[Champion Concept] Rag'thas - Void Plague

TheDOTA2People··1 votes·770 views

Basic Stat

HP: 512 -- 2032 Ranged: 500 AD: 48 -- 98 Attack speed: 0.675 Armor: 25 -- 80 Magic resist: 30 Move speed: 325

Basic Appearance http://i.imgur.com/naKkmMV.jpg ( image provided by Google)

1) Abilities

Passive -- Venomous sting

Each basic attack deal bonus magic damage and apply 1 stack of [Venomous plague]. After a few seconds without applying new stack, [Venomous plague] trigger, deal magic damage base on the amount of stack.


  • Basic attack bonus damage: 10 (+2% AP)
  • [Venomous plague] damage: 20 (+5% AP)(+20 per stack)(+1% missing HP per stack)

Q -- Rotten flesh

Toggle: Deal magic damage to all nearby enemies, consumes HP per second


  • Damage: 20 -- 50(+12% AP) per second
  • Radius: 400
  • Cost: 40 -- 70 HP per second
  • CD: 1s

W -- Void scale

  • Passive: Rag'thas generates a protective layer every few seconds up to a cap. Each layer gives Rag'thas bonus armor and magic resist. Each time Rag'thas is damaged by an enemy champion. a layer will fell off and Rag'thas will lose the bonus armor and magic resist of that layer.
  • Active: Reflect the first instant of damage dealt to Rag'thas by an enemy champion within a few seconds back to the attacker and disarm the attacker for a few seconds.

  • Layer generate: 10s
  • Max layer: 4 -- 8
  • Bonus armor and magic resist bonus: 3% per layer
  • Reflect duration: 10s
  • Disarm duration: 3s
  • CD: 12s

E -- Burrow/Unborrow

  • Burrow: Rag'thas burrows into the ground, become invisible and cannot move, use abilities, be targeted by basic attacks. Rag'thas can ONLY be hit by ground targeted abilities and auto targeted abilities.
  • Unburrow: Rag'thas unburrows, increase move speed for a short time. ( Rag'thas will instantly unburrow when hit by hard crowd controls)

  • Move speed bonus: 20 -- 40%
  • Delay between Burrow and Unburrow: 1.5s
  • CD: 20s

R -- Infest/Emerge

  • Infest: Rag'thas infests the host, changes its skill set depend on the host. If the host is a minion or monster, Rag'thas will seize control of the host and allow Rag'thas to use the host's ability ( cannot control epic monsters)
  • Emerge: Rag'thas emerges from the host and heal for a portion of its missing HP

  • Range: 300
  • Heal: 15 -- 25%
  • CD: 90 -- 30s

2) Infested ability a) Ally champion

[Q] -- Co-speciation Passive: Share all buffs with the host. Any heal done to the host also effect Rag'thas.


[W] -- Void scale

  • Passive: Unchanged
  • Active: Convert some of Rag'thas' HP into shield for the host
  • HP convert: 100 -- 300 (+10% Max HP)
  • CD: 20s

[E] -- Host feeder Toggle: transfer some of Rag'thas' HP to the host every few seconds ( do not count as heal )

  • HP transfer: 150 -- 400
  • Transfer timer: 12s per transfer

b) Enemy Champion

[Q] -- Virulent parasite Passive: Share all debuffs with the host. Any time the host attacks or uses abilities, the host takes magic damage.

  • Damage: 5 (+ 3% AP)

[W] -- Decay Passive: Each time the host is damaged by an ally champion of Rag'thas, the host's armor and magic resist is reduced for a short time. Can stack up infinitely

  • Armor and magic resist reduce: 2%
  • Duration: 5s

[E] - Metapopulation Rag'thas lays an egg into the host body. After a moment, the egg hatch into a destructable Larva. The Larva will come out of the host body and find a new host ( prioritize champion ). Once the Larva finds a new host, it applies all passives and debuffs Rag'thas has to that new host and auto cast [Metapopulation]. Larva can be removed by any cleanse or INSTANT heal abilities or spells. One unit can be infected by multiple Larva( including Rag'thas' host) up to 5 and the debuffs and passive can stack.

