[Champion Concept] Astaroth, the Liberator of Shadows

GrReaper96··5 votes·1,101 views

#Astaroth ##The Liberator of Shadows

http://www.zastavki.com/pictures/originals/2013/Fantasy__039346_.jpg (not my picture found on google)

#Summary Attack ■■■■■■■■□□ - [8] Defense ■■■■□□□□□ - [4] Ability ■■□□□□□□□□ - [2] Difficulty ■■■■■■□□□□ - [6]

#Role Marksman



#Origin Shadow Isle

#Lore The inhabitant of the Blessed Isle were peaceful creatures that detest war. As such, only a handful of them were ever trained to be warriors to protect the Isle. The few warriors however were nothing to be looked down upon. Since ancient times, these guardians have defended the Blessed Isle against countless of enemies. Terrifying monsters from other worlds capable of destroying entire cities, greedy invaders who seek the hidden treasures of dangerous and corrupted magical artifacts hidden on the Isle for their own selfish needs, all fell to the might of the Blessed Isle guardians.

As time past, people came to understood the power they possessed and no longer sought to challenge them. Less and less people went out to seek this mysterious Isle. Over the centuries, the Blessed Isle became more and more of a myth. An era of peace swept the Isle which lasted for centuries. As a result, the inhabitants of the Blessed Isle became more and more lax. The guardians no longer spent their days honing their skills but instead each to their own personal hobbies.

Soon, all but one guardian had gave up their weapons and sought a more fulfilling life. The one guardian that remained was a young man named Astaroth. Unlike the others, Astaroth longed for the adventure of the great heroes he had heard from many stories. While his allies spent their days reading under a tree or being with their family, Astaroth trained with his bow from dusk to dawn. To him, there was nothing more he would prefer to do then to hone his already perfect marksmanship.

When the Ruined Kings army led by Hecarim invaded the blessed Isle, Astaroth was the only one who was fully prepared to withstand. While his skill with his bow was unmatched, even he was not able to stop an entire army by himself. One by one he watched his brethen fall besides him on the battlefield. Before he knew it he was the only one of the guardians standing, save from Thresh the traitor. Astaroth chose to retreat and aide the remaining of his people into fleeing the Isle. However, before he could do so, the black mist came.

Due to his strength and vigorous training, Astaroth was partially able to resist the corruption, but his people weren't so lucky. Astaroth watched in horror as the black mist slowly corrupted his people, warping them into twisted shades. His people; his entire home had been turned into a horrendous place of evil and dread. He was the only one remaining. But even he wasn't completely saved from the corruption. His white skin had rotted into a shade of death grey, his once handsome face twisted into that of an unworldly being, and his blood turned from red to bright purple, seeping with corruption. Only his mind had managed remained intact.

His horrendous transformation had also a strange power: the ability to not only resist but to some extent control the black mists contamination and the corrupted shadows it produced. Wielding his bow and his newfound powers, Astaroth vowed to liberate his people, now mere beings of shadow, from the black mist and save his Isle; even if it costs him his own blood.


#Base Statistics Health: 550 (+85) HP/5: 6 (+0.6) Mana: 350 (+50) MP/5: 7 (+0.7) AD: 55 (+2.5) AS: 0.650 (+3%) Armor: 25 (+3.5) MR: 30 (+0) MS: 330 Range: 550

#Abilities

(Note: All skill icons are from hiveworkshop)

http://www.hiveworkshop.com/data/ratory-images/90/90299-7efb61c16118e5472b19d8af3678c6a2.jpg

Passive Mark of the Shadow Blood Astaroths arrows are covered with his own corrupted blood allowing him to sense whatever they hit. His basic attack and spells mark the targets for 2 seconds, granting sight of them.

https://s27.postimg.org/5upgh8chf/oie_1043490ekx_USuz.jpg

Q Blood Seeker

Astaroth fires an arrow infused with bloodthirsty shadow spawn that deals 70/105/140/175/210 + (140% AD) physical damage to the first enemy hit. If the shadow spawn senses a nearby enemy champion effected by Mark of the Shadow Blood, it will adjust the arrows course to pursue that champion, gaining 50% speed (prioritizes nearest enemy champion effected).

