DanGhar, the Raptor's Menace

Rico Nasty·8/29/2015, 5:16:59 PM·1 votes·1,162 views
http://vignette1.wikia.nocookie.net/dinosaurking/images/0/0c/Deinonychus_(Spectral_Armor)_4.jpg/revision/latest?cb=20110723003945

(The art is not mine!) DanGhar is melee fighter who specializes at chasing down targets and deleting them. He is best when played in the jungle, but can also be played mid, top, and even support because of his CC. His resource is Fury. DanGhar is a raptor with purple-and-grey armor that has red spikes protruding out of it. He comes from the deadly Kumungu Jungle.


Passive: Ancient Fury - Every time DanGhar uses a basic attack, he gains +50/700 fury. Each time he uses an ability, he gains +100/700 fury (the only exception is Reptilian Rage and his ultimate). Once he reaches 700 fury, he may activate his ultimate, which he unlocks at level 6.

Q: Jurassic Dash/Reptilian Rage - DanGhar dashes to a targeted location, dealing 90/95/100/110 physical damage to all enemies in the location. If Jurassic Dash hits a large monster or enemy champion, he may reactivate it to cast Reptilian Rage, which deals 60 bonus physical damage plus 3% of the target's maximum health to the next enemy champion, monster, or minion he auto attacks. However, Reptilian Rage does not give DanGhar a fury boost. Range: 875, Cost: None, Cooldown: 16/15.5/15/14 seconds.

W: Cowardice of Ages - DanGhar whips his tail against the ground, dealing 95/100/110/115 physical damage to all champions in the area around him, and fearing them for 0.5/1/1.5/1.75 seconds. Range: 800, Cost: None, Cooldown: 9/8.5/8/7.5 seconds.

E: Jaws and Claws - DanGhar bites a targeted enemy champion, monster, or minion and deals 10% of their current health in physical damage, slowing them by 20%/25%/30%/35% for 2.5 seconds. If DanGhar follows up with another ability within 3 seconds of the casting of Jaws, he may activate Claws, which slashes in a cone area in front of him, dealing 80/90/95/100 true damage to all enemies affected. Jaws Range: 430, Claws Range: 500, Cost: None, Cooldown: 11/10.5/9/8.5 seconds.

R: Age of the Raptors - DanGhar's auto attacks now become ranged attacks for 540 range, he gains +20%/+25%/+30%/+35% attack speed, +30%/+40%/+45%/+50% movement speed, and +45/50/55/60 physical damage on each ability, all for 6 seconds. Range: 540, Cost: None, Cooldown: 145/130/120/110 seconds.


Selection Quote: "A new age of terror!" Walking: "Jaws, scales, and fear.." Walking: "They thought I was only a myth.." Walking: "Nimbly." Walking: "Let the strongest dominate.. and the weakest fall." Walking: "There is no escape from my jaws." Joke to Anivia : "Why did the dinosaur cross the road? It was Anivia's day off!" Joke #1: "If only they hadn't evolved with us.." Joke #2: "What is a raptor's favorite food..? Anything it wants!" Taunt: "And they thought they could escape.."


Lore:

"Professor Darin, are you sure we're not lost?"

"U-Uh.. I think so.. nothing to be scared of."

"Where are we going to stay? The vehicles were trashed! Who would do something like that?"

"Oh, don't worry.. probably just those crazy natives.."

"P-Professor.. What's t-that?"

"What do you mean?"

"That screeching noise.. those scales, those claws.."

"Oh-OH MY GOD! Run! Run, r-rU.. uh.."


2 Comments

Wicked burger9/1/2015, 2:07:50 PM1 votes

This kit isn't really assassin's kit. He doesn't have any hard damage(Kha'zix's Q, Rengar's Q, Talons W, Zed's Q)

Q - Dash can be usefull, but the stun at the second activation for 2 seconds just at activation is too much cc, when there is stun higher than 1,5 it has some condition to make it stun so just basic auto that stuns for 2 seconds and even you can dash it too much. If you want this stun it should be like 1,25. But assassins don't really need stun, instaed I would put some bonus damage or a mark or somethink.

W - Slow isn't bad but when you can have double this can screw it up by letting enemies escape, but on other side it can help you survive.

E - What the **** is this doing here, dealing damage and doing somethink when enemies step over it. Enemies will ignore it, because giving you vision and damaging them is not too wurf, so it is useless unless you put it in the bush or somewhere they don't see it. The vision can be good, but you don't need vision, you are assassin when you find someone you should be able to kill him. If you want vision just buy wards. And I need info how long they stay there, because having like 15 of these runing at the map gives you extremely large map control and with having charge of this every 8 seconds is too op(idk you have there cd, charges are written into the ability text and cd is when you can cast it again after you put on down)

R - Atack speed, movement speed and range not bad but the sappling dealing low true damage is useless.

Don't want to ruin your champion idea, just trying to say what is bad here. It looks like you may have some expirience with this. Assassin need damage and some low cc, he don't really need stun, slow is enough. A good way to make champion is to compare your skills with other champions(there is that many champions that most abilities are similar). So if you want take a look at other that are assassins and/or that have similar abilities. Again don't want to ruin your champion, just saing my opinion to it, take what you want from it. I don't have that expirience someone other have, but I have learned and comparing with other champions is really helpfull. You can check out my character if you want. Have a nice day ;-)