Eiron, Conviction's Arcane Edge

DesolationKaizer·5/24/2016, 11:37:12 PM·10 votes·1,749 views

##Good Neighbor Bonus Dash, The Yordle Bandit of Zaun

Zone, The Opportunist

Medeia, The Shadow in the Woods

#Eiron, Conviction’s Arcane Edge

#Appearance http://imgur.com/rlidWNE

#Summary Attack■■■■■■■■□□ - [8] Defense ■■■■□□□□□□ - [4] Ability Power ■■■■■■□□□□ - [6] Difficulty ■■■■■■■■■□ - [9]

##Primary Role Fighter/Skirmisher

##Secondary Role Assassin/Slayer

##Gender Male

##Race Human (?)

##Resource Mana


##Short Lore

Eiron Tathral is an enigma. A young swordsman gifted in the arcane arts as well, he’s a quiet soul with seemingly no past. However, in reality, he is a long-lived being bonded with an entity known as Conviction. In dark times, he has shown up, his sword shining with arcane energy, raining down destruction upon the unjust and wicked.

It’s not known whether or not Conviction is an Aspect or something more. It’s not known why he bonded with Eiron either. All that is known is that when a dark-haired young man armed with an azure sword appears in a large conflict, justice will be served, and wrongs will be righted. Few alive know of him, though there are many tales through history.

His power comes through his literal belief in his doing the right thing. The stronger this belief, the more powerful he becomes. For the past two centuries, his sorrow and rage at all the deaths and the seemingly futile nature of his mission left him at his lowest, leaving him dispirited. Thus he wandered for all those years, refusing to fight in major battles, though stories crept up here and there about a benevolent savior helping the unfortunate and downtrodden in small villages and such.

When the people of present Valoran see him, they see a quiet and friendly young man, who seems strangely world weary.

Conviction senses chaos brewing and a looming threat in the Void. Sensing the threat they pose, Eiron will bring his blade to bear again for justice and his belief. A belief that even the smallest action can lead to a brighter future for the world.



##Long Lore

He's been called a hero. A legend. Or simply a good Samaritan. But these words are hardly enough to properly describe Eiron. Born so very long ago, Eiron was once a young human man. But it has been so long that even for him, his past is murky before his first encounter with Conviction. His parents, his original home, all of it a blur.

There he had been, on the battlefield, fighting despite being the last one standing. Against overwhelming odds and a brutal foe he fought in a battle that wasn't even for his own country. All he can remember is hearing Conviction's deep, sardonic and distorted voice asking him why he chose to fight in a war that was not his.

His answer had satisfied the enigmatic being and soon, they became one. The battle had ended rather abruptly after that, as his newfound power in his belief in fighting for a brighter day for all of Runeterra was at its peak. He leveled the entire battlefield with leaping, arcane enhanced sword strike.

Over the centuries he had fought in many battles, killing those he thought to be threats to the peace and stability of the world. He'd been more brash and reckless early on of course. Even the smallest conflicts he had shown up in. But as the centuries passed him by, he grew wiser.

And with that came the loss of the those he had known and loved. At times, he felt very much like an outsider looking in, unable to have a family of his own, unable to settle down in one place and finally live in peace.

Conviction drives him onward, pushing him for the sake of a better world. Where Convictions starts and Eiron ends, not even he can say. Some days, he cannot even tell if he's the one in control, or if it's Conviction. He's faltered at times, witnessing such tremendous horrors that his beliefs reached all-time lows, greatly reducing his powers. And while he is effectively immortal in terms of the aging process, he can be killed.

In one particularly dire moment, he'd almost been killed by a group of skilled mercenaries trying to obtain the large price on his head at the time. He'd survived the attempt on his life, but he'd been gravely injured. He'd dragged his body to an nearby tree, resigning himself to death.

Days later he woke up to find himself in a cabin, being tended to by a beautiful woman. Over the next few weeks, he grew close to his rescuer, his faith in mankind being restored. But his bliss would soon come to an end.

Hundreds of mercenaries showed up to the cabin, still trying to claim the price on his head. This time, they had powerful warriors and mages. The woman he had grown to love and care about was killed by a single stray bolt of magic.

And in this moment, Eiron's and Conviction's rage exploded.

In one cataclysmic blast, he obliterated the opposition while he protected her body. In his state of anger though, he could not have known that he had also wiped out several nearby villages, snuffing out thousands of innocent lives in the process. When the realized what he had done, all he could do was fall to his knees.

