Ahomana, the living battery

Atinizer·4/29/2016, 3:38:09 AM·4 votes·772 views

So the base idea was a charge based champion who doesn't gain CDR, and then I just came up with this kit off the top of my head. A charge based champion from Zaun who was an electric elemental before being captured for testing and research. This is a support idea and all the numbers are just place-holders but I did my best to try and balance it.

Passive - Rev up As Ahomana moves he builds up charge until he hits 100 and then his next ability has it's charge reduced by 5 (+0.05 CDR so at max you could reduce a recharge time by 7.25 seconds) seconds and grants 75/95/120 (+250% CDR) health to the nearest ally champion, granting it to himself if there is no one within 1000 range.

The idea here is to keep his charges going more smoothly and to keep his ADC sustained in lane, in the bigger fights this will keep you moving around to help position your Q as well as to heal the person that needs it.

Q - Extension cord: 60/70/80/90/100 mana 2/3/4/5/6 charges 25 seconds per charge Ahomana slings a cable in a direction dealing 100/150/200/250/300 (+40%AP) magic damage and slowing enemies hit by 20/25/30/35/40% If used in quick succession Ahomana simply extends the cable already out by expending another charge, enemies who are hit/walk on the cable 3 times are stunned for 1.5 (+22% CDR, making it 2 if you have max CDR) seconds. Enemies who walk on the cable after being struck once take 40% less damage.

This ability can be used in a number of ways, you can cut someone off by extending it into their walking path so that they are slowed, you can use it in long fights to stun a few people, or you can use it to get some long-range poke from the bushes.

W - Conductive armor: 100 mana 3 charges 25 seconds per charge Grants him or one ally champion a shield for 80/100/120/140/160 (+20%AP) damage and giving them 90% Tenacity to the first CC that hits them.

This is just a general support ability I thought would be nice to work with, if you don't manage it well then you'll be missing the massive team coverage you could give later in a fight. I want you to think when might be the right time to use it, save it for their AOE stuff? Use it gradually through-out the fight to keep your ADC safe? Or use it to avoid enemy peel that might allow them to initiate.

E - Power surge: 70 mana 1/2/3/4/5 charges 25 seconds per charge Gives him or one ally champion 20/25/30/35/40% movement-speed for 3 seconds, during this time the champion's first ability gains 300 (+200% CDR, so max range boost 390) cast rage and removes the movement buff.

I thought it would be cool to add something unique to his kit that allows him to chase better as well as escape due to boosting the range on an ally's dash, it makes closing gaps much easier and if you cast it on yourself it could lead to insane range with your Q

R - Overdrive/Disruption field: 100 mana 1 charge 70 seconds per charge Ahomana gains 30/50/70 AP (+100% CDR) and 10% slow resistance for 5 seconds, during this period he can cast disruption field which generates a field for 3 seconds that enemies cannot dash through, if they try then they are knocked back and loose 10/20/30% Armor and magic resist. On creating the field he loses the benefit of the first part of the skill.

Great counter initiation as well as chasing, in fights it gives him a respectable damage with his Q as well as giving his W a boost for keeping your team alive and healthy. The slow resistance will help if you get hit so that you can still keep up your passive more consistently.

Overall the idea is a support that has your teams back should they get themselves into a sticky situation, his W and E together makes sure that at least one of you is safe seeing as it gives you movement-speed + Shield and less lock-down. Your ult can be used to both engage and disengage depending on what you need and should they attempt to escape they will simply make themselves more vulnerable which will lead to your Q devastating them if you can position it correctly. I'd love to hear what you guys think.

7 Comments

FloRaider424/29/2016, 4:03:53 PM1 votes

You asked for it ;P

Passive: The fact that you have only charge mechanic makes it weird to also have mana, especially since Mana serves to gate power and spamability, which should be balanced by charge management on this champion. How is "the next ability" chosen ? The heal feels thematically and gameplaywise out of place.

Q-Ability: Pretty high damage considering you can cast it up to 6 times. Does walking on the cable cause the same damage as a hit ? How and how often can it proc ?

W-Ability: The tenacity effect is interesting, but sounds rather strong considering you can probably use multiple charges.

E-Ability: Cast range buffs are very hard to balance considering they can srew with your expectations and are very powerfull on some champions (+380 range blitzcrank grab for example :O).

Ultimate: One charge doesn't really warrant a charge system in my opinion. The slow resistance is very meek, but the extra 110 AP are kinda powerfull (conisdering you only have damage on Q it isn't that impacfull). The active effect is like Poppys W though.

Overall: He has a rather meek identity in my opinion. He does have a lot of things a support wants (disengage, heal, shield, buffs, CC), but apart from the Q which has an interesting premise most abilities feel chosen under the criteria of "what do I want in his kit" and not "what would such a champion have in his kit". I think it's strange to make him scale with CDR so well when the entire point of charges is that they don't rely on CDR as much as other abilities.

Interesting premise, but needs work.

FloRaider out summoner 31

Imortal Dragon4/29/2016, 9:54:44 PM1 votes

I like it for what it is (the theme reminds me of what xarath looks like) the charges seem a little op is the lower your cooldown time :) and could work with a few changes. I like the ult but if you simply walk out of it than dash n flash would be easy.