[OCT MCCC] Betdiz, the Caregiver

Chickensuit0·10/4/2014, 8:30:00 AM·3 votes·1,071 views

MCCC main thread:

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/QO7yfbMZ-october-mccc-memories-reborn

Betdiz, the Caregiver

Overview:

Bedtiz is a professional kidnapper, who feasts on the fear of small children that stay up past their bedtimes, or twelve year olds that play MOBAs. He is a melee tank with a range of abilities to put an end to even the most fed of carries, and acts as primary disruptor in teamfights.

Lore:

The only sign of his presence is a child's corpse in the square, and the wailing of another Just citizen of Demacia. The following night, nightfall is greeting by the clapping shut of windows, and the grating sound of bolts being wrenched into place. He won't be attacking that night. Or the night after. But when they just begin to forget, another corpse will appear.

He cannot be caught, as he operates between the light. The gleaming armor of Demacia has never been able to catch him, as he melts like soft butter, and dissolves away. But alas, this is Demacia, and weakness cannot be shown. They talk him away as an urban myth, at least, until he attacks again.

A scar adorns his cheek from the closest encounter, now he wears it as a battle prize, a medal of honor from the city state. His face adorns the walls of the city, a twisted smile on his face. But it is the faded red of a healed knife wound is often the last thing some will see.

They say he is one and many, as he appears at multiple places at once, and always manages to be where he is least expected. But he is a man, a man who bleeds, and one day he will be confronted with Justice. But for now, the Caregiver shall roam the streets of our City.

Kit:

Passive: Anticipation 2 seconds after a spell cast, Betdiz gains 40 movement speed towards visible enemy champions within 2500 units.

  • This includes summoner spells and items.
  • The effect does not stack, and does not queue.

Q: Dismember Active: Betdiz deals physical damage to a neutral or enemy unit, healing based on his missing health.

  • Damage: 70/105/140/175/210 (+0.65 total AD) physical
  • Heal: 30/45/60/75/90 (+2% missing health)
  • Heal activates (?) when damage instance is done on the target
  • Cooldown: 6/5.5/5/4.5/4 seconds
  • Cost: 30/35/40/45/50 mana
  • Range: 400 units

W: Incognito Active: Betdiz creates a clone that will chase after the closest visible enemy champion. Upon reaching autoattack range, the clone dies, and deals physical damage to the champion. Betdiz can reactivate this a number of times to create more clones that will chase after other enemy champions. Clones take bonus damage from all sources, and die after 5 seconds.

  • Clones deal 100% AD damage
  • Clones retain all status effects at the moment of creation, e.g. Ignite, Hastes, Fear
  • Clones take 200% bonus damage as true damage
  • Clones last for 5 seconds
  • Can be recast 0/1/2/3/4 times within 7/8/9/10/11 seconds
  • Cooldown: 22/21/20/19/18 seconds
  • Cost: 75 mana

E: Word of Mouth Active: Betdiz fears a target unit for a short duration, dealing magic damage as the fear ends. If the feared unit very close to another unit, it will fear the other unit as well, as if they were the target of the spell.

  • Fear lasts 0.5/0.75/1/1.25/1.5 seconds
  • Damage: 60/75/90/105/130 (+0.6AP) magic
  • Initial Cast Range: 750 units
  • Spread Radius: 175 units
  • Clarification: Units that the fear spread to can also spread the fear. They will move away from the source of their fear, though, not Betdiz.
  • Cost: 60/65/70/75/80 mana
  • Cooldown: 12 seconds

R: Dedication Active: Marks the position that Betdiz is currently at, and empowers Betdiz's next autoattack to deal bonus physical damage and send Bedtiz and the enemy Champion that is hit to the mark. The enemy Champion and Betdiz are also hidden from enemy vision briefly, leaving behind a clone of the enemy Champion. Clones made by Incognito will snare their targets for that duration.

  • Autoattack timer: 4/5/6 seconds
  • Bonus Damage: 100/150/200 (+0.4 bonus AD) physical
  • Hide/Snare duration: 0.5/1/1.5 seconds
  • Cooldown: 180/170/160 seconds
  • Cost: 100/125/150 mana

Stats:

  • AD: 53 (+3.5)
  • Attack Speed: 0.660 (+2.9%)
  • HP: 435 (+90)
  • HP/5: 6.3 (+0.7)
  • Mana: 250 (+40)
  • Mana/5: 6.95 (+0.65)
  • Attack Range: 150
  • Armor: 20 (+3.5)
  • MR: 30 (+1.25)
  • Movement Speed: 340

Challenge Accepted:

3 major "bad" spectra, Darkness, Trick and Nightmare. Dark: R removes vision briefly Trick: Clones on W, Copies on R. Nightmare: Fear on E. Copies on R. Memory: R mechanic, again. I like the idea, ok. Rammus

Gameplay:

Jungling Betdiz can clear at a moderate speed due to the AOE on his Word of Mouth, and his sustain is provided by Dismember. However, Betdiz should really focus on snowballing lanes early game, due to the weakness of his damage later in the game. He capitalizes on lanes which have been pushed against his allies, as he has limited tower diving potential and the lack of a significant gapcloser. However, farming should not be a major problem, as his kit is focused not around his daamge potential, but the CC that come from the kit. It is worth noting, though, his CC improves with ranks in his abilities.