He eventually made a massive monument for each village, inscribing markings for each person he had unjustly killed. His former love, he made a private tomb for her, entirely constructed with arcane energy. Then he disappeared from the world for centuries.

Now Eiron has returned as a world-weary, but determined man. He still carries this particular sin with him, but it only serves to motivate him. He knows he cannot love again, for something similar could happen again if he lost control. He knows that even the most righteous can be a danger to the world, as righteousness can turn into fanaticism.

He knows that until this world ends, or until he dies, or until the rare day comes that no one has to suffer unjustly, his fight will continue.



#General Overview

I’ve been struggling with getting this champion concept right for a while now. It’s been through several iterations, but I’ve finally come to a result that I feel happy with. Eiron is a melee carry like Yasuo, Fiora, Master Yi and Tryndamere. However, he’s the only melee carry who deals large amounts of magic damage.

His passive grants him bonus magic damage based on his attack damage after every three basic abilities used. Auto attacks build up stacks of Conviction and enhance his next ability after five stacks. So he thrives on weaving both his auto attacks and abilities together, like a battlemage or arcane swordsman should.

As a melee carry, I believe he has the necessary tools to accomplish his role, which is pretty much fighting anything he comes across. He's a dangerous duelist to face, thanks to his passive, the attack speed from his Q, the damage reduction he can get from his W, his E's short cooldown, and of course his powerful ultimate.

He's a champion that requires quick thinking AND careful planning. Make one wrong move, and your opponent can punish you. A mistimed last ult strike can land you in hot water.

Build wise, he prioritizes items like Trinity Force, Rageblade, and Gunblade. Especially Gunblade. He benefits heavily from the ad and ap it gives, as well as the passive and omnivamp, which greatly adds to his survival. After he builds any of these, his build path can proceed to a variety of different things. He prefers raw attack damage, followed by cooldown reduction, attack speed, and ability power.

Eiron is intended to be a fighter who thrives on aggression, gaining movement speed from attacking minions, then activating his active to pounce on the enemy laner and gain those crucial Conviction stacks. With his strong dueling and conditional, but powerful defensive tool in Eldritch Shield, Eiron is at home top lane and mid lane. The fact that he gains Conviction stacks from monsters also makes him a viable jungler as well, though he lacks sustain.

##Pros

  • Incredible sustained damage lategame
  • Great duelist
  • Rewards smart and aggressive play
  • Abilities can be combined together seamlessly
  • Can be a terror against tanks that rely on building armor
  • Scales really well into mid and lategame.
  • Not too difficult to pick up.

##Cons

  • Early game is rather atrocious, mediocre base damages, high mana costs and high cooldowns
  • No crowd control
  • Squishy without Eldritch Shield.
  • Crowd control obliterates his damage
  • Almost none of his damage is up front, meaning that he needs to time to accrue said-damage for the best results.
  • Suffers against anything that can blind, dodge, or block auto attacks, as much of his kit can be countered with these options.
  • Extremely item dependent (Though with one or two of his core items, even if he's behind, he's still useful to his team)
  • Difficult to master, despite being relatively easy to pick up.


##Description

Eiron is a seemingly young man with short, dark and unkempt hair. Wields a longsword with various runes inscribed into it. A slim, but athletic build with pale skin. His eyes are blue and glow with arcane energy. Arcane energy occasionally crackles around his body.


##Base Statistics:

Health: 550(+85)--->1995 HP/5: 7(+0.7)--->18.9 Mana: 310(+45)--->1075 MP/5: 7(+.55)--->16.35 AD: 53(+4.5)--->129.5 AS: 0.65(+3.3%)--->1.01 Armor: 22(+3.5)--->81.5 MR: 32 (+1.25)--->52.25 MS: 340 Range: 150


##Passive: Arcane Conviction http://imgur.com/3WJJqjL

Every three ability casts grants Eiron bonus magic damage on his next auto attack.

Auto attacks on non-minions grant a stack of Conviction. At five stacks, your next basic ability cast within five seconds is enhanced.

Phasing Mercury- Eiron now ignores unit collision and has a 40% resistance to slows for the duration of the active.

Eldritch Fortification- Increases the damage reduction of the shield by 1.5x and allows it to now reduce damage from auto attacks. The shield also becomes a barrier, reducing damage from any direction, rather than from his front.

