Champion Idea-Alarik (The Demon Lord)

Lanre·9/10/2015, 6:00:20 PM·1 votes·594 views

Visual Design Think Vladimir crossed the dementors from Harry Potter. Elegant, shadowy, and sinister.

Lore Alarik lived in the void, ruling over others as a kind of monarch prior to being overthrown. Forced to leave the void he now seeks to tempt and control the most powerful warriors he can find, eventually finding his way to the league.

Gameplay Alarik would be a sustain mage who would rely on extended engagements to damage, debuff, and cc the enemy. His relatively low damage but good utility would make him ideal for the top lane or as a support.

ABILITIES (this is what you care about, right?)

Passive Temptation-Basic attacks and abilities apply stacks of temptation the the target, having more and stronger effects the longer the enemy stays within a certain range. (I obviously am not qualified to create a set of balanced stats, but here's a general progression of what the passive would do.) 5% reduced AP and Ad --> 10% slow --> takes %current health as magic damage --> reduced vision radius --> silence --Counterplay to passive. The first two milestones are simple debuffs that go away if you simply walk out of range. If played against correctly it is nothing more than a zoning tool. EDIT: Just to be clear, it might take 3-5 stacks to get the slow, then 5-7 stacks to get the damage, etc. This isn't a '5 autoattacks will get you a silence thing. The last debuff might take as much as 15-20 stacks to get.

Q-Unholy Offer On-click ability that does low magic damage and applies a mark. If the target does not attack Alarik within 3 seconds the mark is consumed and the target is dealt additional damage and is stunned. Alarik also permanently gains HP --Counterplay to Q. Focus him or get stunned.

W-Demonic Shield On self-cast --> Increases movement speed and AP for a brief duration On ally-cast --> Provides a shield that scales off ally AD On minion-cast --> Increased damage and automatically targets nearest enemy champion --Counterplay to W. It's either a shield or a minion buff. It's not brain surgery.

E-Void Rune First cast --> Spawns a rune on the ground where Alarik is standing, providing a small shield to himself and allies as well as a slow to enemies. Second cast --> Spawns a second rune that, when activated, instantly teleports Alarik and up to 1 other champion (ally or enemy) to the first rune. -Counterplay to E. This is his escape, and he'll probably put it under his tower. Force him to use it then go aggressive when it's on cooldown.

R-Collection Passive --> Deals %max health true damage to stunned enemies (cannot be activated on same target multiple times within a certain time period) Active --> Consumes temptation stacks of all nearby enemies and does damage per stack. All nearby ally champions gain a shield based on number of stacks consumed. -Counterplay to R. Keep the engagement short. If he can't apply his passive he basically has no ultimate. Forcing him out of the fight early can also prevent him from making effective use of this ability.

Final notes Playing this champion is supposed to feel like you are a demon lurking in the shadows waiting for the right victim. There isn't much he can do until the enemy makes a mistake, but his presence can limit what the enemy can do. Getting caught alone by him and his ally is basically a death sentence, and he can turn around a teamfight at the last second with his ultimate.

Let me know what you guys think, I've been toying with this idea for a while and was finally bored enough to post it.

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