(Champion Concept) Krestin, the Reaper's Edge

Kitty no Mates·10/15/2015, 2:08:02 AM·1 votes·789 views

We need a champ with an actual scythe... closest is Thresh and Fiddle, but Fiddle has a sickle and Thresh basically uses a hook. Here you are.

Lore

"You laughed... you called me a wimp, you called me worthless, well look at you all now! You fear the death of cold steel, you fear the scythe's embrace, you fear me! The name will be woven all across the legends of Runeterra: Krestin, the Reaper's Edge!"

Krestin was a very lonely boy at a Noxian academy, often the prime target of all bullying and rumor. Even the teachers bashed on him for his skinny body, non-existant strength and poor stature. He would often hide away in his room after school due to depression and isolation, only ever coming out to eat a meal.

He would sometimes even sneak out at night to roam the bordering cities and make at least a small amount of a friend out of somebody, anything to help with his life in Noxus. One night, as he walked across the fields, he sees a fallen Noxian battalion - a squad of 35 or so - from what seemed like they were ambushed. Out of the corner of his eye he saw a peculiar weapon: a scythe. He approached the item and went to pick it up, but he felt a cold chill all around his body, and began to lose sanity.

The next day, he went to the school with his new weapon and slaughtered every living soul at the academy, as revenge for what they had done to him. He lead them to near death, then let them rot and bleed in agony until their demise. Now he treats himself as the bringer of death across Valoran, killing all without mercy and feeling pleasure from their screams.

Role: In-game, Krestin plays as a melee assassin, using his infinitely scaling AD to reach damage potential other assassins lack.

Abilities:

Passive: Dread of Pleasure - Whenever an enemy unit dies to Krestin, he gains .05/.1/.15/.2 (levels 1/6/11/16) attack damage permanently. This has a cooldown of 20/18/16/14 seconds. This doubles if the unit is a champion on assists, as well as scoring him an extra 1/2/3/4/5 AD if he kills the champion (levels 1/5/9/13/17).

Q: Reeping Embrace - Krestin spins forward, dealing 90/130/170/210/250 (60% bonus Attack Damage) physical damage to all enemies in his path

Range: 600 (that's from start to finish, the indicator is a crescent like Diana's Q, so he spins through that path but ends up 600 units in front of him at the end.) Mana Cost: 70 Cooldown: 12 seconds

W: Impalement - Krestin jabs an area with the tip of his scythe, dealing 75/105/135/165/195 (80% Attack Damage) physical damage and slowing enemies in an area by 25% for 1 second.

Range: 300/350/400/450/500 Area Diameter: 150 Mana Cost: 60 Cooldown: 9 seconds

E: Polearmageddon -

Passive: Krestin's attacks and abilities slice his enemies' skin, and Krestin deals 3/5/7/9/11% bonus physical damage to enemies afflicted by the debuff. The debuff lasts for 3 seconds, refreshing upon being hit by Krestin.

R: Vengeful Chaos - Krestin rushes at his opponent, dealing 120/160/200% bonus Attack Damage in physical damage. This knocks back the target 75 units in .5 seconds.

Range: 850/900/1000 Cooldown: 120/100/80 Mana Cost: 150/175/200

Appearance:

Messy black hair, amber eyes and pale skin. Black leather jacket (reasonably short, like a regular coat instead of a trench) with a dark grey undershirt, and baggy black pants. He wears a chain on his neck, with a vial of his first victim's blood hanging on it.

Stats

Health: 504 (48 per level) Health Regen; 6.475 per 5 (.38 per level) Mana: 275 (56 per level) Mana Regen: 8.76 per 5 (.32 per level) Attack Range: 225 Attack Damage: 47 (3 per level) Attack Speed: .65 (.034 per level) Movement Speed: 335 Armor: 25 (2.4 per level) Magic Resist: 30

All feedback would be appreciated. Let my know what I can change, what you like and what you don't below.

5 Comments

Onimarus10/15/2015, 2:27:49 AM1 votes

ERQW

Pshh.... nothing personal, kid......

NightmareCrawler10/15/2015, 10:27:15 AM1 votes

Alright! So, ideas on how to adjust this kit and make it a bit more dynamic while still adhering to the core of what you appear to want with him!

Passive: Have the damage cap out at a certain point or reduce it by a flat ammount. Or for consideration add a CD between the times he gains bonus AD, for example: 90/85/80/75 seconds influenced by CRD To allow for the late game power spikes. Give hims a nice strong game overall while keeping in perspective the fact that these stacks have a timer on them. (Especially considering we just got Kindred who does something to a similar degree!

Q: Maybe have it as a spell that does a reach out infront of him after a short charge say .9 down to .4 at higher ranks. To compensate, bump that AD up to 75%, shorten its range a bit (450-500) and make it a flat 14 second CD because it IS a gap closer and fairly high damage.

W: Lower the slow by half or cut the % by half kinda insane to have that much damage loaded into a primary CC

E: increase by 2 instead of 3 or make it so that the debuff lasts a period of time but can not be reapplied to the same target for 10 seconds.

R: Drop the range a bit, bump up the initial damage (120/160/200% something akin to that) and remove the DOT. Instead give it a short distance knockback like 50 units with a cc time of .8 seconds.

Some other ideas:

Scythes were meant to disarm and trip their foes, so for his W: Swift sweep: With the first activation of this ability he uses his blade to disarm his foe temporarily (.5/1/1.5 seconds) And with the second activation he trips his foe, immobilizing them for 1 second. This may still deal damage, but I wouldn't recommend much. But have it be a wide and moderately long skillshot, think 150 wide and 300 long, but only affecting the first CHAMPION hit.

Pole arms in general are intended to be a major threat, forcing opponent to pick their fights VERY carefully. But Also have to have some for of repercussion to the wielder considering the heft of such a large weapon. as such maybe have him have a larger base attack range than most melees, but give him a MUCH lower base attack as a bit of backlash with a normal AS scaling just to emphasize the slowness. Especially since you describe this man as much less physically dept than most of his Noxian brethren. Now, some of this is indeed a hefty nerf, but consider how older assassins are; akali (no cc but absurd damage, kat is the same thing), as opposed to a newer one, say ohhh... Rengar! This train-wreck came out and was subsequently beaten to a point of near death with the nerf-bat, his assassin potential reduced to that of a one click champion eraser before evaporating into the void.

And as to his appearance; you don't wanna make him look too much like every "anime bad ass guy with a scythe", so let's adjust it a bit hmm? Remove the cloak, overdone and quite silly in my minds eye with the res of his getup. Make the coat only come just past his waist, as to so not a trench-coat. Amber eyes are fine, gotta give em that bit of weirdness for sure, and same with the pale skin. His shirt and pants are fine, maybe describe the pants as flowey and baggy rather than like jeans or leather themselves. Perhaps have him wear a necklace with some more... "primal" styled baubles attached to it (connections with his backstory, bones, teeth, trophies if you will!)

MY BIT HAS BEEN SAID! -Evaporates-