[Champion Concept] Var'Dul, The Void's Moneychanger

Killed Inaction·5/12/2015, 1:12:00 AM·1 votes·895 views

Var'Dul The Void's Money-changer Marksman/Support

Attributes: Health: 526.06 (+79.5 per level) Health Regen: 5.545 (+0.55 per level) Attack Damage: 50.56 (+2.925 per level) Attack Speed: 0.641 (+4% per level) Range: 550 Armor: 22.046 (+3.45 per level) Magic Resist: 30 (+0 per level) Movement Speed: 330

Passive: Var'Dul has a base 15% critical strike chance and gains 1 Essentia per critical strike. After 10 seconds of being out of combat, Essentia goes down to 2, if applicable. After 25 seconds of being out of combat, Essentia goes down to 1, if applicable. Var'Dul can have up to 3 Essentia; this goes up to 4 at level 6 and 5 at level 13.

Q - Transferal of Injury: Var'Dul targets an ally or enemy minion, monster, or champion. If the target is an enemy, 15/20/25/30/35% of all damage Var'Dul takes for the duration is instead directed to the target and dealt as physical damage. If the target is an ally, this ability transfers 10/12/14/16/18% of the target's maximum HP, healing the target and dealing Var'Dul 1/2 the healing as magic damage. Range: 950 Duration: 2 seconds where applicable Cost: 2 Essentia Cooldown: 11 seconds

W - Transferal of Life: Var'Dul creates an area of corruption, dealing damage over time to enemies and healing himself and all allied champions in a 650 area around himself for a portion of the damage dealt. The damage over time can stack, if multiple are placed in the same area, up to twice. Deals 10/20/30/40/50 +.1x bonus AD magic damage to all enemies in the area each second and heals all those in the area for 100/120/140/160/180% of the damage dealt, divided by the number being healed, up to a maximum of 35/40/45/50/55% of the damage dealt per champion being healed. If this kills an enemy unit, it restores 2 Essentia for large monsters and champions or 1 Essentia for small monsters and minions. Each Transferal of Life only restores Essentia on the first enemy killed. Range: 700 Area: 300 Duration: 4 seconds Cost: 1 Essentia per area, up to 3 at any one time Cooldown: 2 seconds

E - Transferal of Energy: Var'Dul drains an enemy champion's mana, dealing damage to it in the process. Deals 60/75/90/105/120 +.35x AP +20/30/40/50/60 per Essentia magic damage to the target and drains 40/50/60/70/80 +.15x AP mana from the target. If the target champion has no mana store, it deals half the mana drain effect to the enemy champion's HP. Range: 800 Duration: Instant Cost: Variable Essentia; always maximum Cooldown: 18 seconds

R - Transferal of Force: Var'Dul connects himself to an allied or enemy champion. If the champion is an ally, their movement speeds are added to each others'; this is added after any slows. If the champion is an enemy, its movement speed is added to his if they are moving in the same direction, and his movement speed is subtracted from its if they are moving in opposing directions. This can reduce movement speed below 0. Range: 1200 Duration: 5/6/7 seconds Cost: 3 Essentia Cooldown: 95 seconds

Quotes (in progress): "Exchange is good." "How much is one life worth?"

Joke: None as yet.

Taunt: None as yet.

Dance: None as yet.

Lore: None as yet.

Tips:

As Var'Dul: -If you are supporting as Var'rul, remember that he is heavily reliant on poking the enemy, and make use of his abilities to heal your partner in the lane when you have achieved enough critical strikes. Grabbing a Relic Shield could help you to refrain from stealing creep score while still gathering Essentia. -If you are playing as a Marksman, remember that critical strikes give you access to your abilities, so you may want to build into it. Additionally, make sure you know how much each ability will cost, so you don't run out of Essentia at a critical moment.

Fighting Var'Dul: -While Var'Dul's healing capability is powerful, keep an eye out for his Transferral of Injury, and attack while it is on cooldown. -Though Var'Dul can cast Transferral of Life often, it does not deal a large amount of damage, especially if he is building into Ability Power. Move out of the areas quickly to prevent him from healing his allies. -When Var'Dul casts Transferral of Injury on an ally, he uses some of his own HP. Capitalize on this by pushing him away from your minion waves, reducing the effectiveness of Transferral of Life, and attacking both enemy champions to make it a gamble to help his ally over himself.

Feel free to post your thoughts and any ideas for re-balancing, improvement, or additions to the champion concept.

4 Comments

Luzaf5/12/2015, 8:44:15 AM1 votes

Any mechanic in place regarding overlapping W's? Also, His E seems like it would be able to do massive damage against manaless champs with some decent AP and mpen.

Killed Inaction5/14/2015, 2:36:35 AM1 votes

No problem.