Sanctus, the Purifying Ranger

Celestial Aid·9/24/2016, 11:12:03 PM·2 votes·778 views

Well, it's been a long time since I attempted to go down this path of champion concept posting. I made a concept for a nomadic Ionian ranger that's kit was deemed pretty invalid after it shared a few similarities with Ivern, the Green Father. These similar abilities were admittedly, much more developed and well thought out than Freyell's. So, I decided to create a new champion concept (mostly) from the ground up. An angelic, fervent archer that attempts to purify corruption from enemies, not to mention Runeterra. Here it is, the V1.0 itself.

Sanctus, the Purifying Ranger

Passive: Purified Arrows: Sanctus deals more auto attack damage to enemies he's attempted to Purify. In addition to this, Sanctus attempts to Purify an enemy with every sixth auto attack, dealing 75% more auto attack damage.

Q: Divine Throes: Sanctus surges divine energies into enemies in two arcs, attempting to Purify them. Divine Throes may be cast again before it detonates to toss enemies to the other side of the arc they're standing on. Enemies are slowed if they collide with another unit during this process.

W: Zealot's Blessed Quiver: Passive: When Sanctus attacks enemies he's attempted to Purify, he gains increased attack speed. Active: Sanctus gains double this buff for 3 seconds.

E: Glorious Barrage: Sanctus fires several volleys of arrows made of angelic energies, attempting to Purify every enemy within the cone and dealing substantial damage to those attacked that he's already attempted to Purify.

R: Heavenly Seal: Sanctus seals the fate of someone. Ally Cast: Sanctus seals the fate of target ally, increasing their attack speed, movement speed, health regeneration, and mana regeneration for 10 seconds. Enemy Cast: Sanctus seals the fate of target enemy, reducing their attack speed, movement speed, health regeneration, and mana regeneration for 5 seconds. If an enemy dies while under the effects of Heavenly Seal, it's spread to the nearest enemy champion and 10 seconds are docked from its cooldown.

Postscript: I will be regularly updating his kit and including his statistics gradually, with feedback from the community, and given the patterns of statistics that exist in the game currently. I may or may not have artwork of Sanctus commissioned, but I'm earnestly considering it. I hope you enjoyed. [slayer-pantheon-popcorn]

V2.0:

Sanctus has received a new title and theme, replacing the last theme of the reliance of Purification with some new abilities designed with a stand alone aspect in mind. I hope you enjoy the changes. :)

Passive: Bow of the Dawn: Has received a new name and gameplay mechanic. Q: Divine Throes: Given more clarity and less effort for coders. W: Quiver of the Sky: Has received a new name and gameplay mechanic. E: Ethereal Incineration: Has received a new name and gameplay mechanic. R: Wrath of the Heavens: Has received a new name and gameplay mechanic.

Side Note: Ethereal Incineration is a Linear/Conic skillshot Hybrid. It passes through each unit hit, and it's damage isn't modified by this because it starts off fairly small.

Wrath of the Heavens: Creates a Fiddlestick's ultimate-esque area of impact, combined with the targeting mechanism of Anivia's ultimate.

As stand alone as these abilities may be, they're best used in a combo sequence. Bow of Dawn's extra auto attack damage is nice, but you want to utilize this short slow by quickly triggering Divine Throes after you've landed that auto attack stagger, so you can ensure you can proc the AoE that only comes after you can land an auto attack within a 1.5 second window for some good poke to the enemy Marksman and Support, and potentially, some help in waveclear. If you're going all in for the kill, then it'd be best to activate Divine Throes and Quiver of the Sky simultaneously, as to keep the slow going for more auto attacks. If you fear they may get away, Ethereal Incineration is your best Ignite substitute, ensuring your kill if the circumstances are in your favor.

There's clear counterplay here, anyone with a dash or blink built into their kit, i.e., Tristana, Ezreal, can escape the short 1.5 second window of Divine Throes, even with Bow of the Dawn's stagger effect active on them, thereby protecting nearby allied minions and champions. Ethereal Incineration's pseudo-Ignite effect is rendered fairly useless when laning against a Support by the likes of Soraka, Sona, Nami, and so on.

In cases where you may find yourself "Countered", all is not lost. Just strategically use the waveclear advantage of Etheral Incineration to your favor and farm up as best you can. You can still wait for someone like Ezreal to use Phase Shift and then punish him for his reckless usage of it with a good Bow of the Dawn, Divine Throes, and Quiver of the Sky combo.

