[WIP Champion Concept]Dieter von Drakk, the Blade of Necromancy

The HeraId··2 votes·846 views

This just a kit at the moment, but I will have a full-fledged concept up as soon as possible.

Dieter would be mostly resourceless, focused on good application of cooldowns and using his passive to open up aggressively.

Dieter's main limitation would be his skirmishing. He lacks power in short duels, but the longer that a fight goes the more likely he is to take control of it.

Innate|Passive: Dark Summoning

Minions and monsters dying near Dieter provide 5 Spirit Essence, large minions and monsters provide 10 Spirit Essence, and champion deaths provide 25 Spirit Essence. If Dieter assisted in the take down of the enemy champion he gains 40 Essence.

Striking enemy champions with spells and autoattacks grants 5 Spirit Essence.

At 100 Spirit Essence Dieter summons an Ethereal Halberdier to fight for him, consuming the Spirit Essence. For five seconds following the summoning of the Halberdier Dieter’s spell damage is increased by 10%.

Ethereal Halberdiers last for thirty seconds or until death, attacking the nearest enemy, prioritizing champions, and going for target champions and monsters Dieter is hitting.(Player Targeted Champion or Monster > Champion > Minions > Turrets)

Range: 1000

> Ethereal Halberdier Stats: > > Health: 325/550/650/775(+25% Bonus Health, +50% Ability Power) > Armor: 25/40/55/70(+25% Bonus Armor) > Magic Resist: 20/32/44/56(+25% Magic Resist) > Attack Damage: 40/55/70/85(+10% Total Attack Damage, Plus 5 Per Level) > Attack Speed: .65(+75% Effect from Attack Speed Bonuses) > Movement Speed: 345(+50% Effect from Movement Speed Bonuses) > Range: 175 > > Ethereal Halberdiers deal physical damage and apply 25% Ability Power as bonus on hit damage. > > After Dieter Dies the Health and Resistances of active Halberdiers is halved, but they will remain active for up to seven seconds. > > Upgrade At Levels 1,6,11, and 16.

**Skill 1|Q: Vampiric Incantation ** Dieter marks an enemy champion for five seconds. The marked target takes(75/100/125/150/175(+75% Ability Power)) magic damage over the duration, and healing Dieter for 10/11.25/12.5/13.75/15% of all damage he deals to the champion over the duration, and buffing Dieter movement speed towards them by 30%.

Ethereal Halberdiers will prioritize the marked target, healing themselves and Dieter for 10% of the damage they deal.

_Range: _ 750 Cooldown: 13/12.5/12/11.5/11 Seconds

Skill 2|W: Soul Hex

Passive: Blood-lusted Binding; When a nearby enemy champion dies all active Ethereal Halberdiers become frenzied, increasing their attack speed by 50%, and causing them to deal 1% increased damage for every 2.5% HP their target is missing for five seconds.

Range: 750

Active: Dieter shields himself and his Ethereal Halberdiers for three seconds. The shield reduces incoming damage by 7/8.25/9.5/10.75/12% and reflects 10(+.1 Ability Power)% of the Pre-mitigation damage(50/55/60/65/70% Effect for Halberdiers) in an area around them as magic damage.

Area of Effect: 350 Cooldown: 15/14.25/13.5/12.75 Seconds

Skill 3|E: Death’s Grasp

Active: Dieter lunges forward a short distance, stopping at and ‘Grabbing’ the first champion struck, dealing (50/65/80/95/110(+75% Bonus Attack Damage), and disarming Dieter. The target is stunned for up to 1.25 Seconds, and is dragged by Dieter. The ability can be reactivated while the enemy is stunned to throw the champion up to 300 units towards your cursor, dealing an additional (45/65/85/105/125(+50% Bonus AD)) if terrain is struck.

If Dieter strikes an enemy with the dash, his Ethereal Halberdiers’ attacks slow champions below 50/52.5/55/57.5/60% Health for 25/26/27/28/29% for three seconds.

_Dash Range: _ 200 Units Cooldown: 12 Seconds

**Ultimate Skill|R: Soul Storm **

Dieter targets an area and channels for 1.5 seconds. At the end of the channel the targeted area is consumed in a storm of souls ripped from their mortal coils for five seconds dealing up to(200/275/350(+75% Ability Power, +50% Total Attack Damage)) magic damage and instantly spawning two Ethereal Halberdiers inside the Soul Storm(Close as possible to Dieter). The souls can prevent up to one dash from enemy champions from leaving the area(Can be used normally inside). While inside the area Ethereal Halberdiers can not be slowed and deal 10/15/20% more damage.

