AWE YIS. A Dog-master themed champ!

Duko·6/27/2015, 5:29:05 PM·7 votes·2,318 views

Heyo! I'm taking a swing at a dog-master related champ, something Rito has brushed to some degree with Orianna Quinn Yorick, all champions that have handy little helpers as key parts of their kits. What about a champion that relies completely on his/her companion? A champion that holds the health, and directs a unit to deal all damage and protect the vessel that is its commander. Introducing Bruss and his little dude Tirel!

Let's go for the abilities, then ill add the lore later if it gets over 2 views xD

HEALTH 524.4 (+80) ATTACK DAMAGE 52 (+2.8) HEALTH REGEN. 6.92 (+0.55) ATTACK SPEED 0.625 (+1.5%) MANA 350.56 (+42) ARMOR 19.04 (+3) MANA REGEN. 6 (+0.8) MAGIC RES. 30 (+0) MOV. SPEED (Bruss) 335 MOV. SPEED (Tirel) 370

Passive- Tirel Bruss does not attack, rather his hound Tirel does for him. Bruss controls what Tirel attacks, and his attacks are effected by on-hit- effects, ad, attack speed, critical hit chance, and all other properties a normal attack would contain. Tirel can only attack champions with a "hunt" debuff. Tirel does not take damage but can be crowd controlled just as any unit could. Tirel can not move past 1200/1500/1750/2000 units from Bruss. (scales with ultimate level) Minion damage is related from Tirel to Bruss.

Q- Hunt 6 second cooldown Tirel leaps and deals 40/55/80/115/155 (+0.6 AD) to target enemy, gaining 5/8/14/18/25% bonus lifesteal for 4 seconds and applying a "hunt" debuff. If the leap kills the target, the cooldown is halved.

W- Lacerate 8/7/6/5/4 second cooldown Tirel lashes out at all nearby enemies, applying a 15/25/35/40/45% slow for 1 second, a hunt debuff, and 60/90/120/150/180 (+0.8 AD) damage over 3 seconds.

E- Pinning Strike 18/16/14/12/10 second cooldown Tirel and Bruss gain a 4 second 10/15/20/25/30% movespeed buff as Tirel moves in to pin target enemy. Teril is suppressed and the enemy is rooted for 1/1.2/1/1.4/1.6/2 seconds.

R- Come! 80/75/60 second cooldown Passive- Tirel can travel 300/550/800 units farther from Bruss. Active- Bruss commands Tirel to "come", causing Tirel to charge rapidly towards Bruss, knocking aside and dealing 100/210/320 (+0.6 AD) damage to enemies he passes through. Once Tirel reaches Bruss, Bruss mounts him and gains 60% movespeed for 4 seconds or until an ability is cast.

Let's talk strats. The goal is simple, protect Bruss while farming and trading.

Early Game Tirel's base damage is quite low, making his lane faze a bit weaker. Grabbing a Dorans Blade is not recommended as sustain isn't much of a problem early. Defensive placement of Bruss should prevent most champion damage, allowing a simple long sword start. Be careful about being to offensive early, as getting ganked while Tirel is any significant distance from Bruss will usually result in a free kill. Your goal is to focus on farming using the damage from Q resets, while attempting to zone your lane opponent from farming. Get item 3153 as soon as possible, as it offers good slow, auto based damage, and sustain for midgame skirmishes.

Mid Game As soon as you hit 6 and have some solid items in your lunchbox, look to roam and catch out the enemy jungler or laners out. Tirel is exceptional at 1v1 and 2v2 combat, as his damage and cc is mostly single target. Getting caught in a 2v1 can be fatal, as defending Bruss from two champions will be a harder game of hot potato. If the enemy team has strong gapclosing or assassins, building one or two tanky items is recomended to help keep Bruss from getting popped.

Late Game Once you are in the 4-5 item range, say item 3009 item 3153 item 3071 item 3143 item 3022, Tirel will be a carry's worst nightmare. Once Tirel gets on top of even a higher mobility champion he is hard to throw and harder to respond to. Make sure you have a teamate peeling for Bruss, while letting Tirel rip through the enemy backline. If Bruss gets cc'ed or is attacked while Tirel is to far away, pop ultimate to leash in your defender and, if lucky, knock around some enemies.

