Champion Concept - Isaak, the Risen of the depths

Mutunus Tutunus·1/8/2016, 3:52:32 AM·4 votes·769 views

Isaak - The Risen of the Depths

Names of Abilities, Numbers and wording etc. Is subject to change

Male Water-Based Assassin Dimorph Resource: Tide A Champ that offers different roles that don't work without each other :) A new kind of dimorph champion not just being Jayce, Nida, Shyv old Quinn with both forms there to deal damage neither like reksai who has a utility form and a damage form but actually combining bruiser/tank and assassin.

Playstyle: Both Forms need different playstyle: In his Calm state Isaak has to try to getting counterplayed while functioning as a bruiser type champion with his damage reduction and bonus resistances. The counterplay his kit offers makes him even in his defensive state a challenging champion to play that needs a lot of overview and understanding of the situation. In Doombringer he is a very mobile assassin designed to stick to a target and getting it down similar to Zed, but the difficulty lies in the disengage his Sea dive goes on a massive cooldown when used defensively. So we get to the key to his mastery, combining both forms for optimal performance, when he is calmed he cannot engage, which is super easy as Doombringer and in Doombringer he can't survive/get out when diving for a kill and there is where his calmed state comes in handy.

Laning: In his laning phase he can safely work with his calmed Q to trade and become Doombringer when there is an all-in happening. In his calmed state he is fairly weak in a 1v1 because his W and E are pretty weak in such a situation so he also needs to make us of his doombringer for its passive aoe and the other spells performing much better in a duel but lacking the tankiness overall.

Teamfighting: In teamfights he tries to hunt down their squishies and to then get a nice position for his calmed state aoe CC. Working around the depth and combinations his kit offers can lead to great success and almost winning the fight single handedly but not respecting his weaknesses makes you fail horribly. His calmed W almost works as a taunt in a teamfight because the enemies have to attack you to don't get rekt by a 5 man knockup.

Abilities:

Passive: Tide Isaak generates Tide in his calmed state while in combat and additionally when hitting Spells, he can than use this tide to get powerful bonuses but also backdraws

R: Doombringer/Calm

Doombringer: (can only be cast when tide is full, drains tide, ends when out of tide or reactivated)

Isaak transforms into a montrous version of himself gaining different Abilities and changed Stats (less movement speed(gets mobility from e), lower resistances...) and a surrounding circular water flow that damages nearby enemies

Water Flow Dmg: 10/40/70/100 (0.2 Bonus AD) magic dmg per second

Lost Resistances: 10/20/30/40 Armor and MR

Calm:

Q: Aqua Strike Generates 10 Tide + 5 per Champion hit

Isaak summons a Water Sphere that charges up, after .5 seconds he can fire it to deal damage to all enemies in his path and bursting into an AoE on first Champion hit slowing everyone He may also choose to let it charge up to 4 sec to deal increased dmg and lengthen the slow. If the enemy walks into the sphere whilst charging his destroys it taking no dmg whatsoever but still being slowed.

Dmg: 45/90/135/180/225 (.5 Total AD) - 67.5/135/202.5/270/337.5 (.75 Total AD) Slow: 20/25/30/35/40% for 1 sec - 2 sec

Cooldown: 10/9/8/7/6s Summon Range: 500 (Azir W is 450) Reactivation Range: 1000 (Nida Q is 1500)

W: Fountain Generates 20 Tide for hitting a champ and 5 for additional ones Isaak creates water around him and gains a small shield, if the shield was not broken within 1.5 seconds the water will fly in the air knocking up everyone inside it and giving him resistances for 5 seconds per champion hit. In this second Isaak is slowed.

Shield: 35/60/85/110/135 (0.15 Total AD + 5% Bonus Health) + 10/15/20/25/30 (0.05 Total AD + 1% Bonus Health) per champion in area

Resistances: 5/7.5/10/12.5/15 Armor + Mr

Cooldown: 15s Range: 500 (Alistar Q is 365)

E: Spear swipe Generates 10 Tide +5 per champion hit Isaak takes a swing with his spear for 1 seconds and then swipes the area it infront of him dealing low damage in a wide cone. While swinging he ignores and reflects a portion of the dmg coming from the direction he is swiping at.

Dmg: 20/50/80/110/140 (0.5 Total AD) Reflected Dmg: 10/12.5/15/17.5/20%

Cooldown: 10s Range: 350 (Cone similar to Nida E)

Doombringer:

**Q: Neptunic Strikes ** Costs 20 Tide

Isaak's Spear evolves to a powerful trident allowing his next 4 auto attacks to have a much shorter attack animation and gain bonus attack speed but reduced dmg. The fourth one will destroy the two additional Ends of his trident while dealing extra damage. For this duration Doombringers slow is deactivated and he is unable to calm.

