to see in game. Please let me know what you think of the design ideas and whether or not the champ will be like overpowered hell spawn Camille on release.

Roadmap:

  1. Lore and Design
  2. Abilities
  3. Final Remarks

LORE AND DESIGN: The basis of the champion will be in the void. Simply put, I really like the design of the void champs and I think that they should be explored slightly further. The void has an aura of mystery and opaqueness to keep and it is a mystery what happens gangbang of adcs in such a dark place. Therefore, I made the champion a giant knight with a obscenely large and smooth kite shaped shield. The shield will cover most of the body, and the armor of the knight will hide anything underneath. The knight also carries a halberd that pulsated with purple energy. The knight will have an alternate design that he changes to when he ults. The whole design of his armor reveals a very defensive stance with multiple plates of purple and black metals layered above each other.The whole idea of the knight is to be a slow, and highly defensive fighter who has very few aggressive tools. His alternate design forgoes that completely for no defense, but lots of mobility.

ABILITIES

Passive: CODE OF VOID The knight takes 20%/40%/60%/80% reduced damage from ranged attacks and single target spells. The knight has a reduced 225 movespeed and does not benefit from movespeed items. The knight gains 5%/10%/15% extra hit points from health items. The knight also gains bonus 50/60/70/80/100 armor and magic resist but only has 40 attack damage at level 1. 2nd Passive: DISHONOR The knight loses CODE OF VOID in order to gain DISHONOR. DISHONOR reduces the knights attack range, boosts movespeed (allows usage of movespeed items), and reduces defensive stats but gives all his new abilities an attack damage scaling of 40% total attack damage for the damaging components of his abilities. Stacks with existing scalings.

Ability #1 (Q) NO COST TERMINATION: The knight rears his halberd behind his back and performs a downward slash. Whenever a unit is killed by the ability, the cooldown resets. Deals 200% damage to minions and small monsters. Base Damage of 35/50/75/100/175 Scales with 40% with bonus attack damage.

EXECUTION: The knight lunges forward and stabs into the ground. Enemies hit by the impact of the weapon will be knocked back a short distance. Base Damage of 50/70/100/150/250 Scales with 30% bonus attack damage.

Ability #2 (W) Costs 3% of Maximum Health PHALANX: The knight sets down on one knee and raises up his shield. The knight is now unable to move, but gain double the bonus stats of CODE OF VOID. The knight can cast TERMINATION in a 180 degree arc in front of him. The knight's auto attacks gain extra range and pierce enemies behind the initial target but the attack will only deal 70%/80%/85%/90%/100% damage.

BLOODRUSH: The knight gains 50%/60%/70% movespeed when moving toward enemies and a 35% bonus if not. The effect lasts for 4/5/6 seconds but gives the knight's auto attacks the ability to deal bonus magic damage of 20/40/55/70/100 + 30% of bonus AD. The knight will also take damage equal to 3%/4%/5%/6%/7% of his current health for each auto attack he performs during the effect.

Ability #3 (E) NO COST HARVEST: The knight lifts the target unit and drains the life energy out of the target for 4 seconds. During this time, the knight cannot move or attack but champions can disable the channel by using crowd control. If a knight uses the ability on champions or large monsters, the knight will drain the life of the target instantly but the knight will not lift up the target. The ability steals 8%/9%/10%/11%/12% percent of the target's missing health with a minimum of 70/80/90/120/200 health but it has an incredibly short range. Can be cast during PHALANX.

FLESH FEAST: The ability can be toggled on or off. When toggled on, the ability will create a ring of black flames around the knight which slows all enemies by 40%. Enemy champions in the zone will take a burn damage of 20/40/60/70/80 damage per second while inside the zone. The knight heals for half of the damage dealt. For every second the ability is left on, the knight will take damage equal to 5% of his current health.

Ability #4 (R) NO COST RENOUNCE: The knight shatters his shield and armor and ascends to his true form. In void beast form, the knight gains new abilities and DISHONOR. The knight no longer looks like a knight, but a upright creature with long grey claws, red eyes, narrow snout, and a jaw filled with sharp, grey teeth. The creature will be almost pale violet in the folds of exposed flesh running underneath his belly but it is mainly covered in black plates with cracks of purple energy underneath. The creature will be hunched but it will still carry the halberd.

ABSOLUTION: The creature pulls a black stone and plunges his into his heart. The originally lost armor will began reforming on the creature as well as his greatshield. The knight regains his old abilities and loses DISHONOR in favor of CODE OF THE VOID.

COOLDOWN: 40 SECONDS AT ALL RANKS BUT RESETS UPON DEATH

FINAL REMARKS: Being the biased creator of the champion, I would like to ask for your feedback on the design and concepts of the champion. Let me know what you think what should be nerfed and what should be buffed. I left out the cooldowns of the champion's ability because I wasn't sure what would be the optimal cd., it seems unlikely that the concept will actually be made into a champion but who knows right?

Thanks for reading, WD

3 Comments

MinaZer02/16/2017, 2:48:50 AM1 votes

a tank assassin? god bless your soul..

Handy Sandy 2/16/2017, 3:22:46 AM1 votes

A tanky assassin..wut

20%/40%/60%/80% reduced damage from ranged attacks and single target spells.

WUT..