I would love to hear your thoughts on this concept ^_^

54 Comments

IMspartagus6/27/2015, 8:53:14 PM3 votes

I could totally see a Calvin and Hobbes Bruss skin xD

TheFirstGokun6/27/2015, 8:09:01 PM2 votes

The most important aspect of a champ like this would definitely be how to manage Tirel. Clicking for movement would be Bruss' job, but to direct Tirel separately would you need to do something like click and drag on the dog itself? I just can't see the point of having them separate if they move together. Q, W and E are all good ideas, but would Bruss/Tirel be manaless? I'm only asking because if Tirel can't cast spells then he also can't autoattack because he can't apply Hunt. Anyway, as champions go, the main interest in this one lies in the mechanics keeping Bruss and Tirel apart. The spells are pretty plain and the real fun is in diving in without really diving in and playing a game of "Protect the Bruss". One thing I'm not too sure about from a thematic perspective is the ultimate. The whole gameplay dynamic is about learning to control these two units separately, centering around the bond and cooperation between Bruss and Tirel. It's kind of weird to just randomly throw in a third wheel like that. I think a tool for protecting Bruss and moving around the map is far more important than an extra bit of damage. Think about it: the distance between Tirel and Bruss coupled with Bruss' fragility is their biggest weakness. Furthermore, Bruss has no escape ability, and only Tirel can come and save him when in need. Not only that, but the most Tirel can do in terms of cc to protect Bruss is root for 2 seconds and apply a 50% slow. That's it. In such a case, I think an ultimate where Tirel could carry Bruss to another destination at high speeds would be more useful. For example: Tirel returns to Bruss and picks him up (you decide how he manages this) gaining a massive movement speed bonus and the ability to jump small walls by reactivating R. The effect ends if a basic ability is activated or after a set time limit Or something. I don't really know. That's just my two cents. Anyway, cool concept! I hope you continue to improve idea :) Reviewer, away!summoner 4

LICENSED HOOKER6/28/2015, 2:03:40 AM1 votes

how about they fix Yorick , literately the only guy that counters yorick is the 20minute mark..

LittleBlast6/28/2015, 3:53:05 AM1 votes

How would he CS?

ModThe Djinn6/28/2015, 6:03:45 AM1 votes

{quoted} Passive- Tirel Bruss does not attack, rather his hound Tirel does for him. Bruss controls what Tirel attacks, and his attacks are effected by on-hit- effects, ad, attack speed, critical hit chance, and all other properties a normal attack would contain. Tirel can only attack champions with a "hunt" debuff.

This is concerning. No other champion in the game is entirely defenseless without their abilities. It's going to make farming entirely impossible, since you'll have to hit a minion with "hunt" every time you want to last hit. Imagine Azir with no auto-attack, for example...

Not sure if he uses mana or not, now that I think about it. If he DOESN'T, then it's possible, provided you start with your W and the Hunt debuff lasts a long time. Still awkward as all get-out though.

Tirel does not take damage but can be crowd controlled just as any unit could.

I'd change this to "Tirel cannot be targeted, but shares Crowd Control conditions with Bruss." It creates a clearer use-case for CC effects: it's counter to good design to have a constantly invincible unit that you still need to CC to avoid damage, as it creates bad use cases for enemy CC abilities -- either they hit you, deal damage, and still TAKE damage, or they hit the unit and lose damage against you. Much better (in my mind) to keep up the "CC and damage the enemy champion" statement true, if you don't want Tirel to be able to die.

Then again, that has issues where you can't STOP Tirel from attacking you. Which leads me to believe that this "invincible attacker that functions like a champion" design might have inherent problems.

Tirel can not move past 1200/1500/1750/2000 units from Bruss. (scales with ultimate level)

The range is worrying, as 2000 units is a HUGE distance. That's an auto-attack at Nidalee spear max range, out to Nocturne level 1 Ultimate range. I'd be careful about allowing attacks from so far away: we'll get into range later.

Minion damage is related from Tirel to Bruss.

Does this mean that Bruss takes minion damage that Tirel would take? That's odd, since Tirel specifically doesn't take damage. You should specify that Tirel doesn't take damage from CHAMPIONS, perhaps. I'd probably specify that Bruss also takes tower damage that Tirel would take, or this guy is the god of tower dives.

Also, how fast is Tirel? How do you control his movement? These are major questions that need to be answered -- especially the movement portion.

Q- Hunt 6 second cooldown Tirel leaps and deals 40/55/80/115/155 (+0.6 AD) to target enemy, gaining 5/8/14/18/25% bonus lifesteal for 4 seconds and applying a "hunt" debuff. If the leap kills the target, the cooldown is halved.

Halving the cooldown on a 6-second ability seems...odd. Otherwise this is fine, although you should A: specify how long the "hunt" debuff lasts, and B: be aware this is effectively just granting 25% bonus lifesteal, as it's up 2/3rds of the time without any CDR or resets. Knowing the range of the ability might also help.