Blazing Pulse- After the initial damage of Pulsing Arc, it deals half the damage again as damage over time over two seconds.

60/80/100/120% AD bonus magic damage at level 1, 6, 11, and 16 respectively.

##Design Philosophy

Eiron's kit revolves around his passive. His auto attacks are enhanced with substantial damage, while his abilities can be greatly enhanced from his passive. But it requires him getting up close and personal with an enemy, rather than simply hitting minions to be able to enhance his abilities. So Eiron players will be actively seeking trades.




##Q –Mercury Rune http://imgur.com/o2wkKWv

Passive: Every auto attack gives Eiron 5 movement speed, stacking up to 5 times. Each stack lasts for 5 seconds and attacking refreshes the stacks. This rune is always active.

Active: Eiron infuses his body with arcane energy, galvanizing his reflexes. This doubles the effect of Mercury Rune’s passive while granting him increased attack speed for five seconds. Activating again immediately triggers a short dash that puts the active on cooldown. The dash range is increased if Eiron has five stacks. Goes on cooldown at the end of the active. If Eiron makes contact with an enemy champion, he auto attacks them auto attacks them and deals bonus magic damage. If Eiron activates the dash with Eldritch Shield active and makes contact with an enemy, it inflicts a 1 second stun on the first enemy he makes contact with.

Cooldown: 11/10/9/8/7

Bonus Attack Speed: 50/55/60/65/70%

Magic Damage: 60/70/80/90/100(+100%BonusAD)(+50%AP)

Dash Range without five stacks: 350

Dash Range with five stacks: 550

Cost: 60 Mana

##Notes:

##Design Philosophy

This ability isn’t quite as high up in the mobility department as many other champions in League. However, Eiron is not supposed to be a champion known for mobility. When mixed in with auto attack, much like the other parts of his kit, his can make him deceptively difficult to escape in crucial moments. The bonus attack speed allows him to quickly ramp up his movement speed and at five stacks his dash gains an additional 200 units of range. The extra damage is merely the icing on the cake.



##W- Eldritch Shield http://imgur.com/V%%%OGi

Eiron creates a shield before him entirely comprised of arcane energy. For the next three seconds the shield grants him 20/25/30/35/40% damage reduction from ability damage aside from true damage. The shield does not function like Braum's in the fact that it turns with him, remaining in front of whichever direction he's facing. It has no cast animation.

If Eiron is near an enemy when the shield expires, it applies an Arcane Charge to them and deals magic damage in an area of effect. The shield stores the damage taken over the three second duration, dealing 10% of the damage taken as bonus damage.

Cooldown: 15/14/13/12/11

Duration: 3 seconds

Magic Damage: 80/110/140/170/200(+70%AP)+(10% of Damage Taken)

Radius: 200

Radius for Arcane Charge and Damage:250

Cost: 60 Mana

##Design Philosophy This ability allows Eiron to temporarily increase his defenses to survive bursts of damage. It is a powerful source of defense, but has a steep cost and encourages an Eiron player to not simply stand there blocking damage, but to dodge abilities while using the shield to mitigate unavoidable damage. Eiron wants to get close with his shield so that when it detonates, it applies an Arcane Charge to his enemy, which increases the damage output of his E.


##E- Pulsing Arc http://imgur.com/3WJJqjL

Eiron manifests a second sword made entirely of arcane energy, unleashing two fast and sweeping slashes in an arc before him, inflicting magic damage to all in enemies in range. Each slash can proc on hit effects and can critically strike for 150% damage. If an enemy has an Arcane Charge, it triggers an aftershock, dealing additional magic damage. This ability does not interrupt any previous commands. (Think Hecarim Q in terms of being able to cast it repeatedly while auto attacking)

Cooldown: 4/3.5/3/2.5/2

Initial damage each hit: 50/60/70/80/90(+45%AD)(+30%AP)

Aftershock Damage: 40/70/100/130/160(+100%Bonus AD)(+50%AP)

Range: 350 Cost: 25/30/35/40/45 Mana

##Notes

  • The slashes function seperate auto attacks, so each procs on-hit effects.
  • This ability has no cast animation.
  • Blinds, Counterstrike and Pantheon’s passive can block this ability.

