Sha'laeon, The spirit of iron

DisasterSola·4/14/2015, 11:33:14 AM·2 votes·2,313 views
mega aggron design by rayzoir-d7cc3fi

http://forums.na.leagueoflegends.com/board/showthread.php?t=4627684 (Original thread)

Name: Sha'laeon (Sha-lay-own) Role: Tank Secondary: Fighter Stats: HP: 420+90 per level Health regen: 8 +0.75 per level Movement speed: 340 Resource: Runic charge Runic charge regen: 1 runic charge per five seconds AD: 48 +4 per level Attack speed: 0.625 +2.215% per level Armor: 25 +4 per level Magic resist: 30 +1.25 per level

Skills: Passive: Rune tempered iron Grants 1 maximum runic charge per champion level (Base 2 runic charges) every 10 bonus MR and Armor grants +2% damage reduction. This damage reduction is separate and applied before MR/Armor. additionally 3/5/7 AP is granted per 5% damage reduction. (Example: Chain iron vest + negatron cloak = 40 armor and 40 MR, which is equal to 8% damage reduction before resistances (40:40 = 4:4. 4+4=8%)

Q: Fragment Toggle While toggled on, disables "rune tempered iron" and Lowers MR/Armor by 30%. Grants 50/60/70/80/90% of average bonus armor and magic resist as AD and grants basic attacks 75/75/100/100/125 splash range. Runic charge generation is reduced to 1 charge/5 while fragment is toggled on.

W: Unshakable Active Upon activation, Sha'laeon will dash foreward 250/275/300/350/375 units,Removing her unit collision for 1/2/3/4/5 seconds and rooting enemies within 215/230/245/260/275 range for 1(+0.5 per 100AP) seconds Cost: 1/2/3/4/5 runic charges Cooldown: 10 seconds

E: Runic metal absorption Active Upon activation Sha'laeon will absorb 3/6/9/12/15 armor and magic resist from Non-allied sources within 300 range for 3/4/5/5/5 seconds. This skill can be reactivated to shift the effects from Sha'laeon to an allied champion within 500 range. Upon casting, Sha'laeon gains one runic charge per enemy effected, up to five runic charges. This ability triggers Creep, Monster, and Tower aggression. Re casting this ability consumes 2/3/4/5/6 runic charges. Cooldown: 18 seconds

R: Iron torque Active/passive Passive: Increases runic charge regeneration by 1/1.5/2 per 5 seconds Active: Upon activation Sha'laeon will summon a spinning sphere of iron at a targeted position within 800 range, dealing 150/250/350(+0.60AP) to enemies within 300 range of the ball over 5 seconds and slows them by 20% for 1/2/3 seconds once outside of range. For 5 seconds after placement the torque will gain speed, increasing the range of the slow by 50 per second and increasing the slow amount by an additional 5% per second. Cost: 5/8/11 runic charges Cool down: 100/80/60 seconds

Changelog: Added re-cast cost to runic metal absorption.

24 Comments

Epsilaun4/14/2015, 5:48:49 PM1 votes

Couple flaws in the rune charge design, 1 Q states that rune charge rate decreases to 1, but she only has 1 to begin with so she isnt losing anything, second, making a unique resource design that works on highly limited numbers, but only causing 2 spells to use it with such vastly increasing costs. Also together with long cooldowns there is virtually no chance to not have the resource available or you will be utterly starved due to lack of ways to generate it, kit seems better suited to an energy or a fury based system (i know not a particularly furious champ or ionian where most energy ppl come from but i feel it would smooth the kit out a LOT better imo)

passive and toggle numbers are iffy, mostly because this is coming from someone who watches his friend be a 640 armor Tarric and rock it. With this champ and similar build you have either about 500 in bonus armor, which by your numbers, 10 is 2% makes 100% damage reduction. Granted it is late game but you dont need me to say why that is problematic. The other side of it is while you sacrifice the damage reduction, toggling the damage mode on, you are still going to have around 300 armor (significant) and hit for about 450 a hit as AoE, which is REALLY hard, and if there isnt a significant CD on toggling (like say, jayce r) you can litterally toggle a hit, then go back to invuln, toggle a hit, invuln. ........just nasty to think about

as for the rest, W is pretty basic (nothing wrong with that), R is pretty cool as a zoning tool in team fights, E is also a fun concept with being able to share it with allies

Edit, just saw the passive part on ult, that now makes sense on Q toggle. my bad

Epsilaun4/15/2015, 1:54:53 AM1 votes

If it had a hard cap like that it would be fine, the problem is im giving you numbers from someone i play with regularly, and not some troll 5 thornmails, i mean legitimately (granted he has tarics passive armor boost in there too ill admit) having over 600 armor , which means approx 500 bonus armor which would be 100% reduction, i dont say that out of troll, i say that out of personal experience with someone who can build like that, and still play the character, taric a rather undervalued champ, very well.......

