Champion Concept: Ageron, the Beacon of Glory

Zero Shingetsu·11/23/2017, 6:38:15 AM·2 votes·450 views

Not gonna put so much detail into this one's fluff as these things are rarely looked at. Instead, I'll touch on the basics, detail abilities, then make notes on parts of the concept I'm least sure about for potential feedback.


#Background Ageron is an old Demacian general who's seen the best and worst days of the kingdom. After losing his eye defending one of his soldiers from Kalras, he earned legendary status as a father figure to his men. In battle, Ageron focuses on defending his allies first, setting them up for success by making sure they don't have to fear the enemy they're engaging. While his laning phase is slow if he plays solo, he excels at making sure his team wins the late game fights. Ageron is uniquely qualified to take damage because his kit is focused around dying gloriously for his team's victory.


#Gameplay Ageron has high defenses and average attack damage. His health is among the top tiers as well. He has no Mana pool; instead, he makes use of a special resource called Glory that caps at 100.


##Passive: [Glorious Death] As Ageron takes damage, he builds Glory. Each second Ageron takes some kind of damage from enemy champions, towers or large monsters, Ageron gains 1 Glory. He gains an additional 10 Glory for champion takedowns. Glory will start to deteriorate after not generating any Glory for one minute. When Ageron dies, he loses all Glory and his respawn timer is reduced by 1 second for every 10 Glory he had when he died. In addition, assists Ageron earns while dead decreases his timer by another 2/3/4 seconds.


##Q: [Shared Burdens] No Cost Cooldown: 30 seconds Ageron establishes a link with an allied champion. So long as he remains in range of this champion, 30/45/60/75/90% of the damage they sustain as transferred to Ageron, applied against the original target's defenses plus 15% of Ageron's. Additionally, the target champion gains bonus Tenacity equal to Ageron's, plus another 10%. If Ageron dies while Shared Burdens is active, his linked champion gains a shield for (10% of Ageron's Max Health) until it is stripped away or Ageron respawns. Ageron can cancel Shared Burdens by recasting it on the same ally. This can be done even if the ability is cooling down.


##W: [Warhorn / Retreat] No Cost Cooldown: 16 seconds Warhorn: Ageron blows a war horn, rallying his men to battle. Ageron and nearby allies gain +(20% of Ageron's Armor) Armor and +(20% of Ageron's Magic Resist) and deal 10/25/40/55/70 bonus true damage with their basic attacks for 3 seconds. 5 seconds after using Warhorn, it becomes Retreat.

Retreat: Ageron blows his horn again, doubling the Tenacity of nearby allies and granting them +10/15/20/25/30% movement speed when running away from enemy champions for 3 seconds. After Retreat's duration expires, it becomes Warhorn and the full cooldown begins.


##E: [Line in the Sand] No Cost Cooldown: 24/22/20/18/16 seconds Ageron draws a line the width of a lane, lasting for 6 seconds. Nearby allies who stand behind the line benefit from Shared Burdens (if it's at least level 1) and heal for 10/20/30/40/50 (+30% of AP) health per second. Nearby enemies who stand behind the line have their movement and attack speed slowed by 15%, and are take 1+(5% AP)% of their maximum health as magic damage per second. The direction of the line is determined at casting, in relation to Ageron's position. If Ageron dies while the line is drawn, it refreshes its duration and doubles healing to allies, but does not apply the death passive of Shared Burdens.


##R: [Paragon of War] No Cost Cooldown: 200/160/120 seconds For the next 3 seconds, Ageron grants nearby allies in a large radius +20% Armor and Magic Resist (the bonus is tripled for Ageron himself). The radius then draws inward, pulling enemy champions to Ageron and granting him a shield for 200/300/400 (+20% Max Health) health, plus 20/30/40% of the damage sustained by allied champions during the charging period. Any allied champions still in the radius become affected by Shared Burdens. After 5 seconds, the Shared Burdens effect ends and any remaining shield is lost. If Ageron dies while Paragon of War is active, he leaves a war banner until he respawns. Allies within a large radius of the banner gain +20% attack and movement speed. Additionally, the death effect of Shared Burdens triggers on all allies who are affected by it.