##Design Philosophy

For the standard Eiron built with substantial attack damage, this ability is his bread and butter. Thanks to having no cast animation or interrupting auto attacks, while also procing lifesteal and on-hit effects, this ability greatly adds to Eiron’s dps, while giving him a bit of area of effect damage. It also helps him in being able to damage targets who are on the run, as it can be used freely regardless of movement or auto attacking.



##R - Arcane Frenzy http://imgur.com/CCVU4oH

. Eiron channels all of his arcane might for the next five seconds and reaches his maximum connection with Conviction, rising into the air as arcane energy erupts around him a massive sphere, dealing tremendous magic damage over the course of those five seconds to any targets caught within the sphere. Eiron can actually move at 60% of his total movement speed, but he cannot use any other abilities, auto attack, or use any summoner’s. For ten seconds after activating the ultimate, he is “frenzied”, granting him his bonus damage on his passive every one ability cast. Maximum Conviction Stacks also grant enhanced damage for the ultimate. Eiron can cancel the active at any time.

Damage- 30/50/70(+100%BonusAD)(+40%AP) Magic Damage per second

Enhanced Damage- 45/75/105(+150%BonusAD)(+60%AP) per second

Mana: 100/120/140

Radius: 550

Cooldown: 120/100/80

##Notes

##Design Philosophy

This ability separates him from his melee carry peers. It turns him into an avatar of destruction, dealing tremendous damage in a large area while slowly marching through the enemy. The secondary effect grants him some extra damage over time, but the calling card of this ultimate is the sheer damage Eiron can put out if he avoids crowd control and lives long enough. Getting caught in the sphere for five seconds will equal death for most squishy champions, and even tankier ones will still take considerable damage.


#Quotes

##Upon Selection "Wrongs will be righted, that much I can guarantee."

##While Moving "Let's get going." "Let's not prolong this." "Wish I'd picked up teleportation magic."

##Attacking "Hit them hard with magic, hit them fast with sword." "I apologize about the pain I'm bringing to you." "The wicked fall to my blade."

##Using Mercury Rune "Flow like mercury!" "Quick like silver." "Graceful like a cat!"

##Using Eldritch Shield "Arcane Protection." "Nothing gets past this shield." "I'll weather this onslaught."

##Using Pulsing Arc "HOO...HAA!" "Kill quickly, or not at all!" "Fast than the eye can see!"

##Arcane Frenzy "For a better world!" "We will stake everything on this single spell." "They never come back from this!"

##With five stacks of Conviction "We will end it right here!"


#Recommended Summoner Spells and Items

##Summoner's

summoner 14 summoner 4 orsummoner 12 summoner 4

##Recommended Items

##Starting item 1055 item 2003 item 2003

##Core item 3146 item 3078

or

item 3146 item 3100

##Offensive item 3074 item 3031 item 3046 item 3087 item 3135

or

item 3115 item 3089 item 3285 item 3124 item 3135

##Defensive item 3026 item 3139 item 3091 item 3156

or

item 3091 item 3116 item 3157 item 3027 item 3151



#Possible Skins

##Rune Knight Eiron-Ultimate Skin http://imgur.com/bMyzjcB

##Sellsword Eiron- 750RP Skin http://imgur.com/FGvaFuW

##Spellfire Eiron- 1350RP http://imgur.com/TZFwQcB

All credit for the images above and any of the other images used for this concept go to the original artists.



22 Comments

Zerenza5/25/2016, 2:26:32 AM2 votes

Okay i really like the idea you've got going and i'm going to pitch one of my own. His passive is strange in that, it seems to just make him really weak from what i'v reading so i'd suggest changing it to what his W is, but he'll passively spawn arcane blades near him in lane that he can pick up (similar to his R but with less damage and a different animation) and Slash at someone with, i think that is a really cool idea and it would make for a really cool mechanic. So imagine a lane full of swords everywhere like a battle field or something ya know?

Then changing his W to be able to pick 1 up and throw it in a direction were it will stick back into the ground (positioning). And lowering or removing the damage reduction so he's not so broken maybe making it a flat percentage at all levels of damage reduction.

Next his R, keep it the same but make it so you can cast it (at all levels) while holding a sword to use the slash, this way he combos better with his other ability's but its less text and you can take out a couple sentences or make them more clear to the reader.