Sanctus, the Hallowed Fanatic

Passive: Bow of Dawn: Every fourth auto attack that Sanctus lands calls down a bolt of radiance to stagger an enemy's movement speed for .75 seconds and deals 50% more damage.

Q: Divine Throes: Sanctus releases divine energies into the first enemy hit, dealing moderate damage. If Sanctus auto attacks the enemy within 1.5 seconds, the divine energies explode, dealing half the original damage to nearby enemies.

W: Quiver of the Sky: Passive: When Sanctus attacks enemies he's struck with an ability within the last 2.5 seconds, he gains quickly decaying movement speed on hit that he siphons from his enemy.

E: Ethereal Incineration: Sanctus attempts to purge the corruption from enemies with a wave of fire, dealing a small amount of damage upon impact and a nominal amount over the next four seconds. If an enemy dies while under the effects of Ethereal Incineration, it's spread to a nearby enemy for 35% increased impact damage. If a champion dies while under the effects of Ethereal Incineration, it's spread to three nearby enemies for 50% increased impact damage.

R: Wrath of the Heavens: Sanctus calls upon his most destructive powers from the skies to deal a massive amount of damage in a large target area over the course of ten seconds.

7 Comments

Ardent Wrath9/25/2016, 12:08:53 AM1 votes

Alright, there are a few major changes it needs (not trying to be pushy).

  1. Clarification, abilities mainly his Q are hard to understand without a visual. Be more specific about what it does.
  2. His ult is very lame. A buff/de-duff is not very fun game-play especially from an ultimate that is supposed to feel impactful.
  3. He has too many ways to "attempt to purify" his enemies and it's not stated how long it lasts. It would be nice to have less ways to proc it, so that enemies can play around it more fairly, and to make it more simple to understand compared to "everything you do procs this passive that makes you do more damage". you might as well just give him a new passive and increase the damage his abilities do. It's like the same thing. It needs to "feel" more interesting than that.
Ardent Wrath9/26/2016, 4:08:35 AM1 votes

Passive: His passive is very strong and creates game-play. It's very good. It should be noted that this passive is strengthen heavily by attack speed. this means the rest of his kite or at least another part of it should also be benefited from attack speed to make him an AS based carry, compared to an AD based Carry.

Q: Is Divine Throes a projectile? Other than that, it seems just like Tristana's Explosive Charge except it doesn't have to charge up, only 1 auto. This means it's extremely rare to not proc it. A better interaction would be recommend for this ability, however the skill-shot part is nice.

W: Quiver of the Sky, seems good. However it's unclear if it can stack or just reset the movement speed steal. Minor detail, won't change game-play style. There are few passive abilities in league (mostly active). Kled's Violent Tendencies is like a passive but has a cool-down so it can be used like an active. This is 100% a passive, which is common in DOTA just not league. It could have an active or interaction attached to this ability like Kled's has. If it's constantly giving him movement speed it can't be too strong or it would be OP. Otherwise it needs to be situational or have a CD to be able to be stronger movement speed.

E: Is this like an AoE projectile (like Yorick's E) that de-buffs/burns targets hit? Or is it a single target that spreads like Malzahar's Malefic Visions? It's a weird interaction for a marksmen, but not necessary a bad ability.

R: Much better than the previous ultimate. One thing to keep in mind is, the area of damage doesn't move. So it forces him not be able to kite, especially for 10 seconds. If it slowed enemies or periodically stunned like a Kennen feel, or give him a buff for being in the area like increased movement speed, reduced damage, or something. It reminds me of Kindred's ultimate, giving an marksmen something to do if he gets caught. That's how I feel this ability should function. Purely AoE damage doesn't feel that impactful especially if you kite them out of it anyway.

Note: It has been improved a lot since the first draft. It's starting to take shape. There are multiple ways to take this character, so I hope my suggestions or observations help you direct it in the way you like.

Ardent Wrath9/26/2016, 10:53:47 PM1 votes

I'm glad I could be helpful. It seems you got it all figured out now. As for the theme it's up to you, however I personally like the corruption feel.

Ardent Wrath9/26/2016, 11:02:53 PM1 votes

I just realized you added me in-game. I was wondering who this random person adding was for a moment. I figured it had something to do with ranked teams. I'm up to play some Normals sometime, just hit me up.

Ardent Wrath9/26/2016, 11:50:18 PM1 votes