DisasterSola4/15/2015, 10:06:35 AM1 votes

Bump!

Epsilaun4/15/2015, 6:10:08 PM1 votes

ah....well then that needs a wording change, cause as it reads it to me says for every 10 bonus AR you get 2%and every 10 bonus MR you get 2% Also im not sure how they would make it scale from 2 sources in that regard. Might be easier to just keep the perception i have but reduce the rate, like every 10 bonus armor is 1% and every 10 MR is 1%, cause im not sure if making that odd exclusion.

It would be like saying, you only get to use your bonus AD on auto attack if you match it with an equal ammount of AP, but just building AD is useless. Im not sure having it like that would work.

that being said i understand what you mean now but its a weird way to do it

DisasterSola4/16/2015, 4:55:42 AM1 votes

Bump!

Epsilaun4/16/2015, 2:28:26 PM1 votes

and you clearly misread that post, i said i get it, and i disagree with it. my interpretation of your words is correct, as saying every 10 AR or MR implys only 1 can take effect. like spells dont say that you can have you spells scale off AD or AP, this implys that if you are building one the other does not work, but the spell can scale from both, AD and AP, its just more efficient to pick 1 build path per game rather than hybrid.

again refer to my AD vs AP statement, "It would be like saying, you only get to use your bonus AD on auto attack if you match it with an equal ammount of AP, but just building AD is useless. Im not sure having it like that would work."

Having it exclude 1 stat (partially) because the other stat isnt equally as high is a complicated mess, yes i get you wanted to make her have to balance her stats rather than stack 1 and abuse the passive. But having an awkward limiter like that is like the basic attack example i gave above. How frustrating would it be if you could only increase your basic attack damage if you also put in equal value AP as well.

Therefore i think the simpler solution is to have it function as i had originally interpreted it, but at a lower rate such that the end result numbers are around what you had intended. Simpler, same end result.

Epsilaun4/17/2015, 5:30:21 PM1 votes

and again, completely missed the points, the frustrating statement was to make a more obvious reason as to why the way you want to scale the passive is awkward an impractical, was just putting into perspective of basic attacks rather than the passive, it was never confused about the AP portion of your passive, or that her passive gave her damage, it was a hypothetical situation in which some characters kit FORCED them to build AP, in order to benefit from their AD even on their basic attacks. Cause of this hypothetical and wouldnt be made kit, even if you built pure ADC, you would hit the same as no AD on items because their kit mandaded they had to build AP in order to access the AD.

Was just a situation to explain how awkward the calculations for your passive are, not that they are impossible or poorly numbered but simply AWKWARD

i do understand your reasoning but, numbers can be tweaked changed, so even if its just every 10 of either, it doesnt get overpowered and in my opinion (which has nothing to do with not understanding your position, just stating me personally) this is a better solution, smaller numbers, smoother scaling with less ifs and buts, complicated does not equal better in all cases.

example lets assume you are going to build about 500 bonus armor and or MR every game by the end of the game (so 250 ar/250 MR or any other combination to achieve that +500) and its every 10 of either like i suggest (again, just opinions here, doesnt make me right or wrong) and let the scaling be 0.6% reduction. So long as you reach that +500ish of both resistances, you are going to end up getting that extra 30% reduction from passive, about the number you said you wanted it to max out at. But now you can get that through varaiaty of means, rather than pretty much being forced into 1 or 2 builds that provide enough of both stats to get that. But if you get the into an oddball match where they are all AD for some reason, you can build pure armor and not feel like you have to cut off your passive from your kit, or waste gold on MR that isnt going to reduce their damage at all, but then get your raw % reduction which will. It simply smooths out the build paths and gameplay

