[Champion concept] Rhovan, Captain of the Mageseekers

YourSh4dow·5/8/2019, 6:02:55 PM·4 votes·5,910 views

EDIT: updated the post with updated version of the kit.

Inspired by recent Lux comics which was featuring Demacian Mageseekers, I thought it would be nice to have dedicated Mage hunter / Anti-mage in game so I tried to create his kit and ended up with with following concept:

Rhovan, Captain of the Mageseekers - part of anti-magic force of Demacia, he is wearing their signature clothes, antimagic armor and weapons. traits:

  • melee range - uses mace or flail and shield
  • dedicated anti-mage - superb vs magic casters, equal or underperforming vs everyone else.
  • manaless, higher cooldowns but with ability to reduce them often when hitting enemies.
  • role either mid / top or jungle

[P] The Mageseeker: Rhovan's trained senses allow him to sense nearby spellcasts in area around him, branding enemy casters near him as Heretics for 6 seconds and revealing them for the duration. Subsequent casts from Heretics reveal them again and refresh the duration of debuff when still inside the range of passive. The brand fades quicker when champion is outside the passive range. Petricite plates: Rhovan takes 10/20/30% reduced magic damage. Range 1500/2000/2500 at levels 6/11/16

[Q] Spellbane Bash - Active: Rhovan swings his weapon in a cone in target direction in front of him dealing 90/100/110/120/130% tAD as physical damage to each enemy hit. When Spellbane bash hits champions that use mana, it burns 6/7/8/9/10% of their maximum mana and deals the amount of mana burned as additional true damage. [Q] Spellbane Bash - Passive: Every time Rhovan hits mana user with ability or attack CD of all his basic spells is reduced by 1 second.

CD 10/9/8/6/5

[W] Martial Rebuke: Rhovan raises his shield to protect himself from incoming abilities for 2 seconds, slowing himself by 25/22/19/16/13% for the duration. If the damage is magical, shield absorbs it and rebounds 30% of absorbed damage back to the caster as true damage. Absorbed energies cause his shield to charge up with excess magic causing his next attack to be a shield bash that deals 60% tAD magical dmg and stuns the enemy for 1 second. If the damage is physical, it gets reduced by 20/25/30/35/40% instead.

CD 20/18/16/14/12

[E] Zealot's Charge - Active: Rhovan raises his shield and charges in the targeted direction stunning first target hit for 0.5 second. If Rhovan misses his target, he retains some of his momentum gaining 60% decaying movement speed over 3 seconds towards enemies after charge ends instead. [E] Zealot's Charge - Passive: Rhovan also gains 10/15/20/25/30% tenacity for 3 seconds after the charge

CD 12 at all ranks - Range 300 to 600 (variable)

[R] Glorious purification: Throws anti-magic shackles on targeted champion increasing their ability cooldowns by 15% and each their cast sends anti-magic feedback to them causing 100/175/250 +(60/70/80% of targets AP) magic damage. If enemy hit was branded Heretic his abilities are locked instead for 10/13/15 seconds or until they get rid of the shackles. Shackles can be broken by allies using auto-attacks (shackles have 2/3/4 hp).

CD 120/100/80 - Range 800

Changes in v3:

  • clarified all tooltips and renamed some abilities (thanks PrimusMobile from S@20 for his ideas)
  • revamped W, E abilities!
  • reworked ultimate:
    • now is point and click instead of skill-shot but now has shorter range than was intended before (mainly because I did small research on similar abilities).
    • ability lockdown is now tied to passive. Lowered lockdown time a bit, and now its affected by tenacity.
    • enemies now can cast spells but they hurt themselves doing so.

18 Comments

Doge20205/8/2019, 6:19:27 PM1 votes

I like the direction of the champion, I just think that you shouldn’t have so many “does extra stuff to mana users” effects because that makes him less effective against manaless champs. I think the anti-spell parts are very good though.

I like the aggressive kit that he has and even though he has a dash it is rather situational.

EDIT: I just saw the note that said he is equal/underperforming when against manaless/non-mana users

ChaosReyn5/8/2019, 9:04:02 PM1 votes

R: Regardless of your iteration, this should just be changed to locking abilities in general - a pretty unique skillshot tether that silences the enemy hit until broken shouldn't be limited to just mana users imo. There are plenty of mages that don't use mana [glares at Kat] and plenty of mana users (and a lot of them casters) that deal nothing but AD damage. The key here is that the AD champs still have autos that hurt, and the casters are still much more adversely affected than those who can beat you up without abilities, so your niche is still kept more than intact.

