[Champion Concept] Sigvurd the Ministry's Guard

Mister Support·7/7/2015, 11:34:22 PM·2 votes·424 views

http://nijiooezt.deviantart.com/art/Halberd-Knight-303230473 Credit goes to Nijiooezt of Deviantart. Similar to what was in mind, main differences would be a black armor rather than brown, Bulkier body type, and taller.

Background

Sigvurd was once a head guard to the Ministry of Noxus. However, with the change of prestige in Noxus moving from Royalty to raw power, the Ministry fell under. Sigvurd had no care to join the military afterward, for he was raised on the principle violence to kill is for the weak, while violence in the name of protection is of high honor. And so he works as a guard for hire, but only to those who have the potential to fulfill his price: restore the hierarchy of Noxus. The price is vague in both wording and meaning. Sigvurd has no care who becomes the ruler of Noxus, as long as some order is returned so he can reinstate his family crest.

“It is the duty of the strong to protect the wise so society may prosper.” - Sigvurd’s Father.

Skills

Passive: Pride of the Guard - Being near allied champions grant Sigvurd a bonus 5/6/7/8/9 armor and magic resist per champion. This bonus is granted through himself. In addition, Sigvurd’s size scales with level. Range: 1000 units.

Note: He will always 1 stack of his passive minimum unless dead. At level 1 he is about the size of Xin Zhao and at level 18 he is slightly larger than Nautilus, so the size change isn’t too much, Passive scales at levels 1/5/9/13/17

Q: Blunt Trauma - Sigvurd slams the flat of his halberd against a target location dealing 30/55/80/105/130 (+ % 60 AD) physical damage to all targets in a 60 unit radius and stunning them for 1 second. The damage and stun duration is doubled against airborne targets. Mana Cost: 80 Cooldown: 13/12/11/10/9 seconds Range: 300 Cast Time: 0.15 seconds

Note: The brief cast time is to allow a chance for champions to get out of the radius, seeing as it is quite small. When used on an airborne target, it will force them to the ground, cancelling the rest of the knock-up’s duration and starting the 2 second stun, so it is best used towards the end of a knock-up.

W: Distress call - Sigvurd shields a target ally champion for 5 seconds mitigating 90/120/150/180/210 (+ 12% of missing health of target) damage and increases the target’s lifesteal by 6/7/8/9/10% (+ 1% per 100 AP) for the duration of the shield. Mana Cost: 70/80/90/100/110 Cooldown: 17/15/13/11/9 seconds. Range: 700 Cast Time: Instant

Note: This is best used when you or your ally is low on health or the very moment after a burst of damage occurs to allow the lifesteal to bring back up your lost health.

E: Preemptive Strike - Sigvurd charges in a target direction, stopping at the first enemy hit on the path dealing 60/90/120/150/180 (+ 70% AD) physical damage, disrupting any channels and disarming the target for 1/1.25/1.5/1.75/2 seconds. Mana Cost: 50/60/70/80/90 Cooldown: 12 seconds Range: 700

Note: Disarm is classified as a sort of silence for basic attacks, where disarmed champions can’t initiate a basic attack but can use abilities and items. The only exception to unusable abilities would be ones that enhance a basic attack, such as Jax’s W or Shyvana’s Q.

R: Ultimatum - Sigvurd surrounds a target ally champion with a mystic veil for 4/5/6 seconds. During this time, any damage dealt towards the targeted ally is redirected to Sigvurd, taking 30% reduced damage and gaining 15% tenacity. If targeted on himself, the damage reduction is doubled. This effect dissipates if Sigvurd dies or if the target goes too far (900 units) away from Sigvurd. Mana Cost: 100 Cooldown: 120/100/80 seconds Cast Time: 0.25 seconds

Note: Think of this as a Poppy ultimate for allies, while your target (unless yourself) takes no damage for the duration, they are subject to Crowd Control, and you’ll want to be careful as to when this is used, because if you die, your ally will be vulnerable again. Same applies if they dive too far and get separated from you. Similar to the indicator on Orianna for when an ally with her ball is about to be out of range, a circle will show for the range on the targeted ally.

Playing as Sigvurd: Sigvurd can work in either the top lane or as a support, while he has enough sustain to clear jungle, his times would be quite low due to his lack of Area of Effect damage. His two biggest aspects are Distress Call and Ultimatum, these two abilities give him enough tankiness to stay in a fight and utilize his crowd control in ways to turn a fight and render a carry useless through Preemptive Strike. While he excels in sustaining and living for very long periods of time, his damage is quite lackluster, making his 1v1 capabilites low against other sustain opponents. Sigvurd’s early game is very vulnerable until he reaches level 3 and has his full arsenal. Play safe with him until then and begin showing some aggression, especially against hard bully laners which have little inherent sustain. As a support, use Distress Call to help your ADC sustain back up after a trade and use Preemptive Strike to stop the enemies’ engages, saving Blunt Trauma for catching someone off guard. Once you hit level 6, use Ultimatum on you or your ADC and dive the enemies under tower, saving Distress Call to stop that last tower shot on yourself. Similar trick can be used in the top lane for when the jungler comes to gank.

Playing with Sigvurd: It is important to communicate with Sigvurd when Distress Call and Ultimatum will be off cooldown, for these are the two abilities that will allow your carry to dive head first into the enemy team without too much worry. He excels with most dive comps and is excellent against poke compositions. Try to separate the enemy ADC from their allies to give Sigvurd the space to hit a well placed Preemptive Strike, rendering a large portion of their damage useless. for a short time.

Playing Against Sigvurd: Sigvurd is very weak in facing more than one enemy at a time, if you catch him off guard, take advantage of it and fight him. Due to his low damage, he will not win any duel against another champion with sustain, but will take quite some time to kill, so be wary on where his allies are. Champions with Area of Effect spells are especially strong against Sigvurd while his Ultimatum is being used, since he takes the damage of whoever it is targeting as well as damage dealt to himself, AoE spells will hurt him two-fold. (Yes this means he would take ~ 140% damage from Karthus’ Requiem)

1 Comments

Mister Support7/8/2015, 11:32:05 AM1 votes

bump