Finally his E could be tweaked because it feels like a Master Yi sortta thing with how it works and you could honestly just make it a 2 hit slash like Riven's Q, when playing riven you need to auto attack in between each Q cast so you maximize your damage and i think that would be great on him instead of saying he can auto attack while casting, that's kind of strange and the animation would be weird too. And finally making his passive a 3 hit passive like ekko's or vayne's would let you get away with more things, such as saying that the third hit of his passive applies life-steal with magic damage and does a small amount of extra damage on the third hit. (might want to increase it to 4 hits so it's no OP because the way he seems to play he'll be getting that third hit really fast and pretty danged often.)

Edit: One of the reason i suggest these changes is because his design screams high damage mage but his kit is telling you to build him full tank like ekko and that could prove to be a problem, overall though i love this concept.

Arakadia5/25/2016, 5:32:36 AM2 votes

Actually a really cool champion! That ult seems really fun and cool! I think you should focus on what items to build, because almost every item looks viable on him. AP, AS, MR, Armor, AD, Crit, etc. He works with every item almost. I really luv that ult though. And the W is pretty cool too!

His Q feels real balanced too with counter play and all.

Raxistaicho5/29/2016, 6:41:17 PM2 votes

Hey there, let's see how this looks!

Lore

Fairly simple. He's a hero who's strengthened by his will. It kinda reminds me of Irelia, but it's not quite the same.

I kinda feel like this could maybe use some deconstruction - if he's been around for ages and is certain that what he does is right, maybe once in a while he could make a mistake and have to fix that? Either way.

Stats

All looks pretty good. About level stats for a light attacker.

Kit:

Passive:

NO. The damage conversion absolutely must be scrapped. Even with the 25% reduced damage, this is simply too good a passive.

When you compare armor and magic resistance, what do you see? The major thing is that magic resistance doesn't have the same numbers as armor does, and every item that inhibits basic attacks (Randuin's Omen, Frozen Heart, Ninja Tabi, Thornmail) are naturally all armor. And given how much stronger Void Staff is compared to the Last Whisper items now? The reason that magic resistance is weaker than armor is because health is more effective against magic damage than physical because physical damage tends to be more sustained than magic, but if Erion is dealing magic damage on his autos that problem's out the window, especially since he can build Blade of the Ruined King, which beats Liandry's Torment's ass.

And if he builds crit? Ouchies.

Q:

Actually feels a bit weak to me. He has to get in close and build his stacks before he can use the dash or movement speed, and once he's there he doesn't actually need the movespeed or dash. All this really does is make him a bit stickier. The attack speed's pretty crazy, but that seems like a fair reward when it's the only really useful part of the Q. Also, the dash is REALLY short for how restrictive it is.

W:

The range on his is really short for a non-targeted ability.

E:

Question, how is the damage modified when this crits? If it's the standard 200% AD, this ability is utterly broken. Even as it is it might be too much considering how spammable it is. Triforce will be a must on this guy.

"The slashes count as auto attacks, therefore lifesteal does apply to them, while only spellvamp applies to the aftershocks."

No, Erion gets literally nothing from building lifesteal. Lifesteal only works with physical damage, and his passive converts his on-hit damage to magic.

And spellvamp doesn't exist anymore :3

R: So he uses Omnislash, I get what you're going for :p

Honestly I can't say for sure how effective this is since he still has to reach a target to get a lot of use out of it, and he only has his bonus while moving toward a sword. Smart enemies can just back off.

Final Thoughts

Ironically for being a skirmisher, Erion's vulnerable to kiting except when his ultimate is down. He has to hit somebody first to stack his Q and his attacks have a max range (thanks to his E) of only 350 units, which is pretty short. He also has no slows or cc of any sort, so aware enemies wouldn't ever be touched by him. He'd absolutely need a tank build to not get destroyed before he can reach anybody, except then he'd have damage issues.

Also, hybrid champs are very difficult to make right, since Riot's had trouble balancing hybrid items in the past.

Overall, I feel like you've got some neat ideas, but the execution leaves a bit to be desire.

Sorry I couldn't give you a kinder review ):

Vorazun5/30/2016, 2:04:35 AM2 votes

Hello...my formatting :p

That aside, I'll take a quick overview of it.

Passive: These are all nice little effects, which work well and enhance the overall feel of the character. However, I'm really not too sure how much gameplay you actually get out of it, as they're all effects that just benefit you while not providing the best source of way for your opponent to play around it. Equally, you can't stop the guy from generating charges, which make it that if he fights you, and you are not ranged or unable to kite him, makes it difficult to counter Eiron effectively. Similarly, I would suggest that the spell cast charges decay if not used for a moderate period (say 8, 10 seconds) just so you can't build up 2,then walk up to your lane opponent and smack them with a surprise 3rd cast.