  • Cost: 150 HP
  • CD: 30s
  • Hatch time: 40s
  • Larva HP: 3
  • Larva move speed: 450
  • Larve duration:
  • without host: 10s
  • with host: 90s

c) Minions

[Q] : Increase 1 damage per ally minions nearby [W] : Move 10% faster toward minions that are under attack [E]: Call nearby minions to fight the target unit

d) Red Buff

[Q] Toggle: Deal 40 true damage per second for 2s with each basic attack

e) Blue Buff

[Q] Toggle: Deal 60 bonus magic damage with each basic attack

f) Wolf

[Q] Summon 2 wolfs

g) Raptor

[Q] Summon 5 raptors

h) Krug

[Q] Toggle: After 4 attacks, the next attack will stun the enemy for 1s

i) Grump

[Q] Toggle: Each time an enemy attack this unit, that enemy takes 60 magic damage.

j) Scuttle Crap

[Q] Dash 400 unit forward [W] Take 25% less damage when not under hard CC

4 Comments

Bunnymap2 votes

All of the basic abilities are just copied from other champions, and the ult just seems like an annoyance and gimmick that really isn't useful and is way too overloaded

Gravy Traín1 votes

I kind of like the idea of him being a parasite that attaches on to stuff, but I must admit he would feel like being down a player at times. You should work on making his ult a little more impactful and his other abilities a little more relevant to his ult instead of random stuff that would make him overpowered. You could make him into a decent support champion that can live on top of his adc and jump to an enemy to peel or get the adc a kill.

TheDOTA2People1 votes

Can you give me some idea ???

Gravy Traín1 votes

Remove the tunnel part and the ability to attach to minions and monsters with ult. Change the passive to something more supportish like a passive cc ability(DoT is overused and hated). Completely REMOVE the changing kits upon ult, make abilities that are still effective when ulting to replace them.

Examples of what I think you need to do

New Ult: Attaching to an ally means you cannot be targeted, but take 40% of their damage, cannot move(you go wherever they go), and can only cast abilities on them. Attaching to an enemy means you cannot move(you go wherever they go), and can only cast abilities on them(shields and heals will not apply), but you are still able to be targeted(they can walk into tower to force you to get off). When attached to an enemy, that enemy is slowed by 15% until you detach.

REMOVE TUNNELS, THAT'S REK'SAI'S THING

Make the E ability shield an ally normally, or you AND the ally if you are currently attached to them.

Keep Rotten Flesh, I like it how it is, but make it deal physical damage to yourself rather than just costing health so that it can be shielded and armor applies(this supports him building tanky and has synergy with the shield kit I'm recommending).

Keep the void scale passive but add it onto rotten flesh instead then rework the active(and change the name)

I'm thinking maybe a dash that can work to ally or enemy champions only(no minions or monsters), transfers any shields to an ally target or drops shields to deal damage to an enemy target and a slow, both based on shield amount. Can be used while attached to someone to just deal the end effect without the dash; when casted in this manner, has a reduced cooldown time.

Old passive MUST go, but new passive could be a wide range of things. I'm thinking a way to proc hard cc, since all he has in this (my recommended) kit is slows.

I'm thinking we take the old passive, nerf the damage REALLY hard(so it barely hurts), but make it a stacking effect. When an enemy reaches 5 stacks, they are stunned and the stacks do all the damage they would've done over that time immediately, allowing you to start stacking again.

Also make it so that when ulting an enemy champion you auto attack them whenever possible automatically, and when ulting an ally champion, their auto attacks apply your passive.

Overall, make him based all around his Void Scale/Rotten Flesh and E shields, with the ability to damage enemies based on that shield.

Good luck, I hope my suggestions helped!

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