Varik, the Last Sentinel

Secluded Death·9/27/2014, 4:16:19 AM·9 votes·1,825 views

http://i.imgur.com/xKdHPOM.jpg

#LORE» Audio Logs Click.Hexlyvanian Sector #4, 2 weeks ago: "Another sector down. Four sectors taken just today; two of which had a Sentinel. When is this going to end? The state of our land is in shackles. Barely keeping up with the starving and more becoming homeless each day. I am a leader and this is all I can do? At this rate, we will barely last two more weeks. There isn’t much I can do like this."

"Alukai went to Sector 2 in hopes of protecting it. I followed suit."

Click.Hexlyvanian Sector #2, 1 week ago: "War still rages, supplies dwindle, casualties are at an all-time high. Hexlyvanian Sector #2 just went down… along with Alukai leaving only 2 Sentinels left. Rest in peace, Brother."

"Word is spreading that Hexlyvanian Sector #7 plans to self-destruct; the vote was unanimous; there were only 17 votes. Ceerin, the other remaining Sentinel, passed the vote. Her losses will not be in vain."

Click.Hexlyvanian Sector #7, 4 days ago: "Ceerin... Forgive me."

Click.Transit, 2 days ago: "The distant light of stars reflected through the glass of the cockpit. My eyes fell upon the endless void of space surrounding the escape pod. That darkened death of abyss, a constant reminder of the very void that devours and consumes the home I left... I wonder what they must think of me, leaving now as death knocked on the very gates of the city."

"I may be the youngest of the four Sentinels, but even I am still a Sentinel charged with protecting Hexlyvania at all costs... Costs that I knew too well."

"Sector Twelve was the first to fall, along with their Sentinel Elric. In his final moments, the eldest Sentinel held his ground in a last ditch effort against an entire legion of voidlings. It is said that he killed half of them before dying to a claw shoved through his chest. Soon after the barriers between sectors fell, it wasn’t long before Sector Two went down. Despite the efforts to protect it, Sector Two fell quickly and forced the Sentinels to retreat to the last remaining Sector, Sector Seven."

"Alukai…"

"In their retreat, Sentinel Alukai sacrificed himself to protect me. Distraught filled my eyes while I relived the last moments of Alukai's existence as his lifeless shell buried itself into my arms. No time for mourning, I forced myself back into Sector Seven with Alukai's body slung over my shoulder. As I ran into the barracks, Sentinel Ceerin came to greet us. Her eyes wallowing in despair as she saw me with her Alukai over my shoulder. Ceerin knew what had to be done. From eyes of despair to eyes of determination, it was then she decided to make the ultimate sacrifice. She would self destruct Sector 7 in order to destroy as many of those vile voidlings as possible. I begged her not to throw her life away, pleading with her desperately to retreat to the escape pods, but we both knew what had to be done. She held me close in one final embrace and then she lifted the lifeless shell I had slung over my shoulder, onto hers. In her eyes I saw no fear, only the continued determination of a Sentinel willing to do what was necessary."

"The flashes and explosions that had sent my escape pod hurtling through space toward the magical realm of Runeterra drew the visions to a close. As I spiraled into the abyss I wondered if the promise of magic would aid my people, if the sacrifice of my fellow Sentinels would prove worthless or not. I wondered if the Fields of Justice truly held the answers to defeating the void. But as I closed my eyes awaiting the inevitable fate that I must follow, I always remember the code in which we Sentinels lived by, 'Every cloud has a silver lining.'" (Thanks to Moby the White for an amazing collaboration!)

Click.“Runeterra”?, 1 day ago: "I landed my pod and left it behind; it’s of no use in it’s current condition. I prepared my supplies and headed out. I ask around for where I can find this so called “magic”; all I get are blank stares. It seems they don't understand me."

Click.Runeterra, Today: "I hear of a battleground where creatures of all types fight with magic. They call it 'The League of Legends.'"

"From one battleground to another… War could never seem to leave me anyway."

"Ceerin, Alukai, Elric… I will save our people and end our war."