Q: It's a pretty solid ability which synergises quite well with the goals that you want to achieve. If it's not already the case, I would recommend that the cooldown starts at the end of the ability - that is when the timer runs out, rather than when activated. It also gets to quite a high uptime once you grab hold of some CDR, so maybe an extra second or two on the cooldown wouldn't go amiss.

W: Might want to look into the enchant a bit. Even with max attack speed and CDR, you won't ever have more than 1 blade out at a time as they last for 3 seconds, while lowest CD (with 45% CDR) is 3.3 seconds, without accounting for things like cast/fall times. Its an alright ability, but it feels rather generic - what is it's purpose? It's range isn't significant enough to count as more than waveclear in most situations, and it's entire role is to give damage, something this kit already has plenty of. I would suggest maybe adding a slow - say 30% for 1 second, just to enhance the gapcloser pattern.

E: Decent design, but the details are somewhat strange. The E activation itself should have a degree of scaling off AP - say, 0.2, instead of just the aftershock, becuase then you get placed in a position where you either build AD and have no scalings, or build AP and turn into a moderately effective kite fighter. It's very awkward, and having to trigger it once again manually, well, that's not the biggest gripe for me, but it just doesn't feel too good, imo. The enchant, on the other hand, feels like the best designed out of all of them, as it's something which has clear weaknesses and strengths.

R: First off random is something that has been almost completely banished from League (crit excepting, but the algorithm is skewed in favor of critting more often than not. I digress) In general it feels alright, but setting the duration to 10 seconds at all ranks feels like the best way to go. You won't get the last cast at Rank 1 because it is highly unlikely you will have enough MS/finesse to get all of them, though that's more of a skill thing than anything.

Something has been nagging at me ever since I've been writing this and I've finally realised it. This would be a design that fits very well in the 'melee DPS' era of League all the way back in Season 1. For the amount of innovation which you bring, I don't think it's very good because this design is quite flat - that is you have 0 fallback pattern if you are ever behind. It's not quite as stat check as say, Irelia or Xin, but it's still very much like that. Arguably they are better since they at least offer something to the team - stun/true damage so Irelia stays relevant, AoE knockback/disruption for Xin, while Eiron really just doesn't offer much except for pure damage. Outside of his R, it's somewhat paint by numbers - gapcloser, situational defense steroid, dps ability. I'm not saying it's a bad character, but it feels somewhat outdated given what designs have progressed to.

DesolationKaizer5/31/2016, 1:54:41 PM1 votes

Some more changes.

  • His W was changed completely. Arcane Blade is now Eldritch Shield.
  • Changed some scaling on his passive.
  • Cleaned up some stuff.
  • Added a small quotes section (I'm not very good at these.)
sneezing slug5/29/2016, 6:44:29 PM1 votes

The only problems I can really see throughout his kit is that every ability has a passive snagged onto it, which I feel is like overloading the kit even way pass champions like Jhin TahmKench. You may want to tone that down a bit?

And also his passive. What happens when someone builds pure magic resist? Sure, you could build magic penetration, but there's only so much magic penetration in the game, whereas there are MANY items that grant MR. I feel that he would be countered easily by anyone who builds large quantities of magic resist-- especially a tank.

Other than that, looks hella fine. Good luck!

#planting dat link for dem CCOS judges

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/dnHYi0dB-champion-concept-zone-the-opportunist-work-in-progress

DesolationKaizer6/19/2016, 12:17:55 AM1 votes

Got some post ccos changes coming up. Ultimate is getting completely reworked, the lore kinda hints at what it will end up being. E is getting changed a bit, as well as W and Q. Passive will remain unchanged and I may add some more quotes and fun little things.

DesolationKaizer5/27/2016, 8:20:20 PM1 votes

Made some updates.

  • Updated lore a bit.
  • Changed the ad ratio on his E to bonus ad to discourage any potential tank builds.
  • Changed ultimate damage to max percent health magic damage. Relatively low base amounts with high scaling again. The last strike might be too high though.
DesolationKaizer5/29/2016, 4:51:20 PM1 votes

A few more changes coming.

*Changing the damage scaling with Arcane Blade, as well as how the active actually works.

  • Adding a quotation section and champion interaction section. Might add a playing with and against section as well.