Aron, the Judgement of Noxus

Narasimha·4/2/2015, 1:36:54 PM·4 votes·3,721 views

Before I start, I would like to thank for you, the readers, for taking time to view my humble thoughts. I do hope you enjoy, and feel free to comment.

Lore: Noxus is a city-state ruled by power and controlled by fear. Yet even in this place, there is still an ironclad set of laws and rules. And where there are laws, there are those who would keep them. But the Judge Knights are no mere lawkeepers. In a land where strength is held paramount, these knights serve as policemen, judge and if need be, executioner for those who would violate the peace. In order to complete these tasks, the Judge Knights undergo severe mental and physical training which lets them not only boast great physical prowess, but the ability to cast simple magical spells as well.

Aron lived a normal life in Noxus, as any child would. He was not particularly rich, and his family had no special connections, but he was content with what he had. He was happy, until the day he learned of his father's death. His father, a captain in the Noxian army, was executed by one of his own soldiers for 'being a coward'. Of course this was false, the captain simply made the best decision he could under the circumstances. But Noxus accepted the statement as fact. Worse, the perpetrator was not even tried. He was actually hailed as a hero, a soldier who could reshape Noxus. The young Aron was shocked. Was this all justice really amounted to? Was 'might' really the only 'right'? Then and there, he decided. If strength was the key, then he would gain the strength to make everything equal.

Drafted into the military at the age of 16, Aron was never one to seek glory. After his compulsory period, he volunteered to join the Judge Knights, a choice that surprised many of his superiors. Even more surprising, was his acceptance. After he joined, his entire demeanor seemed to change. He began to swiftly and aggressively climb the ranks, reaching the highest rank of Captain-Commander in an unprecedented 4 years. The biggest surprise of all came soon after this promotion. Standing in front of the High Council, Aron declared the Judge Knights to be an independent entity in Noxus, no longer servant to the Noxian military and nobles.

Naturally, such a turn of events would have been considered high treason. The Hand of Noxus himself came to question Aron. Aron merely answered as such "We are loyal Noxians, but we are lawmen first. To bow to anything other than justice is a crime in itself." Darius still stood in his way, almost challenging him, and asked curtly "And if I 'executed' you now, Judge, would 'justice' stop me?" Aron gave a brief chuckle as he moved forward without breaking a stride "Justice comes to all, Hand. You've escaped it once. Break the law again, and I will break you."

"Some lands have a king. Some places have their courts. But here, and now, there is just....us." - Aron

Role: A melee fighter. Most probably a top laner in the current meta, but could find a niche in jungle as well. His abilities center around targeting a single enemy, and 'judging' them to death. His uniqueness comes from his passive, which forces the player to think strategically. While simply spamming his abilities may produce results, it will be nowhere as effective as if the player thinks out the best 'combo' to use them in.

Appearance:

Medium height, medium build. Thick black hair, with a bang over his left eye. His face can best described as unmemorable, the kind that 50 people in a single crowd have. He wears his Judge Knight armor openly, so that none would mistake what he is. The armor is simple and has no extra additions. The symbol of the Judge Knights, a scale balance with the center rod replaced by an upward facing sword, is imprinted on the front. He carries his modified sword in a sheath at his side. The biggest change to the sword is the addition of a 3-foot chain extending from the bottom of the hilt. The chain is usually wrapped around his waist.

Stats:

Health: 440(+85) Health regen: 5.00(+.65) Range: 125(Melee) Attack damage: 53(+ 2.7) Attack speed: .668(+2.5%) Armor: 18(+3.0) Magic resist: 30 Movement speed: 350

Skills:

Passive: Verdict Aron switches between two forms, "Innocent" and "Guilty" with each ability cast. Each of his abilities gains an additional bonus based on the form he is currently in. While in "Guilty" form, Aron gains a black shadowy aura. While in "Innocent" form, Aron gains a white shining aura. Aron starts the match as "Innocent".

Q: In Pursuit Aron dashes to a location, dealing damage to all enemy units along the path. Base Damage: 40/80/120/160/200 (+ 50% bonus ad) physical damage Cooldown: 16/15/13/12/11 secs Range: 500 Innocent bonus: Targets struck by In Pursuit are slowed for 2 seconds Slow strength: 10%/15%/20%/25%/25% Guilty bonus: Aron can reactivate In Pursuit within 2 seconds to dash to a target struck by the initial cast, doing 50% of the damage. This activation will not activate Verdict. Base Damage: 20/40/60/80/100(+25% bonus ad) physical damage Range: 600 units