Kidnapping at Level 6 Level 6 is a major power spike in terms of utility for Betdiz. Dedication allows him to secure a kill almost instantly if played in combo with a good teleport or flank. For example, since Teleport has a 3.5 second channel, a deep ward could be all that is needed for a swift turning of tides. Equally, Betdiz can now successfully gank through lane is he wants, by popping a mark by the friendly tower and rushing at the enemy.

Teamfighting Teamfights are a hard decision for Betdiz. If he has built tanky, and is the main frontline, he needs to select a target well, as Dedication can be a double edged blade. Sure, you can teleport an enemy champion into your team, but do you really want to do it to Karthus? Furthermore, he can peel somewhat effectively, but if he is the main tank, then the team will be vulnerable if Betdiz decides to go man-mode and kidnap an enemy champion. With an assassin build, Betdiz operates in a similar way to most assassins, by picking priority targets off with high burst - except that he needs to be close to the enemies to do anyhting, and he only has a movement speed increase as his only gapcloser. Therefore, he must farm well in order to get effective items, like a Ghostblade, to close the distance. Still, once he gets to a target, they should go down instantly with the damage on Dismember, and the lockdown from Word of Mouth, and possibly extra damage from Incognito. Furthermore, Bedtiz can quite easily punish mispositioning, as his ultimate is an instant death sentence (Thresh pun) for any bold ADC who breaks the frontline.

Laning with Betdiz This isn't particularly complex, as Incognito allows him to harrass the enemy without having to really do anything, and Dismember provides Vladimir/Warwick/pre-nerf Aatrix-esque levels of sustain early on. The fear is also a useful tool for preventing ganks, as it forces the two champions to maintain their distance, while also being able turn around any dive. At level 6, a mispositioning of the enemy can mean that a simple lane gank from your jungler could end with a very easy kill.

Counterplay As mentioned before, Betdiz isn't he best at closing gaps, so the main way to avoid him is to kite him around until he dies. However, the speed boost cannot be underestimated, as it is significant in longer chases. Also, Betdiz does not have any form of a dash or stealth, so warding down river and in Tribushes could prevent any major ganks. As a jungler, counter jungling is always good, as Betdiz is somewhat reliant on items to do his job as either an off-tank or an assassin. However, he has very limited escaping potential, so a countergank may work out better in the long run. In teamfights, he can cause major disruption, but communication goes a long way. The ultimate can be communicated by Betdiz with some form of clarity, as there is most likely going to be two copies of him running towards you, and a simple ping will be able to tell the other members of the mark location.

Lore Challenge:

My first champion, Faldor, the Eternal Sufferer: http://forums.na.leagueoflegends.com/board/showthread.php?t=4691350

First MCCC entry, Wu'ming, the Broken Wanderer: http://forums.na.leagueoflegends.com/board/showthread.php?p=49135288#post49135288

**Lore Continued: **

It is now nightfall, and Demacia is retreating. The traders return to their homes, and soft candlelight pours out from their windows. They are barred shut. The courts of the Magistrate are being locked, and laughter can be heard from within the social house, but no doubt that would end soon.

The Dark Ones emerge from the shadows, beggars and outcasts, shielded from the Exterior by the Perimeter that wraps around the city. They shamble around like mindless insects, polluting Justice with their existence. The Nightforce patrols the streets, armor gleaming under the streetlamps.

But it is not the Dark Ones that causes these doors to be barred, and the light turned inward. No, it is the presence of the Caregiver, the urban myth, the all-too-real murderer. He would sit on the rooftops of the just, it was said, and take from them their their most prized beacon of light - their children.

Their suffering permeates this place, this city of Justice. It smothers me, wraps around me like a comforting blanket. It is warm, yet sharp, bitter, enraged. I tremble in joy. There is more to the people here than idiocy.

I hear him approach me from behind, the light tapping of the feet on cobblestone.

"Who sent you?" I feel a sharp prick against my back. "I cannot remember, but I recall it was from the North." "The North? What do those sniveling bastards in their ice want to do with me?" "No, not the Freljord. I think they were powerful mages, housed in a large house..." "The Crownguard? They sent you here?" "I believe they have their hands full with that girl, what's her name, Ezreal. I highly doubt it was from within Demacia, though." "Then who would send if not Demacians? Who else would even take a passing interest in the welfare of this bloody place?"

The knife point retreats. "I can't remember. But I'm sure that Noxus wouldn't be knocking at the door if they were here. But, these matters aside, how are you, brother?" "Better than you I suppose. What news do you bring, and where were you for the last few months?" "I can't recall, it's all hazy. It must be where I was sent from." "But why are you here now of all times? You know that the Grand General will not be pleased." "Do you remember who the Grand General was?" "Why of course I can! His name, his name was..." "Yes?" "I can't remember, but it must have been someone close to Uncle Ashram." "Uncle Ashram has died, Betdiz. He collapsed in an anxiety-induced cardiac arrest. They said there was an armadillo plush found next to him, with OK written on it." "But, his business..." "Cousin Waldo has taken over the Journal." "I see. I need to go, brother. Duty calls." "Be warned, brother. There are forces here that are more than what we can see. Travel safely."

A pattering of footsteps. I hear a window creak open in the distance.

1 Comments

Snow Taradien2/15/2015, 2:58:19 PM1 votes

I need time to give a full review of this but I like the concept a lot, seems like a character who really would have a high skill cap and need a lot of micromanagement to be truly effective.

This is inspiring though, def gotta go the whole 9 with mine too.