Also, consistent scaling is a major part of League, present on everything save (I believe) Garen's rather odd passive. Damage should increment by the same value every rank, as should lifesteal and all other associated elements. So maybe 40 / 60 / 80 / 100 / 120 damage to the target (specify physical or magic damage: an AD ratio alone doesn't necessarily mean physical damage), and 5 / 10 / 15 / 20 / 25% lifesteal.

W- Lacerate 8/7/6/5/4 second cooldown Tirel lashes out at all nearby enemies, applying a 15/25/35/40/45% slow for 1 second, a hunt debuff, and 60/90/120/150/180 (+0.8 AD) damage over 3 seconds.

Scaling again. 15 / 25 / 35 / 45 / 55% slow, or maybe 13 / 21 / 29 / 37 / 45%. Again, specify the duration of the "hunt" debuff.

Cooldown is probably a little low for the power of the slow effect: a bit of CDR can get this into the 2.4 -to- 3 second range, which is a lot of up-time for a 45% slow. Maybe up the cooldown a bit -- this will also have the effect of removing the potential to double-up on the bleed damage, which saves you having to decide if it stacks or refreshes the duration.

E- Pinning Strike 18/16/14/12/10 second cooldown Tirel and Bruss gain a 4 second 10/15/20/25/30% movespeed buff as Tirel moves in to pin target enemy. Teril is suppressed and the enemy is rooted for 1/1.2/1/1.4/1.6/2 seconds.

Since Bruss has no reason to be close to an enemy and Teril is his only form of damage, this ability is really only useful for escaping. I'd alter it a bit to read as follows:

Pinning Strike Tirel and Bruss each gain a 25% movespeed buff for 4 seconds. The first enemy Tirel attacks during this time takes X additional physical damage and is rooted for 1/1.25/1.5/1.75/2 seconds.

It's a bit stronger, more valuable at early levels (since the movement speed is consistent -- and that early value is important, since this may be his last max ability due to the longer cooldown), and, more importantly, allows Tirel to actually attack a target who may otherwise be highly mobile.

R- Come! 80/75/60 second cooldown Passive- Tirel can travel 300/550/800 units farther from Bruss. Active- Bruss commands Tirel to "come", causing Tirel to charge rapidly towards Bruss, knocking aside and dealing 100/210/320 (+0.6 AD) damage to enemies he passes through. Once Tirel reaches Bruss, Bruss mounts him and gains 60% movespeed for 4 seconds or until an ability is cast.

The mounting portion is out of place. Bruss doesn't WANT to be near the fight: he might get hurt. Also, if Tirel is large enough to be ridden he's too large to be an invincible, untargetable entity. It's already odd enough, as any non-ghostly animate entity (and several ghostly and/or inanimate entities) can already be attacked. I think, on that note, you might want to consider making Tirel a spectral dog, a shadow-being, or something similarly and obviously intangible.

Either way, I'd cut the mount portion. I know this might be intended as an escape, but the visual just doesn't seem to work well. The ability itself is otherwise fine.


#CLOSING THOUGHTS

Some decent stuff here. I'm highly concerned about the entire initial premise though: Bruss himself seems almost unimportant to the overall concept, and the reliance on ability use to even be able to attack a target is odd, to say the least. Probably also hugely problematic for farming and so forth.

The biggest concern is the huge range difference possible between the combat effectiveness and the viable target. Bruss doesn't ever have to be NEAR a fight and, as such, is basically the safest character in League. He'll win lanes by just standing within tower range and farming safely from there...and that's not really fun to play against.

I'd suggest finding ways to make Bruss actually seem important to the pairing, and also shortening up the distance so, while Tirel remains the more dangerous portion, Bruss is both useful enough and close enough to make him both a threat and a target: currently this isn't a champion duo -- it's just a health bar that runs away from you while an invincible dog yaps at your heals.

TheFirstGokun6/28/2015, 12:56:19 PM1 votes

He's improved drastically, but I have a few questions about Items. We know that Tirel procs all auto-attack items like Tri and Black Cleaver, but how do activated items work on him? (Randuin's, Hydra, BoRK) Does it cast from Tirel's position? Does Tenacity apply to Tirel as well, and what about building movespeed? Who gets the boost? Thanks for the guide, it makes his strengths and weaknesses a lot clearer. :)

Flaherty6/27/2015, 6:00:20 PM1 votes

If the pet does everything and the guy can't even be killed, what's the point in having the guy?

Chespin20136/29/2015, 7:07:33 PM1 votes

I would pay so much money for a pokemon themed skin for this champ

GuileRaven6/27/2015, 11:29:12 PM1 votes

A champion that relies entirely on a pet is kind of stupid. If the pet is so damn strong, shouldn't the pet be the champion? Why not just be like Nunu or Sejuani and use the pet as a mount full time?

If you are going with the whole hunting dog theme, why not make an ADC with a pet that can provide some CC?