W: Crime Scene Aron damages his target and marks the location where they were damaged. The marked enemy is linked to the location by a chain. If the targeted enemy moves too far from this location, they take additional damage and are rooted. Base Damage: 70/90/110/130/150 (+ 30% bonus ad) physical damage Cooldown: 24/20/18/15/12 secs Leash duration: 1.5 seconds Leash range: 200 units from the mark Root duration: 1.0/1.25/1.5/1.75/2.0 seconds Innocent bonus: The range of the leash is shorter. Innocent bonus leash range: 150 units. Guilty bonus: If the target breaks its leash, Aron gains increased attack speed and armor penetration against the target for a few seconds Guilty bonus attack speed: 10%/20%/30%/40%/50% Guilty bonus armor penetration: 10%/12.5%/15%/17.5%/20% Guilty bonus duration: 2.0/2.5/3.0/3.5/4.0 seconds Note: The enemy can see the 'strength' of the leash. The chain will be green if safe, yellow if getting further away, and red if about to break.

E. Jury's Blades Aron prepares to strike with his allies, improving his next autoattack within 3 seconds. This ability's damage is increased by 5% for each nearby allied minion and by 20% for each nearby allied champion. The damage increases stack. Damage is capped at 100%. Bonus is determined when ability is cast. Base Damage: 30/60/90/120/150 (+ 30% bonus ad) (+ 100% total ad) physical damage Cooldown: 17/15/13/11/9 seconds Range to detect allies: 350 Innocent bonus: All participating allies are healed for part of the damage done. Innocent bonus heal: 10%/15%/20%/25%/30% Guilty bonus: Target enemy is revealed and has their healing and regeneration effects reduced for a short duration. Duration: 1.5/1.75/2.0/2.25/2.5 seconds. Healing and Regeneration reduction: 30%/35%/40%/45%/50%

R1. Penance (Innocence)

Aron channels for 2.5 seconds. If the channel is completed, Aron recovers a large amount of health, and his basic cooldowns are fully refreshed. If the channel is interrupted or canceled before its full duration, Aron only receives upto 50% of the benefits, depending on how long the channel was held. This ability can only be cast while in 'Innocent'. Base heal: 40%/50%/60% (+ 40% AP) of Aron's max health. Cooldown: 90/80/70 secs (shares a cooldown with Execution) Note: Summoner spells, ultimates, and items do not have their cooldown refreshed.

R2. Execution (Guilty) After targeting an enemy champion, Aron channels for 1.5 seconds. After the 1.5 second channel, Aron dashes to the target and slashes them for major damage. If intercepted while dashing, this ability starts from half of its normal cooldown. The target is marked with a downward facing sword above their name during the channel and dash.If the target is below a health threshold, or falls below this threshold as a result of Execution, the target is instantly killed. If the target is not killed in this manner, the target is stunned for 1 second. This ability can only be cast while in "Guilty". Base damage: 200/300/400 (+ 50% bonus ad) physical damage Cooldown: 90/80/70 secs (shares a cooldown with Innocence) Range: 1300 Health Threshold: 10%/12.5%/15% of max health

Lines: Champion selection: "Justice knows no bounds." Movement: "We hunt" "Run, hide, it makes no difference." "The guilty shall be punished." "Innocent, has nothing to fear." Attacking: "Your guilt is as clear as day!" "Such a blatant obstruction." "If you are innocent, why do you fear?" "Don't add more crimes to your list."

Joke: balances his sword on his finger "With justice, there is balance" Scrambles to catch his sword as it falls. "...I'm still working on it."

Taunt: "You'll have plenty of time to repent in the next life." Special taunt against Garen: "Justice is a lot more than a large sword." Special taunt against Jarvan: "Even a king cannot break the laws." Special taunt against Sion: "...I'm going to need bigger handcuffs." Special taunt against Caitlyn: "Stick to your fuzzy handcuffs." Special joke against Caitlyn: "I'd like to see those handcuffs of yours...." Special taunt against Vi: " Which side of the law are you really on?" Special joke against Jinx: "I...I don't even know where to start." Special joke against Swain: "No man is above the law.... You are a man, right?"

18 Comments

Tomare Toki Yo4/2/2015, 3:17:26 PM1 votes

I like it, although Noxus doesn't seem to be the type of place to have police. Their motto is "survival of the fittest", isn't it?

Champion Skin4/2/2015, 6:24:57 PM1 votes

The cooldown reduction on his guilty E is a bit weird... in that if you have your ult on cooldown it would be optimal if you have the mana to spare to simply use it as much as possible to lower the cooldown of your ult (You don't even need a target as it is a buff or is the cooldown reduction upon attacking/using the buff?)

