(Character Concept) Ligar, The Swordsman of the Piltover

Lo4ding·1/31/2019, 4:37:40 PM·12 votes·9,245 views

Ligar, The Swordsman of the Piltover


https://i.imgur.com/EcIqbD8.jpg[]

Art is not mine, you can check artist here.

Art is not what I am imaging for basic look. This would be more like Shurima Ligar. But you know the theme. Hextech iron man with two energy swords.


Ligar is powerful man who carries the latest invention of piltover. Full body suit combined with two hextech swords. Suit was created by private corp that was displeased by Vi’s results of finding and catching Jinx. They hired one of the best private detective and fighter to wear that suit for one and only goal. Catch Jinx.


Health: 588 (+91 per level) Health Regen: 10.6 (+0.79 per level)

Mana: 290 (+45 per level) Mana Regen: 9.5 (+0.45 per level)

Attack Damage: 53 (+3.7 per level) Attack Speed: 0.655 (+2.6% per level)

Armor: 32 (+3.2 per level) Magic Resist: 30 (+1.3 per level) Movement Speed: 340


Passive: Electrostatic Field Generator Ligar have all-time functioning static field with radius of 200 units. All enemies gain static charge every 3 seconds - 0.25 seconds (based on Ligar’s critical chance). Static charge last for 3 seconds on enemy. Applying new static charge refresh its duration. Maximum number of static charges is five.

** Proto-Blades:** Ligar can't gain any additional critical chance. Critical chance will boost power of Electrostatic Field instead. Ligar deals bonus 20% physical damage by basic attacks for every static charge on enemy.

New infinity blade increase damage dealt to 25% bonus physical damage per Static stack.


Q | Harvest Charge | Range: up to 550 | Mana: 40/43/48/54/60 | CD: 12/11/10/9/8

Ligar make a very fast charge in target direction up to maximum range that deals 20/35/60/80/110 _***~~+ 80% AD~~***_ damage to all enemies in line. All static charges are consumed from enemies that have been hit and cooldown of this ability is reduced by 1 second for every static charge consumed this way.

W | Static Grenade | Range: 700, Radius: 225 (450 Across) | Mana: 70/80/90/100/110 | CD: 15

Ligar throws a grenade at target location that explode. Explosion deals 70/110/140/170/210 + 60% AD physical damage and apply three stacks of Static charge at all target that have been hit in explosion. If target already had two or more stacks target is stunned for 1.5 seconds.


E | Reflective vault | Range: 550 units | CD: 14/12/10/9/8 seconds | Mana: 50

Ligar make vault in target direction over 1 second. During vault he reflect all ranged basic attack projectiles to closest enemy. (Enemy champions have priority). Reflected projectile behave as if we was fired by Ligar but using original source stats.

Note: This ability allows jump over small walls.


R | Overcharge | Range: Self | Mana: 150 | CD: 130/100/80

Ligar overcharge his electrostatic field generator for 5/6/7 Seconds. Overcharge increase its radius by 70% AD units. Additionally due to large energy around Ligar, he is harder to hit with magic or physical attacks. Within duration of Overcharge, Ligar Gains bonus 20/30/50 Armor and Magic resist.


Creators note: Ligar is high mobile AD skirmisher/diver. His main mechanic is absence critical strikes whatsoever. Instead of critical strikes, he passively generated static charges at enemies around him.

Each charge increase damage to that target by %. His passive can be strong in early game, where most of other players don’t have first item yet. I have tried to balance it by a lower starting AD that scale into mid/late game and by lack of sustain and lower mobility until he build some critical chance to build charges faster.

I think that he would be a very strong early dualist that falls of mid game when other players got some items.

His Q is skillshot directional charge that deals damage and get reduced cooldown by hitting enemies with static charges. At Higher levels with some CD reduction and good positioning, cooldowns can be reseted to 0. This provides high skill ceiling in teamfights.

His E can be really strong in super late game when with good timing you can end enemy adc with their own bullet.

With changes to critical strike items, he needs to build 4 crit. items to maximize his passive. This will make him pretty much glass canon. I have tried to give him a little bit survivability in teamfight with his ultimate.

I do think that he could be played at Top and Jungle, since large camps can be kitted until they got full static charges and camps like raptors and wolves can have fast clear speed with Q resets with hitting multiple charged enemies.

Glass cannon build would be crit items like static shiv, infinity edge and PD. However you can alway trade some Crit chance for survivability items.

His passive stack generation rate at crit chance percent are 0% - 3 Seconds 25% - 2 Seconds 50% - 1.3 Seconds 75% - 0.68 Seconds 100% - 0.25 Seconds

Dont be scared to point anything out or ask anything. If you like it feel free to upvote.

[poppy-wink]

34 Comments

Naalith1/31/2019, 7:07:06 PM5 votes

It's pretty much my favorite animal. https://m.youtube.com/watch?v=-XVMfNIJ53I

Necro Warrior871/31/2019, 11:51:49 PM2 votes

Hello there fellow Fire Cast War- Wait. This isn't 40k.

HideofTerramorph1/31/2019, 8:58:30 PM2 votes

am i the only one that thinks his regen is way over the top. 10 and 9???!?!?!

QuiQ1/31/2019, 10:33:02 PM2 votes

impressive

Daedeye2/2/2019, 4:52:20 AM1 votes

How about making his Q target an enemy, instead of being a skillshot directional charge? Would be similar to Irelia/Yasuo in this case..

Gilgayu1/31/2019, 11:00:40 PM1 votes

Note: Harvest Charge damage is increased by static charges.

Can you, em, expand on that? Does it mean the same thing as his passive?


I suggest a few tweaks though.

  1. 0.25 per stack with 100% crit is VERY fast. I suggest making it 0.5 second instead Currently, he can literally ult, dive into more than 3 enemies, and suddenly your q has virtually 0.75 sec cd (has to wait for enemies to get stack first) If you want to keep it 0.25 though, I suggest give q's passive a static cooldown so Ligar doesn't just spam q in teamfights (and it does decent damage too)
  2. I think it might be good for e to have some interaction with his w. However, it is just a personal preference.
  3. Q's damage is a bit too high considering its low cd. If there are 3 enemies with 3 stacks (only takes one good w to stack), q will do 20/35/60/80/110 + 140% AD (or +155% AD if he has IE). It will then have its cd back right away, meaning in theory he can deal 40/70/120/160/220 + 280% AD (or +310% AD if he has IE) in like 1.5 second. A lot for a basic ability if you ask me.

Besides those things this is a very good concept. :D

Mr Voidling1/31/2019, 8:24:23 PM1 votes

Does he ever use his blades outside of basic attacks?

UncaringNonchala2/1/2019, 3:44:26 AM1 votes

Looks like Pyke standing up straight.

ZaFishbone2/1/2019, 12:13:43 PM1 votes

So if i were to play this champ, and escape with less than 10 hp, i would type in all chat: "Close, but no Ligar!"

Stacona2/1/2019, 9:07:07 PM1 votes

It should just be The Swordsman of Piltover not Of The Piltover since Piltover is the name of the city.

Also why would there only be one swordsman in an entire city? That is not very champion sounding at all.

ChaosReyn1/31/2019, 8:28:57 PM1 votes

I'd lower the charges needed for stun to 2 from 3. This lines it up better with putting max stacks on your passive for the aesthetic, and makes your W more reliable without compromising the thought of needing to stack on someone a bit before the stun will function.

xDogMeatx2/1/2019, 11:52:43 PM1 votes

looks like hexitech pyke skin lol