[Champion-Concept] Scythe

Skelenth·10/22/2015, 8:54:10 PM·2 votes·624 views

There is not much to it yet. It is not a complete champion. It is just an idea. Of course, I could now explain, how I saw that epic picture in the internet, or that Omen-concept, but.. nah nothing like that. Just was drawing some crap and it had a tail. The tail was nice, the rest... not. So here it is.

Appereance: Scythe is a four-legged creature with a tail. Actually, think of Omen, just with a huge, segmented tail like a scorpions. With cutting edges. It is a tail-blade!

Kit: Stats: HP: 550 (+86/lvl) -> 2012 at Level 18 Health Regen: 8.2 (+0.65/lvl) -> 19.25 at Level 18 Mana: 220 (+40/lvl) -> 900 at Level 18 Mana Regen: 5 (+0.8/lvl) -> 18.6 at Level 18 AD: 60 (+3/lvl) -> 111 at Level 18 Attack Speed: 0.668 (+2.7%/lvl) -> ~0.87 at Level 18 Armor: 25 (+3/lvl) -> 76 at Level 18 Magic Resist: 32 (+1.25/lvl) -> 53.25 at Level 18 MS: 340 Attack Range: 200 (Based on Fizz and Nocturne)

Passive: Terrorize Scythes presence torments nearby enemies, reducing their Armor by 5/10/15/20 flat, increasing everytime it skills up his R. When Scythe deals damage to an enemy by abilities, the target gets marked for 2 Seconds. If Scythe can apply one kind of Hard CC to his target during that time, it begins to panic, causing it to flee from Scythe for 1 Second. This effect overpowers common fears. Cooldown: 10 Seconds on the same target

Q: Reaper Scythe leashes out its tail, dealing 50/80/110/140/170 (+0,5 bonus AD)(+0.5 AP) physical damage in a cone. Non-champions and monsters below 7/9/11/13/15 (+0.01 AP) are instantly killed. The first hit Champion is knocked aside slightly. If the champion is below health-threshhold he gets pulled into Scythes current basic attack range. Costs: 60/70/80/90/100 Mana Cooldown: 10/9/8/7/6 Seconds Range: 400; 60° Cone

W: Terrifying Claw Scythe increases its ranges for a short duration by 25/50/75/100/125 and basic attacks slow their target. Three consecutive basic attacks to the same target (without changing focus) cause the target to be snared for half a second. "Terrifying Claw" doesn't cause the effect of "Terrorize" to start, but can proc it by snaring. Cost: 30/40/50/60/70 Mana Cooldown: 17/16/15/14/13 Seconds Duration: Aside its obvious effect on basic attacks, this ability also increases your abilites range.

E: Blade-Wall Passive: Increases your ability damage against feared targets by 5/7.5/10/12.5/15% Active: By swirling its tail in front of it, Scythe can destroy projectiles from the front. Scythe can't basic attack during this ability, but enemies inside the "Blade-Wall" suffer 10/15/20/25/30 (0.1 AP) physical damage per Second. Cost: 90 Mana Cooldown: 20 Seconds Duration: 4 Seconds (can be recast to stop the effect) The blade wall is always in front of Scythe, at its present basic attack range, meaning: you can push the wall forward by casting "Terrifying Claw".

R: End of the Maze Scythe leaps forward, dealing 60/90/120 (+0.8 AD)(+0.3 AP) physical damage to each enemy hit. This ability refreshes the passives "Panic". If Scythe jumps onto a wall it attaches to it, enabling a recast to this ability. Consecutives cast have increased costs. Cost: 70 (+70 per recast) Cooldown: 80/60/40 Seconds Range: 500 Jump Jump Jump Jump!

Lore: There is no lore. Though, I would like it to be something haunting a maze. I like mazes.

EDIT: 4.11.15

  • E is now the R
  • New R
  • W Effect changed
  • New Passive
  • Added stats

So tell me, do you like it, or not?

6 Comments

Skelenth10/30/2015, 10:04:27 PM2 votes

Bump Though critique isn't that welcomely excepted ingame, I still would know exactly what is the thing that make you downvote it. I wouldn't open a thread if I didn't want an opinion on my idea