Well I guess you would use innocent dash + guilty E while moving around (If mana allowed it and you had your ult on cooldown)

In best case scenario 40% CDR and using guilty E immediately after ult and and as soon as it comes off cooldown his ult will have 27 seconds cooldown and without the spamming of E it would have 42 seconds cooldown Well I guess that's fine after all Leona ult has like 36 seconds cooldown and this ult has a channel and stuff... Though it might be a bit awkward and mana intensive having to spam your abilities so much

The Red Warden4/2/2015, 6:40:44 PM1 votes

I remember seeing a similar idea on the old forums, similar abilities, passive, and lore.

Was that yours?

bubee4/2/2015, 6:49:31 PM1 votes

I like the concept, but how would the ult work with two separate cooldowns?

Leti the Yeti4/2/2015, 7:31:29 PM1 votes

I'm surprised a noxian judge would have even have the option for "penance" erryonez guilty!

ModThe Djinn12/12/2015, 6:05:11 PM1 votes

Sorry for the long wait!

{quoted} --LORE--

Hm. Noxus doesn't seem like the sort of place where this organization would really exist, especially since we don't really see them having much of a traditional "justice" system. If a captain allowed a soldier to execute him, that captain was probably, by Noxian standards, entirely deserving of it: he failed to have the strength to survive, and is thus an acceptable casualty. I have trouble seeing a Noxian shocked by this sort of behavior.

Anyway, the lore WORKS, from a technical standpoint, but it doesn't really feel like Noxus to me. Seems more like Aaron might be someone to actually defect to Demacia, where these values are held in higher regard, and where an organization tasked with distributing justice seems MUCH more fitting. Noxian justice is, I imagine, heavily dependent on who is sitting at the top of the pile at any given time, and I can't see Swain allowing a renegade organization to dictate punishments without his authority to exist even for a SECOND.


#ABILITIES

Passive: Verdict Aron switches between two forms, "Innocent" and "Guilty" with each ability cast. Each of his abilities gains an additional bonus based on the form he is currently in. While in "Guilty" form, Aron gains a black shadowy aura. While in "Innocent" form, Aron gains a white shining aura. Aron starts the match as "Innocent".

Interesting. Doesn't really fit HIS thematic though -- Aaron doesn't switch between being innocent and guilty. Perhaps Judge / Executioner might be a better name for it? Aside from that I'll withhold judgement until I see the effects this is put to.

Q: In Pursuit Aron dashes to a location, dealing damage to all enemy units along the path. Base Damage: 40/80/120/160/200 (+ 50% bonus ad) physical damage Cooldown: 16/15/13/12/11 secs Range: 500 Innocent bonus: Targets struck by In Pursuit are slowed for 2 seconds Slow strength: 10%/15%/20%/25%/25% Guilty bonus: Aron can reactivate In Pursuit within 2 seconds to dash to a target struck by the initial cast, doing 50% of the damage. This activation will not activate Verdict. Base Damage: 20/40/60/80/100(+25% bonus ad) physical damage Range: 600 units

The Guilty bonus is FAR superior in this case, since the slow on the Innocent is so small. I'd recommend making the Innocent slow a bit higher: 30 / 35 / 40 / 45 / 50 will give much more incentive to use this ability in Innocent form.

The damage is also low enough that I'd consider making this Total AD, or upping the base damage. 40 + 8ish damage at level 1 is pretty unimpressive for a 16 second cooldown ability.

Otherwise the ability is fine, although not particularly innovative. Then again, they don't all have to be! I will point out, however, that this isn't fitting in with his "judging a single enemy" theme, but is rather a multi-target form of soft CC and mobility. Not a problem, but something to keep in mind.

W: Crime Scene Aron damages his target and marks the location where they were damaged. The marked enemy is linked to the location by a chain. If the targeted enemy moves too far from this location, they take additional damage and are rooted. Base Damage: 70/90/110/130/150 (+ 30% bonus ad) physical damage Cooldown: 24/20/18/15/12 secs Leash duration: 1.5 seconds Leash range: 200 units from the mark Root duration: 1.0/1.25/1.5/1.75/2.0 seconds Innocent bonus: The range of the leash is shorter. Innocent bonus leash range: 150 units. Guilty bonus: If the target breaks its leash, Aron gains increased attack speed and armor penetration against the target for a few seconds Guilty bonus attack speed: 10%/20%/30%/40%/50% Guilty bonus armor penetration: 10%/12.5%/15%/17.5%/20% Guilty bonus duration: 2.0/2.5/3.0/3.5/4.0 seconds Note: The enemy can see the 'strength' of the leash. The chain will be green if safe, yellow if getting further away, and red if about to break.

This is an interesting one. The lease range is probably a little small: that's just barely over the diameter of Cho'Gath's Q, which is pretty tiny. There isn't much room to react to this either: might be better off putting on, say, a micro-stun on the first cast of the ability, since I think that breaks queued movement commands, and then slightly increasing the range you can move.