Range: 650 Area of Effect: 600 Cooldown: 70/65/60 Seconds

9 Comments

Gravy Traín1 votes

I love the idea; it's very similar to a champion I tried to make once that used souls as mana, but I like the way you went with the necromancy kit.

Feel free to check out my most recent champion concept, Krok, Ruler of the Skies, or the necromancer I mentioned, Cecilia, the Shadow Caller!

The HeraId1 votes

{quoted}

I love the idea; it's very similar to a champion I tried to make once that used souls as mana, but I like the way you went with the necromancy kit.

Feel free to check out my most recent champion concept, Krok, Ruler of the Skies, or the necromancer I mentioned, Cecilia, the Shadow Caller!

Thank you Adam! I will take a look at one/both of your champions ASAP :)

Gravy Traín1 votes

My only problem, which I forgot to mention in my original reply, is that your ultimate is WAAAAAAAY overloaded. You're going to need to take out some bits like either the anti dash or the heal, because right now it is basically a guaranteed pentakill if it's casted in a team fight with 2 ghosts already up.

The HeraId1 votes

{quoted}

My only problem, which I forgot to mention in my original reply, is that your ultimate is WAAAAAAAY overloaded. You're going to need to take out some bits like either the anti dash or the heal, because right now it is basically a guaranteed pentakill if it's casted in a team fight with 2 ghosts already up.

I was thinking about that but decided to move forward with it just to see what people thought. Because he already has healing from his Q, I will remove the healing and drop the damage some.

FloRaider421 votes

Theme: Yorick Passive: Yorick Passive Q: Yorick E W: Rammus W

E: Pretty original ability, but from the sound of it very OP (since it is a dash with CC and controllable displacement) R: Fiddlesticks R + Poppy W + 2 minions and Spellvamp

Might sound harsh, but apart from the E and maybe the R, the abilities feel very similiar to existing abilities and his theme clashes heavily with Yorick.

The HeraId1 votes

{quoted}

Theme: Yorick Passive: Yorick Passive Q: Yorick E W: Rammus W

E: Pretty original ability, but from the sound of it very OP (since it is a dash with CC and controllable displacement) R: Fiddlesticks R + Poppy W + 2 minions and Spellvamp

Might sound harsh, but apart from the E and maybe the R, the abilities feel very similiar to existing abilities and his theme clashes heavily with Yorick.

I understand where you are coming from a bit here; the E is basically a Thresh Q in near melee range with more damage. I am honestly not famailar with the new yorrick in any way, other then the fact he an autoable Jarvan ult that allies can leave and enter at will, but if I am not mistaken Yorrick Ghouls are much more squishy, and much more focused on dealing straight damage over their short duration.

I see the point with Rammus W, but for me it was actually a version of one of Kayles very old passives where she would deal the vast majority of any damage around her in an AoE.

Gravy Traín1 votes

His Q isn't Yorick's E, it is between Malzahar's DoT and Swain's DoT. Also, if your gonna get mad about champions with the same ability, have you not noticed that Lux and Morgana literally have the same QWE? Q = cc skillshot, W = shield, E = AoE. Riot has no problem with similar abilities.

FloRaider422 votes

{quoted}

His Q isn't Yorick's E, it is between Malzahar's DoT and Swain's DoT.

Yeah Malz E (without the "infect" mechanic" and with extra MS and LS to marked targets) and Yorick E (as targeted ability with LS) were both pretty close contenders. Since Passive and Theme also overlapp with Yorick I wanted to stress that, but I should have mentioned that too.

Also, if your gonna get mad about champions with the same ability, have you not noticed that Lux and Morgana literally have the same QWE? Q = cc skillshot, W = shield, E = AoE. Riot has no problem with similar abilities.

Saying an ability is the same just because of the effect isn't really what I was doing: Morgana benefits from locking down targets to one area for long time with Q and R, because of her W scaling missing HP damage and is encouraged to use her passive and E to get into the enemy team for a good R. Lux benefits from weaving her AA and spells to combo and is a more traditional long range burst mage as she is discouraged from getting close to the enemy.

But I use this champions ability for the same reason I use the aformentioned abilities. I use the Q to mark enemies for my minions and gain MS towards them like Yoricks E (with LS), I use the W for a Thornmail effect with damage reduction like Rammus W, I benefit from the passive just like Yorick by being near minions and champions upon dying and using spells.

Maybe that was able to clear up my opinion on this. It's not about how the ability is similiar, but how it differentiates itself from existing ones.

Gravy Traín1 votes

That actually did clarify pretty well and I see your stance on the abilities now. I don't FULLY agree with it, but you have a valid point. Thank you for staying calm and explaining your reasoning rather than flipping out and calling me stupid like most of the League community would've XD.

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