W: Maybe shoot for something more simple - first cast: Reduce damage dealt from a direction by x%. Heal y% damage from attacks that heal magic damage during this time. 2nd cast: Swing your shield in front of you, stunning nearby enemies and dealing damage based on damage taken during first cast. Can cast E while blocking to get in a quick dash/stun. Alternatively: you can instead make the second cast swat an enemy projectile near him, sending it as a 700 unit skillshot...which may make some Veigar players salty, but shouldn't be too imbalanced.

Immaterial5/9/2019, 7:36:47 PM1 votes

I like the theme and some of the ideas behind it, but going too hard into a niche hurts a champion's design more often that in helps. My main concern is the magic damage focus as well as the mana burn. Focusing on magic damage is fine as galio does it but inherent magic damage reduction is probably not a good idea. As for mana burn. I'm fine with it as a concept. But, the issue with mana burn, is it is overly oppressive and cannot be balanced because even the target has to be taken into account when coming up with numbers. (burning mana on Ryze vs burning mana on Zed/Riven. And yes, I saw the "Underperform vs everyone else" bit)

If I may give my thoughts on the kit.

P: The Mageseeker

I really like the idea of showing someone performing a spell, but I feel it should be more along the lines of rek-sai passive. Where if the mageseeker is within a range of an enemy using an ability in the fog of war, their location is pinged. (like rek-sai's tremor sense.)

Outside of the location gather effect, I really really dislike just a passive damage mitigation. Passive damage mitigation allows for a champion to be both tanky as well as deal massive amounts of damage. I would recommend keeping just the first passive then moving the damage mitigation to another ACTIVE ability, while adding a new secondary passive that gives him the CDR (that you have on your Q). Maybe something along the lines of Yasuo Q where its CD is based on his attack speed. Or give him some sort of extra damage on autos as his kit is blow the load then sit there and auto.

Q: Antimagic Bash

Here is a perfect example of difficulties balancing mana burn. If this ability requires mana to burn to be able to deal damage then its base damage makes his q literally useless outside of against mana users. If it was balanced to be useful against all enemy types, then it would be excessively over the top damage vs a mana user.

I really like the ability though. Maybe make it silence instead of mana burn. Or maybe a double or triple cast like riven/aatrox would be cool too with a stun on the 3rd cast. But the base ability is fine too. I just don't like mana burn as the core of any champ.

W: Raise Shield

This ability is where I feel the "underperforming" truly comes to light. As others have said, It lacks any sort of ability to deal damage against physical damage. You literally would only have your Q against physical damage at this point seeing as it requires magic damage input to get any sort of output. It is a situational Leona W and Q at this point. (only with true damage based on how fed the enemy got.)

I recommend reworking this ability as a spell shield ability that grants him armor and mr or the damage mitigation that I talked about before. If damage is what you're going for with this ability, then you could do a recast ability or just do non-situational damage with it in the first place. Maybe make him throw down a grounding/dispel field (cassiopeia miasma) at a ground target location that deals damage as enemies stand in it. Either way, This ability is where I feel his "underperforming" comes through. Not the fact his Q does less damage vs non-mana based champs.

E: For Demacia!

This sounds like Garen W but dash form, I like this ability. (numbers aside)

R: Glory in Purity!

I love the idea of anti magic shackles like what sylas had on. I feel instead of a debuff though, it should be something like a suppression that pulls enemies hit towards you. That way you effectively put all of their cds on cooldown without actually messing with their cds. (which is overly oppressive in the first place. 120s cd ult used while the shackles are on puts it on a 180s cd (3 minutes!!)...

Again I love the idea of magic shackles. Personally I just don't think what you have here works. Maybe go with a 2 part ability. A passive and an active. something like:

  • Passive: While this ability is off cooldown basic attacks slow the target and attach chains (tethers) that deal damage over time.
  • Active: Pull all enemies that have chains attached to them to Rhovan stunning them and dealing damage.

Sorry for the wall. I like the theme and the idea behind his kit, but putting someone into such a harsh niche begs for them to have an abysmal time in anything but the optimal matchup. (in which case, even in the optimal matchup, he can only do what any other champ can do.)

Mr Voidling5/9/2019, 9:34:31 PM1 votes

So he leads Celeste, Eltra, and Alden? We had a fun time making anti-mage demacian assassins about 4 months ago. A sturdy leader would do some good.