That way there's more time for the victim to react and issue commands to stay inside the range. Speaking of range, what's the range of this ability's initial effect anyway?

The Innocent bonus may as well just be an outright snare: that's a problem there. It's a false feeling of freedom that doesn't really exist for the player.

The Guilty bonus is fine, but you might want to specify how bonus attack speed against ONLY ONE TARGET works. I'd recommend marking them, and having an auto-attack proc the mark for the bonuses -- and then let him use the bonuses however he wants. I'd also just put a constant duration on the effect, and scale the value (so a 4 second flat duration, with the benefits of the buff scaling).

Nice job nailing the theme of hunting down a single enemy though. This definitely makes one particularly person feel really, really targeted.

E. Jury's Blades Aron prepares to strike with his allies, improving his next autoattack within 3 seconds. This ability's damage is increased by 5% for each nearby allied minion and by 20% for each nearby allied champion. The damage increases stack. Damage is capped at 100%. Bonus is determined when ability is cast. Base Damage: 30/60/90/120/150 (+ 30% bonus ad) (+ 100% total ad) physical damage Cooldown: 17/15/13/11/9 seconds Range to detect allies: 350 Innocent bonus: All participating allies are healed for part of the damage done. Innocent bonus heal: 10%/15%/20%/25%/30% Guilty bonus: Target enemy is revealed and has their healing and regeneration effects reduced for a short duration. Duration: 1.5/1.75/2.0/2.25/2.5 seconds. Healing and Regeneration reduction: 30%/35%/40%/45%/50%

Definitely the least interesting ability so far. It's a VERY long cooldown for an auto-attack reset, has unpredictable damage, and also has fairly invisible effects. I get the idea (the jury of his peers is helping him to improve his abilities), but I just don't think this ability functions particularly well in his kit.

The enemy revealing makes sense, but the ally healing just doesn't seem to fit the theme at all.

All in all I think this ability could be cut entirely in favor of something a little more interactive, possibly on a much lower cooldown to give him more opportunities to choose between Innocent and Guilty.

R1. Penance (Innocence)

Aron channels for 2.5 seconds. If the channel is completed, Aron recovers a large amount of health, and his basic cooldowns are fully refreshed. If the channel is interrupted or canceled before its full duration, Aron only receives upto 50% of the benefits, depending on how long the channel was held. This ability can only be cast while in 'Innocent'. Base heal: 40%/50%/60% (+ 40% AP) of Aron's max health. Cooldown: 90/80/70 secs (shares a cooldown with Execution) Note: Summoner spells, ultimates, and items do not have their cooldown refreshed.

Another one that doesn't really feel thematically appropriate. I'd much rather see a single ultimate that really pins down his theme than have a choice of two (which means I may make the wrong decision with my most powerful ability...not fun for a player), one of which is basically a slightly different Master Yi Meditate.

R2. Execution (Guilty) After targeting an enemy champion, Aron channels for 1.5 seconds. After the 1.5 second channel, Aron dashes to the target and slashes them for major damage. If intercepted while dashing, this ability starts from half of its normal cooldown. The target is marked with a downward facing sword above their name during the channel and dash.If the target is below a health threshold, or falls below this threshold as a result of Execution, the target is instantly killed. If the target is not killed in this manner, the target is stunned for 1 second. This ability can only be cast while in "Guilty". Base damage: 200/300/400 (+ 50% bonus ad) physical damage Cooldown: 90/80/70 secs (shares a cooldown with Innocence) Range: 1300 Health Threshold: 10%/12.5%/15% of max health

This is a really fun ability, although I'd probably suggest Marked for Death or Final Sentence instead of Execution, as it's more of a Sword of Damocles situation than an immediate execute.

The long range is a bit of an issue though. It's VERY hard to do anything to stop him when he can channel the ability from so far away. I'd consider making it a skill-shot dash from a shorter range, or a channel from a shorter range, so that someone can possibly stop him from hitting the target.

As is, the counterplay doesn't really exist.

EDIT:...upon re-reading it, this ability doesn't work the way I had wanted. I had imagine it working more like this, which I almost like better:

#FINAL SENTENCE Aaron targets an enemy champion within X range, dashing to them and dealing 200 / 300 / 400 (+50% bonus AD) physical damage. If the target survives, it is Marked for Death for 5 seconds. If the target falls below 10 / 12.5 / 15% maximum health while Marked for Death (or is killed outright by the initial damage) it is immediately slain, and half of Final Sentence's cooldown is refreshed.

Cooldown: 140 / 120 / 100 seconds

The cooldown is increased to make the ability feel more impactful, and the 50% cooldown reduction gives your team huge incentive to kill the target -- it also. It also requires at least one hit after landing to execute the target, which gives some room for the victim to escape you if they're VERY fast.

#Part 1 of 2