Detection range : 500 Missile range: 1800 Missile speed :1500 Missile width : 60 Cooldown : 10/9/8/7/6 seconds Cost : 60/65/70/75/80 mana

Note: The arrow will simply adjust its course to home towards the enemy champion effect by Mark of the Shadow. it can still be body-blocked by other enemy units.

http://www.hiveworkshop.com/data/ratory-images/109/109758-4fb1d5bcf1659234b014ba6ca2aac1a8.jpg W Contamination Passive : Astaroths critical strikes wound the target, allowing the corruption to enter their bloodstream, damaging them for (60% bonus AD) + 6% of their missing health as physical damage over 3 seconds

Active : Astaroth tosses a canister of his blood at a target that attaches onto them 4 seconds, dealing 40/60/80/100/120 + (100% AD) physical damage. Displacing the target will cause the canister to break, damaging nearby enemies for 6/8/10/12/14% of their current health as physical damage, applying Blood Contamination to all enemies hit and slowing them by 50% for 2 seconds

Cast range : 600 Radius : 250 Cooldown : 16/15/14/13/12 seconds Cost : 40/50/60/70/80 mana

Note: Blood Contamination passive also applies Mark of the Shadow. Canister breaks at the end of the displacement.

https://s29.postimg.org/4c2nfkdav/oie_1043613j840sll0.jpg

E Corruption Stone

Astaroth places a stone upon a terrain wall which last 2 minutes. Enemies that walk within range will cause it to launch a shadow hand to grab and pull the enemy towards the stone, dealing 80/110/140/170/200 (+100% AP) magic damage.

Astaroth can carry 3 stones at once. He gains a stone every 24/22/20/18/16 seconds. The range of the stone is increased by 50% against enemies attached with Blood Contamination's canister

Cast range : 700 Range: 300 (450) Arm time : 1 second Cooldown : 2 seconds Cost : 50 mana + 1 charge

Note: The grab and pull happens instantaneously (in around 0.5 sec) and isn't a skillshot. Stone is NOT invisible.

https://s30.postimg.org/zc7px09ch/oie_1042647tds_Qp_SNx.jpg

R Shroud of the Black Mist

Asraroth releases a small cloud of black mist around him which stays in the area for 5 seconds. Units inside the black mist have no vision of units outside and vice versa. While inside the black mist Astaroth gains 50/75/100% bonus attack speed, and 100 attack range.

Radius : 500 Cooldown: 140/120/100 seconds Cost : 100 mana

Note: Units revealed by skills can still be seen.



#Lane ##Goes well with

Blitzcrank Alistar Thresh Basically any support that can displace the enemy to help proc his W. CC heavy supports also help zone enemies away from the black mist

##Goes bad against

Vayne Oh you have vision? Too bad it aint TRUE vision. You wanna pull me to the wall? Nevermind ill just tumble and pin YOU there

Ashe Quinn Oh no you ultid i cant see you! Well ill just let my little bird take a look- oh there you are!

More coming soon!

EDITS : Lowered Q range and bonus missle speed Renamed a few skills

6 Comments

Hildebrand2 votes

Disclaimer, I'm a windy asshole, so bear with my over-analyzation, I only do so because I think it has great potential and not to discourage you.

While I do like the ideas you have presented, they seem to have 2 separate themes. That is to say you have a theme of corrupted blood, and a theme of shadows, and while they are not unrelated in their entirety, the kit does not really do anything to reflect this. Nay, the fact that this shadow infected blood seems to give vision, (and therefore light in terms of the fog of war,) seems even contradictory.

I feel like this would be better served as two separate concepts that are allowed to develop on their own with a more unified identity that to have them together in a festering hollow whole.

On the subject of balance, I'm afraid several numbers are just a little too high for my liking, namely on Q while the detection range is very nice, I fear that the range and possibly the missile speed may become a tantamount nuisance, for both your enemies and the player. Note that currently your Q has nearly the range of a Varus Q and almost 4 times the speed and homing on marked targets. W is better, though I am unsure on 6% missing HP at level 1 is a fair option especially with how oppressive laning can be against adcs anyhow. E has a very old champion feel to it, mostly that it is essentially unavoidable cc, and while that is strong, it seems unfair to play against and goes strictly against my "no-fun" policy. I like the ult, though it may even be a little weak, especially when in comparison to the rest of his kit. A nice change to differentiate it from just being a superior version of Ivern's Bush would be to make the cloud slowly advance from the position you cast it, similar to Yasuo's wind wall.

