Champion Idea: Balthazar ~ The Nature Shaman

DiamondMatthew·3/10/2015, 11:38:49 PM·4 votes·5,802 views

Balthazar ~ The Nature Shaman

Look

https://s-media-cache-ak0.pinimg.com/236x/d8/18/ab/d818ab4dc11cfb3e0c880660af175e62.jpg

http://mythologica.ro/wp-content/uploads/2013/05/391154_art_shaman_les_demony_magiya_1680x1050_www.GdeFon.ru_.jpg

http://api.ning.com/files/DZ4BdF7RW2OccfvZ0DCFUcNpNSsy8*NEl2kwHLUk*8rXahEdEI7jVbsFyZTy8e3CzlPE6cmA4H7WhdOjb8qyEXH0BHBxTxGO/shaman.jpg


HP 470 (+85) HP Regen 6.75 (+.8) Mana 290 (+52) Mana Regen 7.25 (+.7) AD 50 (+2.6) AS .625 (+2.8%) AP 0 (+0) Armor 26 (+3.5) MR 30 (+0) MS 335 Range 525


Background: Plz post ideas for lore!

Passive: Restoration: CD: 180 sec

3 sec after dying Balthazar restores himself reviving himself on the spot and with 40/50/60% Max HP (+ 40% AP) and gaining 40% MS which lasts for 2 sec. He also releases a burst of energy when reviving, healing ally champions, minions, and totems for 50% of what Balthazar was healed for and slowing enemy champions, minions, and monsters for 30/45/60% in a 700 unit area.

Q: Totem Call: CD: 18/17/16/15/14 sec Mana: 20 all ranks Cast range: 800 (400 units on either side of Balthazar)

On ground cast: Balthazar places a nature totem on the ground which fires at the nearest enemy. Each nature totem has 150/200/250/300/350 (+25% AP) HP and 30 Armor and MR. They also have 1.00 AS, 450 range, and the their AA deal 30/60/90/120/150 (+50% AP) Magic damage. Totems will prioritize enemies who have attacked Balthazar or his allies, or enemies that Balthazar has attacked. Balthazar can have a max of 6 totems out at once and if more than one totem is attacking an enemy, that enemy receives 50% reduced damage from all other totems, except for the first.

On totem Cast: Balthazar picks up the totem and carries it around. He can reactivate the ability within 6 sec to replace the totem. If he doesn’t place it within the 6 sec time period, the totem is placed where he is standing.

W: Enchant : CD: 10 sec all ranks Mana: 60/65/70/75/80

On first cast: Balthazar’s other spells become Fire’s Embrace (Q), Natural Regeneration (W), and Thunder's Rumble(E) which can all be cast on his allies or himself, his enemies, or his Totems (which buff them).

Fire’s Embrace:

Ally or Self cast: Balthazar buffs his target giving them 30/40/50/60/70% AS and makes their AA’s burn their target for 40/55/70/85/100 (+20% AP) True damage over 2 sec.

Enemy Cast: Balthazar ignites an enemy dealing 40/65/90/115/140 (+15% AP) and then 10/15/20/25/30 (+ 5% missing HP) (+10% AP) True damage each sec for 4 sec.

Totem Cast: Balthazar turns the targeted totem into a Fire Breather which increases its range by 50 and turns its AA into a beam attack which deals 40/80/120/160/200 (+25% AP) (+2/4/6/8/10% of missing HP) every sec. The totem also receives the passive Charred Bark which returns 20% of the damage it receives to the dealer.

Natural Regeneration:

Ally or Self Cast: Balthazar heals his target for 60/120/180/240/300 (+40% AP) and increases all other healing sources by 20% for 3 sec

Enemy Cast: Balthazar deals 30/40/50/60/70 (+20% AP) Magic damage and reduces their healing by 50% for 4 sec. Also, enemies who damage this target are healed for 10% of the damage they deal.

Totem Cast: Balthazar turns the totem into a Healer which spawns health relics every 10/9/8/7/6 sec randomly in a 400 unit range which heal for 40/70/100/130/160 (+30% AP) and last for 30 sec. There can be a max of 3 health relics available at one time, and the timer for a new one only starts when there is less than 3. The totem also gets the passive Healing Essence which increase all healing by 20% in a 400 unit radius around the turret. (The passive does not stack if multiple totems overlap the range)

Thunder's Rumble:

Ally or Self Cast: Balthazar removes his target of all CC and gives his target 100/175/250/325/400 MS and Slow immunity for 3 sec

Enemy Cast: Balthazar slows his target for 40/50/60/70/80% for 3 sec.

Totem Cast: Balthazar turns the totem into a Thunder Totem which increases its range by 50 and turns its AA into a charge attack which charges for 3 sec and then deals 50/90/130/170/210 (+30% AP) and stuns its target for 1 sec. The same target cannot be stunned again for 10 sec. (this applies to all Thunder Totems) If the target walks out of range the charge stops. Thunder Totem also emit energy waves in a 500 unit radius every 3 sec. Each wave deals 15/30/45/60/75 (+20% AP) and slows all enemies hit by 50% for 2 sec. Totems also receive the passive Strong Winds which slows all enemies by 10% and speeds all allies by 10% in a 500 unit range.

