[Kit Concept] Possible kit of a champion I'm working on. Would like some thoughts. Thanks.

Nikushimi Zero·7/10/2016, 3:24:24 PM·3 votes·543 views

Hey there! Just like the title suggests I have a kit concept here of a champion I'm thinking of. It's just the kit. No lore, images, stats, or anything fancy. Just the kit. This is a kit of a possible champion concept I was thinking on making. It has to do with an archer like assassin type with emphasis on the deadliness of archers and arrows. Please give me your feedback if you like. Anything constructive would be great. I love discussing things as well so I may reply with my own thoughts on why I did what I did on the kit.

To review before I post the kit: This kit was made with a champion in mind that was an archer emphasizing on the power that arrows have when shot from a strong bow of an expert marksman. Using this I compiled a rather interesting (or I'd like to think so) play style revolving around the use of arrows and how the archer assassin best uses these skills to dish out deadly damage.

Without further adieu, here is the kit. Thank you.


Passive Steady Aim Continual attack on an enemy increases attack range by 20/30/40/50 units per attack up to a max of 100/150/200/250. Additionally, moving will not break attack unless moving out of range of target. Moves at a walk while moving and attack, effectively cutting movement speed by 50/40/30/20%.

Fletcher Uses Arrows as ammo for basic attacks and costs for abilities. Every 1s out of combat creates 1 to 3 Arrows at random. Additionally, around the field there are piles of wood which can be selected. Each pile grants 3/6/9/12 Arrows.

Starting Arrows: 12. Max Arrows: 24 + 3 Every Level. Max of 75 Arrows at Level 18.


Q Penetrating Shot Passive Basic attacks gain 5/7/10/13/15% Armor Penetration and Slow targets hit by 1/2/3/4/5% for 1s up to a max 10/20/30/40/50%. Upon reaching max stacks the duration lasts for 3s. Duration refreshes each attack.

Active Targets an enemy and takes aim. After 1.5s of aiming looses a powerful arrow at target dealing 140/180/220/260/300 (+55% AD). This shot ignores 5/10/15/20/25% of the targets armor and knocks them back 100 units. Hitting terrain will stun them for 0.5s.

This ability may be activated early. If done all damage and effects are cut in half.

Missile Speed: 2000 units. Initial Targeting Range: 600 units. Range After Targeting: 1200 units. Cost: 1/2/3/4/5 arrow(s). Cooldown: 10s.


W Poisoned Tip Active Dips arrows in a strong toxin. For the next 6s basic attack and abilities Toxic enemies dealing 3/6/9/12/15% of their maximum health as true damage over 3s. Enemies can only be Toxic'd once every 6s.

Cost: None. Cooldown: 20s


E Reload Passive Everytime an arrow is used there is a 5/10/15/20/25% chance that it is automatically recovered. If multiple arrows are used then all of them are recovered.

Active For the next 6s Fletcher passive works while in combat and procs every 1/0.75/0.5/0.25s. At max rank during this time basic attacks do not use a single arrow.

Cost: None. Cooldown: 20s


R Retribution Passive Increases Penetrating Shot damage by 50/75/100. Increases Pentrating Shot AD ratio by 10/30/50%.

Active Letting loose the internal killer, for the next 12s Reload and Poisoned tipped are active while Penetrating Shot is set to a 3s cooldown and is instantly shot off upon activation at max power.

Cost: None. Cooldown: 100/80/60s

9 Comments

A Liberal7/10/2016, 4:49:35 PM2 votes

Okay, so let's start with the good things:

Neat idea, I really like the idea of a "true" archer in LoL, and arrows as a limiting resource could be neat. I also really like the other passive, where continual attacks on a target increase speed and slow. This is a good trade off for having the limited arrows

However, there are a few really big errors with the kit. The first of which is that it is too complex. The first thing I would do is completely take away the E passive, and instead just reduce the cooldown of how often arrows are created. I might also change the E active so that it is not gated by level, and add a attack speed bonus, so that the ability feels impactful the entire game, not just at rank 5. The other ability that I would make changes too is W. The true damage amount is too much, and theoretically you could make several procs off of the single poisoned tip. I would add to the Q passive that for the duration poisoned tip deals true damage, and make the actual poisoned tip ability deal magic damage and scale with AP instead.

As an overall critique, I feel like this character overlaps too much with vayne. The passives both are good for chasing people, both deal penetrating/true damage, both have an ultimate that basically just empowers their other abilities, and both have a knockback stun on terrain. Try to think of things that can further differentiate your character from others. For example, what if instead of Q knocking enemies back, it instead makes the bleed and grants vision of them? This would solidify the tracker/archer theme, and widen the overlap between Vayne and this character.

Arakadia7/11/2016, 2:02:30 AM2 votes

Too much RNG. The passive is RNG, the RNG on E. And the W, E, and ult just seem like stat buffs with a lower CD Q.

Shadowatom7/11/2016, 9:55:37 AM1 votes

Be cautious when using RNG for mechanics. It can lead to frustration under some circumstances (not necessarily most, but it can lead to unwanted situations simply because of the RNG). Especially when it doesn't exactly make sense as to why it's random. Why do they create a random number of arrows every second they're out of combat? Wouldn't it make more sense to have it as a set amount? Like wise, how does the E's passive work? How would he retrieve an arrow after using one? Obviously it's a game and not everything needs to be explained, but it's good to think about imo to really give the player an understanding of the character's kit.

I'd also like to ask is if the Q's AD ratio is flat AD or bonus AD?

Finally, is this champ supposed to be played midlane? If not then I'd suggest removing the idea of the pile of arrows around the map (and maybe increasing the base amount they get due to this if you think they'd need it) since an ADC probably wouldn't be able to roam as much as a mid to grab those piles. Also, i'd suggest giving some form of wave clear on one of the abilities if they are mid just so they can roam a bit by pushing in a wave quickly before running off into a side lane since they currently are auto attack reliant and only have single target abilities (you can make the Q similar to Varus', but that's obviously up to you).

CobaltTheMadMage7/11/2016, 8:01:34 PM1 votes

Not entirely sure what the point of the random generation of arrows in his passive is- I would think the rate of regeneration and/or maximum capacity would just scale with level, or perhaps have the arrow scaling include fractional values of arrows, so if you get arrows every interval then every few intervals you could get two instead of one, then three instead of two, then at max level you get a consistent three or so arrows every interval.