#Summary and Concerns

Ageron is intended to be a selfless tank who charges headlong into battle, his fearlessness rubbing off on his allies because they know he has their back. He protects his team not by crowd controlling the enemy, but by judiciously using his ability to literally take damage off of them and facilitate powerful engagements or quick escapes. Using [Warhorn] in tandem with [Retreat] and [Line in the Sand] can allow for hit-and-run siege tactics that keep Ageron's team breathing down the enemy's neck.

Note that while his abilities seem to reward him for dying, it's less that he's rewarded for dying and more that if he does die defending allies, his team reaps benefits for a short period. It's not a matter of suicide charges so much as "If I die in this teamfight, eh."

Additional note: [Paragon of War] can't be canceled by enemy CC while it's charging. However, its effects can be mitigated by stunning or snaring Ageron and preventing him from moving with the fight as an enemy team pulls back to wait out the charging period. And yes, no worries, the armor and magic resist buff are lost after the charging period. Stacking +60% Armor and Magic Resist on top of a potentially massive shield would be obscenely broken.

[Shared Burdens] I'm a little concerned with the mechanics. While he's "intended" as a support, I'm wary about having a mechanic that only really does a whole lot when there's another champion around.

[Paragon of War] I fear I might've gone a bit overboard with this one. The idea is to have a potentially fight-shifting ultimate that turns punishment into a burst of team-wide durability, with Ageron at its center, but I did want hard durability increase as well because most smart teams will avoid directly confronting Ageron's allies while he's charging.

4 Comments

nelogis11/23/2017, 10:37:58 AM2 votes

The Champion itself sounds interesting (some number tweaks needed for sure) but you have to see that he supports ADCs too well... DMG reduction / on-hit DMG buffs / Attack speed buffs

So your champion will get gutted to oblivion until his ONLY purpose is to sit next to an ADC and spam Q on him. Because if he was good on anything else but that he would be bat-shit crazy on protecting ADCs. His whole kit and asthetics just get thrown out of the window to become Janna 2.0.

I like the design but thats just whats going to happen if this champ makes it into the game.

Maybe change it so melee champs / tanky champs (maybe a guy that could enable juggernauts) get more bonuses than ranged. Also change the bonuses so ADCs arent the best with them.

Maybe more mobility bonuses (slowing on autos/movementspeed or tenacity only for melee)

I know it sucks but a champions strength right now is decided by how good he can kill/buff/protect/peel/enable an ADC

Zero Shingetsu11/23/2017, 9:06:12 AM1 votes

"I didn't make this. Here's a downvote." Heheh.

DrFiveMinusMinus11/23/2017, 4:14:30 PM1 votes

The instant I saw this champion, I thought "Combine this with a Kog or Vayne." Pop Gargoyle Stoneplate, Locket, and then just soak damage until you die. The 10% Max health shield will benefit from Stoneplate, and when built as a full tank that's easily a 800+ HP Shield. Combine that with the 90% damage reduction, on hit true damage, bonus resistances, Locket, Font of Life, Knight's vow, bonus attack speed and movement speed, and bonus tenacity and you have an unkillable, CC-Immune, damage boosted Kog'maw running at the enemy team at > 90 km/h.

You say you want him to go in, but I really don't see that from this kit. He has very little close ranged CC and only mediocre mobility. What I see him doing is standing in the backline with his Q on your ADC and pressing R when his team wants to engage with an ult such as Kled's or Malphite's. I'm also concerned about the possible interaction between his E and Kayle's Ult: she can just ult him, and all the redirected damage is negated.

The idea of a tank that gives their defensive stats to their team is certainly an interesting one, and I'd recommend looking at Taric or Braum for examples of how the designers at Riot make those types of champs.