E: Spiritual Barrier: CD: 16/15/14/13/12 sec Mana: 80/85/90/95/100

Ally or Self Cast: Balthazar gives his target a 50/65/80/95/110 (+40% AP) shield for 4 sec. During this time all damage received is reduced by 30%. When the 4 sec is up, the target is healed for 30/70/110/150/190 (+ 30% of damage receive ( A.K.A the reduced damage) (+ 50% of remaining shield) (+ 20% AP)

Enemy Cast: Balthazar hexes an enemy giving them a slow which increase from 0% to a stun over 3 sec. The stun last for .5/.75/1/1.25/1.5 sec.

Totem Cast: Balthazar lays down a barrier around a totem in a 300 unit radius that blocks all project tiles and last for 4 sec.

R: Nature Surge: CD: 180/130/80 sec Mana: 100/120/140

Passive: Balthazar’s AA deal 30/40/50 (+10/15/20% AP) extra magic damage

Active: After channeling for 3 sec, Balthazar releases a global pulse (Skillshot) of natural energy healing all allies hit for 200/350/400 (+60% AP) and dealing 150/350/550 (+50% AP) Magic damage to all enemies hit. If he is disabled his ult goes on a 20 sec CD.

I spent a lot of time on this so I would appreciate feedback :) Plz, Post any ideas!

My other champion ideas

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/43gBydKo-champion-idea-trading-reviews-we-are-all-dreaming-of-red-reply

~DiamondMatthew

7 Comments

Insaneboo3/10/2015, 11:54:02 PM3 votes

Well, I guess it looks good.

A problem I have is his ult does pretty much the same amount of damage as Karthus' ult and heals more than Soraka's ult. As a support. Yeah.

Noraver3/11/2015, 8:30:54 AM1 votes

I read his passive and Q and thought that this was entirely a joke champion. Then I read on to the rest of his skills. Now I'm HOPING this was meant as a joke champion (No offence). Heimer's turrets don't even get half the HP that his totems do. Cut literally everything in his kit in half, and he would be closer to balanced. Free Alistar ultimate on his E? I'll stop now. ._.

bearded squid3/11/2015, 3:07:59 PM1 votes

i saw the picture and thought oh nice udyr art i guess then actually read the title....

SpiceIsRight3/13/2015, 12:10:15 AM1 votes

Another interesting idea as always, here’s some feedback 

Passive: Resurrection passives are difficult to balance because they offer such amazing utility. Anivia and Zac manage this balancing act by offering counterplay by defeating them before resurrect. Aatrox must remain idle and gains health based on his pool. The counterplay on this ability for Balthazar is currently lacking. I see one fun option to offer counterplay here (others exist of course): • Maintain a Zac-like approach with a twist. After death, allow Balthazar to move as a spirit (visible but untargetable to enemies) with normal movement speed for X seconds. If he can right-click on one of his totems within this time, he is instantly revived with Y% and given a MS boost. If he has no totems or chooses to otherwise ignore ability to revive, he can activate one of his abilities (all becoming Sacrifice) to release a burst of energy that greatly heals allies and slows enemies. (this fits better than putting all of these features upon resurrect).

Q: There is too much power in being able to move the totems; but if you want a way to move them indirectly when 6 max is reached, I suggest allowing Balthazar the ability to Salvage totems all together by removing them in return for a small health/mana regen boost (or some other benefit)

W: So I love the idea of this ability opening up a new set of kit abilities with its use, but it currently has too much all in one; here are some suggested tweaks:

  1. Fire’s Embrace: a. Fire breathers should deal the same base and AP ratio damage but have the missing HP added; charred bark passive should be removed b. Need a duration for ally/self cast; also, choose either the AS or the true damage alone (or if you want both drastically reduce both of their effects)
  2. Natural Regeneration: a. Remove grievous wounds (really like the 10% damage heal aspect though) b. Healer totem passive can be removed as well (again because of too much to track and too much power though small, it can add up quickly regardless); Enemies should be able to heal from relics too, but they receive a smaller heal for counterplay purposes.
  3. Temporal Rift: a. Ally/Self cast is Cleanse on ridiculous steroids. Far too powerful for a 10 second cooldown especially. At the highest rank 100 MS would be pushing OP still, and slow immunity altogether can’t coexist with the MS boost. b. Enemy cast slow should decay over the time period c. I’d choose between the wave slow and the time rift passive; both together are far too strong

E: Too packed of an ability considering the amount of activity his W provides. I’d suggest eliminating both the enemy and totem cast portions. Also, for the ally/self cast, I’d suggest there be no heal. He already has a 2 heals, and a shield with damage reduction alone is strong enough.

R: Cool idea, just needs balancing. I’m imagining this as a healing lux beam that has global reach? Is this a fairly accurate representation of what you’re shooting for (no pun intended)? I’d say the healing needs to be much lower say around 50/150/250 (+0.5 AP). The damage to champions should also be severely lowered. I recommend 100/175/250 (+0.5 AP). BEFORE YOU GET SCARED :P In addition to these reductions, you can have the sum of damage dealt to enemy champions count as extra healing split between allies caught in the blast.

Scenario: Bot lane with your adc against enemy support and adc (You’re at max rank R with 250 AP); your ult hits all three targets (your adc, and their support and adc); they have 50% reduction on magic damage after pen applies.

Heal = 250 + 125 + (375 x 2)/50 = ADC is healed for 750 (even this is strong, but you get the idea)

Hope this helps!