**Final recommendations: **

Split the kit in half, keep moving forward with the corrupted blood motif in your P, Q, and W, most likely involving some kind of movement skill, with a non-steroid style ult.

For the Shadow aspect, I'd recommend that you try to give the champ some reason to play with the enemies vision, weather it be bonus DPS in some way or even cc, give your player, and his allies to utilize the stealth he provides.

GrReaper962 votes

The idea was supposed to be he marks his enemy with his blood, enabling him to sense their movement. Come to think of it mark of the Shadow Blood has a nice ring to it. Ill change the skill names to reflect that.

The Q i wanted to make it far because unlike other skillshots that are straight, this one twists and turns as it follows, making it range more necessary. Because of how thin it is i think comparing it to Jinx W would be better. Jinx W has a range of 1500 and missle speed of 3200 (Varus is 1625/1800 btw) The idea was that it moves rather slow at first (nidalee Q speed) and speeds up to jinx speed when it senses the enemy.

W passive only works on critical strikes and active + displacement. So it wont be like Fizz old W where every hit procs it. early game you either dont or barely have any crit (not yasuo here) so it would only apply if the canister breaks, which is not only difficult but has a 16 second cooldown.

The E is visible at all times (like caitlyn/nidalee) so you just not get close to it. Ill add that tooltip in the notes.

The R speciality is that it doesnt grant vision AT ALL unless you use a revealing skill (incontrast wehn you attack in a bush and they are outside they can see you). So if you place it the enemy is either forced to get close to attack you, use a revealing skill or wait 5 seconds. Of course, you cant see them either, unless your passive mark is on them

Hildebrand2 votes

I get what you are saying thematically, but unless the passive gives a Rek'Sai style of tracking, (this would also be really nice,) it will always feel at odds with a shadowy character concept.

Difference, jinx's W has a cast time, it can be predicted, at least somewhat, a nid spear can be seen and reacted to. The current form of this Q essentially leaves no room for counter play except having a unit already in the way. Right now it functions as a highspeed, instant-cast, long-range, (semi)homing, Ezreal Q, with great base and AD scaling, and if that doesn't seem cancerous to play against I don't know what will. Along with that is the issue with that level of range has with the player's vision, you essentially can't see where exactly you are aiming due to the distance, this creates a situation where shots you may fire may be blocked by minions that you can't even see, this would feel extremely unrewarding and even frustrating for the player. Along with that the homing function essentially relying on the enemy instead of your own control means that while yes there is more counterplay involved, the homing could cause some strange pathing choices for the skill resulting in m,ore blocks than I think you intend. All of this adds up to a very interesting but essentially unplayable broken shell of the skill you are intending.

How is a point-and-click skill like your W hard to land much less displace when as you have shown there are a myriad of ways to do so as early as level 1, (level 2 you can do it solo at ease,). I LIKE this skill, but 6% just feels like too much, give it some skill level scaling and I think it would be far more suitable.

Your E has an arm time of 1 second, never mind you can essentially lay this at your enemy's feet and force a W, (which I already stated my gripes on,) due to most champions simply not being able to move fast enough to avoid it, it is apparently AoE, which means you have handed a placeable Oriana ult, with better scaling, and way lower mana costs, oh and you can lay 3 of them down in 6 seconds at 1:12. Numbers need to be changed here, or the function needs to be changed here, any one of these is a game changing ultimate on hand currently and that's just not acceptable as far as gameplay goes. Perhaps limiting the pull to one person similar to BearTrap on a Rope, or reducing the range allowing enemies to move out of the way of an offensive trap placement.

Onto the Ult, and this is where it gets strange, and I guess you tried to balance out the strengths of the kit by giving a simple ultimate, however, this ultimate simply doesn't feel, well, ultimate, as you have it. Hear me out, what use is gaining 100 range if you can't see unless you've already marked them, what use is this for your teammates who will be essentially blinded except to your specific target, why would your player use this skill when it would, more than likely lower his teams DPS and potential survivability? They wouldn't, at least, they shouldn't, because they are better served to just keep autoing in an attempt to proc W passive and Q homings. The ult obscuring allied vision is a bad idea.

Z3PhYRUs481 votes

This seems badass, and is badass.

PROJECT Katarìna1 votes

Seems what varus should have been pretty cool kit but the concept needs more tuning in my opinion but I didn't read the lore cause im going to bed, good job though I honestly liked this one. [slayer-pantheon-thumbs]

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