[Champion Concept] Modimus, the Blessed Pacifist

JeansStrikerPhD·5/24/2015, 12:31:22 PM·1 votes·537 views

Support Tank with a focus on rendering enemies unable to deal damage while buffing himself and allies.

Passive: Harmonious Resolve Whenever Modimus deals damage to an enemy champion with a basic attack or spell, the target loses 10/13/16/20% (1/6/11/16) Attack Speed for 3 seconds. This does not stack, but further damage does refresh the debuff.

Q: Spiritual Cleansing Cost: 60/75/90/105/120 Range: 600 CD: 14/13/12/11/10 On Ally or himself: Creates shield around target that absorbs damage for 4 seconds and removes any slows on the target when casted. While the shield persists, the target is immune to slows.

On Enemy: Target takes magical damage over 4 seconds, and their damage output is reduced for the duration.

Shield Strength: 80/110/140/170/200(+100% Modimus’ Bonus Armor) Damage: 110/150/190/230/270(+10% Modimus’ Bonus health) Damage Reduction: 15/17.5/20/22.5/25%

W: Serenity Cost: 80/80/80/80/80 Range: 925 CD: 20/19/18/17/16 Creates a 300 unit wide Area of Peace on target location that lasts for 3 seconds. While in the area, enemy champions are slowed and take physical damage equal to a percentage of their max health whenever they auto attack. If an allied champion or Modimus enters the AoE, they are healed based on their missing health and gain 15% bonus movement speed.

Slow: 20/25/30/35/40% Slow lasts 0.5 seconds after leaving AoE Damage: 2/3/4/5/6% Max Health per Auto Attack Ally Heal: 75/105/135/165/195 (+30% AP)(+5/7.5/10/12.5/15% Missing Health)

E: Holy Bindings Creates a 150 unit wide AoE on target location. After a 0.75 second delay, glowing chains erupt from the ground, damaging and stunning all enemy champions within the AoE.

Damage: 80/110/140/170/200(+ 50% AP) Stun Duration: 1.1/1.2/1.3/1.4/1.5 seconds

R: Beacon of Hope Summons a pillar of divine power that lasts for 10 seconds that blocks all movement. Pillar generates a 700 unit aura around it that lowers enemy champion AD and AP by a percentage as well as increasing all allied champions’ Armor and MR by the same percentage.

AD/AP reduction: 10/15/20(+1 per 200 Health)% (cannot exceed 30/40/50%)

Armor/MR Buff: 10/15/20(+1 per 200 Health)% (Cannot exceed 30/40/50%)

9 Comments

antymattar5/24/2015, 1:38:28 PM1 votes

Seems cool, especially the passive. That DOES fit a pacifist very well. I particularly like the Q shield, I think it's pretty cool. W is also interesting. There are almost no effects in the game that punish the enemy for simply using basic attacks. The question, should thye be punished is questionable, but I find it to be interesting. Basically because of this ability he can go top and outtrade a lot of toplaners. The E seems a bit much to be honest. Maybe try to think of something that fits the pacification theme more, because chains seem more like... idk like a restrainer sort of dude. The Ultimate is kinda meh tho. "invisible" debuffs are not fun to play against. I guess the ult could work, but it seems like something better could be put in it's place.

EvilMerodach5/24/2015, 7:12:23 PM1 votes

I feel like...Maokai would be a sad tree if this came true. Both the W and the R feel like somewhat better versions of maok's ulti.

E feels a bit too much like Soraka's also.

I'd say trash the E, and work on the others a bit..maybe less AOE ground targeted effects? Ground effects always seemed to have a..uh..deathly Plague Dr type feel to me anyway (like malz W..cass W..karth E) Doesn't fit so well for a pacifist, and with the 6% max hp loss..they'd have to make Serenity look kinda...evil/bad/warning lights? to visually show enemies they're gonna be hurt by being in the circle.