Attack Speed: 30/40/50/60/70% DMG: 80% Bonus Dmg on #4: 20/40/60/80/100 (0.6 Bonus AD) + 6/7/8/9/10% of missing health

W: Wall of the Drowned Costs 15 Tide

Isaak creates a curved wall of water blocking enemies movement but allowing his team to pass with a movement speed boost if going with the tide (away from Isaak)

If he sea dives through it, it shatters in a wide cone giving him a burst of movement speed and slowing enemies hit and the next enemy damaged by Isaak takes additional damage.

Bonus Dmg: 50/85/120/155/190 (0.4 Bonus AD) Slow: 40/45/50/55/60% Movement Speed with Tide: 20/25/30/35/40% decaying over 3 seconds Movement Speed on shatter: 40/50/60/70/80% decaying over 1.5 seconds

Cooldown: 18s Minimal Range: 300 (The curving is equal to a part of a circle with the radius of the range, this way the wall is at max about third of a circle) Range: 950 (Anivia Wall has 1000)(The wall would equal about a 10th of a circle at 950 range) Width: 600 (Anivia Wall is 400-800)

E: Sea dive Costs 5 Tide

Isaak dashes forwards removing the slow of doombringer for 2 seconds and preparing his next attack on a champion to reduce this abilities cooldown by 1 second and apply a mark, this mark increases his dmg to that enemy for the next 4 seconds, reapplying the mark causes the dmg to increase even further and refreshing the timer (only one enemy may be marked at a time) Doombringers passive AoE Effect gets 5 times the effectiveness of the bonus damage. If Sea dive is casted towards a visible champion in near range (~1000) its cooldown gets drastically reduced to 2 seconds.

DMG Increase: 7/8.5/10/11.5/13% Per secondary mark: 1/1.5/2/2.5/3% DMG Increase Doombringer AoE: 35/42.5/50/57.5/65% Per secondary mark: 5/7.5/10/12.5/15%

Cooldown: 10s Range: 450 (Lucian Dash is 425)

Would appreciate feedback and ideas

4 Comments

Mutunus Tutunus1/8/2016, 3:54:23 AM1 votes

Gonna add something to the passive, if someone has a good idea feel free to post it :D

procrastinasian1/8/2016, 4:36:21 AM1 votes

The consistent damage on his passive seems thematic at best, but nothing to play around in general. On other champions with consistent damage around them, there's even more incentive not to be near them (i.e. morde's third Q, nasus Q, etc.) There's also the ridiculously high base damage along with the fact that it's magic damage scaling with AD, but of course, numbers can be changed. The Q's "counterplay" is hardly intuitive, because

  1. He can release it the moment you come near
  2. He's most likely building AD (from what I see of his passive and Q) so you're giving him free autos. His W's huge AoE knockup better have a small radius, because the synergy with Yasuo is extremely high. Its power as a disengage tool is extremely high. Can it just be damage and resistance without the knockup? Because right now, He first gains a shield, negating any poke you deal, and if you try and fight through the shield, he'll just knock you up. Some counterplay would be to lower his resistances for ~3 or 4 seconds, but make the shield bigger in compensation. I hope this doesn't sound mean but his E is just Pantheon's E except.... buffed. So... new Q gives him autos with attack speed and no cast time? Does "sea-diving" just mean walking through the wall? Is he slowed as well? Does he get a speed boost? A good idea would be to make it like a concentrated Galio E. Allies can walk through with a speed buff, while enemies are slowed, but only when they're walking with/against the tide. Oh this is sea-diving. Let me get this straight: It's designed as a gap closer with a tiny damage increase, like Talon's E, yet it has a static cooldown of 2 seconds if you're using it to chase, not escape. This ability is a bit of a mess to be honest. In my humble opinion (don't change anything if you like it, this is all about you) you could remove the shield on his W1, instead giving him a delayed knockup (think darius Q but CC not damage) and then bonus movement speed if he knocked someone up. Right now, to be helpful in teamfights, you need to be
  3. not focused on (unlikely)
  4. tanky, so that you can maintain your shield for the knockup
  5. strong so that you can still assassinate someone His E1 could be a little less drawn out, maybe removing the reflected damage. Not to sound rude but a lot of these spells look like nothing but feature creep. With your kit, diving their ADC would be R to switch forms into doombringer W2-E2 to slow and chase and then hoping that your Q-empowered AA's will finished them off. After you run out of tide, you become calm again, and then you try to be tanky, using your Q1 to kite and E when you get caught, with a W once you do for a counter engage. All in all, it's a little too complicated for my tastes. Props to you for designing such an interesting champion though!