Your champ doesnt provide an extensive amount of CC compared to other tanks, so there is no reason to make getting that extra damage reduction so much harder when others provide more CC and probably more mobility/damage while they are at it (looking at things like Vi)

forcing mixed resistances is also bad design in my opinion, you bring up rammus and galio, granted they arnt common ranked picks but lets say you like them as champs and your playing them in a normal match

you know how frustrating it is to pick galio only to be put up against an all AD team, or vice versa with rammus vs all AP, Now in a ranked you could have picked according to their comp, but you just wanted to play a champ you enjoyed, now you have parts of your kit that are gimped cause there is no reason to build the resistance your character is specialized to build toward, thus cutting out part of your kit

same thing will apply to your champ but in oddball cases, oh they are Pure AD or Pure AP, odds are the resistance bonus from trying to make use of the passive are not going to balance out as well as if you had just built in 1 direction, but now you feel like your kit is getting excluded for something out of your control.

to me that just doesnt sit well but that is my opinion

ever since your second response iv been on the same page as you as to how your champ functions, i disagree with it, and reccomend rewording the passive so it so others dont make the same interpretation error as i did at first for it (it needs special wording cause as written, it reads about the same as randuins omen, which is pretty much, duration is 2 + 0.5% AR and 0.5% MR (it scales from both, the word and is not in there as it is just their color coded scaling text, but it is implied as it gets benefit from both) meaning you need some different wording to specify that they must be built in ratio to eachother, cause just and implys that scaling just applies to both, not the two together for as long as they remain in an approximate 1:1 ratio)

DisasterSola4/19/2015, 7:21:49 AM1 votes

Bump @eps Every tank builds armor and MR - even against full MR/Arm comps. Its immutable. Sv, banshees, z'zrot; these are items you see even on specialized tanks. The reason for dual requirements is that its meant to help you scale, as a tank, into the late game; a part of the game filled with 800 damage crits and very high %hp damage. Its not meant to be a buff to her early game, its not meant to help her lane, its solely there to allow her to be a maelstrom in the middle of a team fight without dying. Her passive isnt meant to "scale" per say either. Its meant to REWARD her for building hybrid defenses; Similar to how galio gets x AP for every x MR. Her niche is MEANT to be hybrid tank; Not specialized to either spectrum. Hybrid tanks are something we dont have in LoL yet.

I can only suggest stop thinking it HAS to scale and start thinking of it as a straight bonus at different amounts of Arm/MR. Its you who is grossly over complicating it and thinking that it must scale by % no matter what because reasons. I say this again in all serious; I cant make it any clearer than it already is. Its description is already as simple and clear as possible; For every 10 bonus armor and bonus magic resist you gain 2% bonus resistance.

Do you want a table? 10/10: 2 20/20: 4 30/30: 6 40/40: 8 50/50: 10, etc, etc, etc.

Its not something complicated like 0.0257485844458% of 2.01541554% average bonus armor and bonus magic resist grants 0.544556541154744111% bonus resist per 5.05456742285% of your total armor and MR combined. Its... literally +2% special resistance per 10 bonus MR and bonus Armor.

Would adding a "per" somewhere in there help? I... Dont think so. "every" and "per" have the same meaning in this case.

DisasterSola4/20/2015, 9:55:49 AM1 votes

Bumpadub

DisasterSola4/20/2015, 9:04:06 PM1 votes

Bump

DisasterSola4/21/2015, 4:14:14 AM1 votes

Bump!

DisasterSola4/21/2015, 10:41:52 PM1 votes

Bum,p@!

DisasterSola4/22/2015, 11:42:12 AM1 votes

Bump

DisasterSola4/23/2015, 2:30:23 AM1 votes

bump

DisasterSola4/23/2015, 6:48:31 AM1 votes

bump

Paroe2/14/2016, 3:16:53 PM1 votes

i wonder if i should bump this. i like the concept...

Paroe6/18/2016, 6:03:17 PM1 votes

well, im bumping it again i guess.

Paroe6/27/2017, 2:11:51 AM1 votes

Im still interested in this but.... i dont know if the author still is. so bump!

Paroe7/2/2017, 12:52:57 AM1 votes

Bump?

Paroe7/3/2017, 7:19:09 PM1 votes

Bump!