If you like my concept, would you kindly +1? <3



#STATISTICS» Intended Roles: Fighter (Primary)/Tank (Secondary) Health: 420 (+85) HP5: 6.2 (+0.65) (P. Resource) Mana: 225 (+45) (S. Resource) Overcharge: 120 (+25% Maximum Mana) -Varik has a secondary resource called Overcharge. Whenever Varik spends Mana, his overcharge meter fills up by the same amount. Once full, Varik's Overcharge will drain over 6 seconds. During this time, Varik is overcharged gaining 50% attack speed. Varik can spend all of his Overcharge on an augmented ability during this time with no cost, but this will prevent him from filling his Overcharge for 6 seconds. MP5: 7 (+0.75) Attack Damage: 51.25 (+3.7) Attack Speed: 0.625 (+3.7%) Armor: 16.55 (+4) Magic Resist: 30 (+1.25) Movement Speed: 325 Attack Range: 125 (Melee)



#ABILITIES»

#≈ Innate: Electromagnetic Armor Varik has a shield equal to 15% of his maximum mana (Denoted by a blue bar on his health). This shield regenerates at a rate equal to his mana regeneration for 4 seconds when Varik deals damage to an enemy champion.

While the shield persists, Varik reduces total incoming damage by 4/6/8%.

#≈ Q: Engage: Particle Accelerator Varik charges his gauntlet over 4 seconds achieving maximum charge after 2 seconds. While charging, Varik can't move, autoattack, or use his other abilities, but is immune to movement displacements.

Varik punches the air releasing a powerful bolt of electricity dealing damage to the first enemy champion it hits. When the bolt hits an enemy champion or reaches its charged range, it explodes dealing 60% of the damage to surrounding enemies.

Overcharge: Max range and missile speed are doubled.

Magic Damage: 50/85/120/155/190 (+60% Bonus AD)(+60% AP) to 90/125/160/195/230 (+120% Bonus AD)(+120% AP) • Range: 400 to 1200 Skillshot (400 to 2400 OC'ed)Missile Width: 65 • Missile speed: 2000 (4000 OC'ed)AoE: 275 • Cost: 60/75/90/105/120 Mana • CD: 11.25 seconds

#≈ W: Engage: Diffusion Field Varik tosses a device at target location. After 1 second, the device deploys a diffusion field. Enemies inside the field have their armor and magic resist reduced by 25% and are increasingly slowed over the duration.

Overcharge: After 1 more second, the diffusion field solidifies preventing enemies from passing through the perimeter.

Duration: 3 seconds. • Min. Slowing Power: 20/25/30/35/40% • Max. Slowing Power: 40/50/60/70/80% • Cast Range: 600 • AoE: 375 • Cost: 65/80/95/110/125 Mana • CD: 15.5/14.75/14/13.25/12.5 seconds

#≈ E: Engage: Hyper Thrusters Varik dashes forward at a very high speed. If Varik collides with an enemy champion, he autoattacks it twice dealing a modified base damage and bonus magic damage on the 2nd hit that knocks the enemy airborne for 0.25 seconds.

Overcharge: Varik throws in a third autoattack that deals bonus true damage and kicks the enemy behind Varik for the remainder of the dash distance.

Modified Base Damage: 65/80/95/110/125% Total AD • Bonus Magic Damage on 2nd Hit: 5/10/15/20/25 (+5/10/15/20/25% Total AD) • Bonus True Damage on 3rd Hit: 5/10/15/20/25 (+5/10/15/20/25% Total AD) • Range: 400 • Cost: 48/66/84/102/120 Mana • CD: 7.75 seconds.

#≈ R: Disengage/Engage: Power Limiter (Toggle) Varik gains increased movement speed and can cast abilities while moving except when charging Particle Accelerator. Additionally, Varik's Electromagnetic Armor regeneration stays active.

Bonus Movement Speed: 17/22/27% • Cost: 1/1.5/2 Mana per 10 units travelled. • CD: 20 seconds




#QUOTES» Upon Selection Every cloud has a silver lining.



#MISCELLANEOUS» Skin Ideas Runic Guardian Varik Headhunter Varik Volcanic Varik Lt. Varik of the Fourth Regime

Credits to Maxim Revin for the amazing art. We did not collaborate in any way or form, I simply came across the image and decided to make a champion out of it. Click here for the original image!

11 Comments

dialMARK4acti0n9/28/2014, 8:50:47 PM3 votes

Really cool concept. Two resources might sound weird at first, but I think would be awesome to implement!! It'd be the new thing. Either way, I loved Varik ;)

Angeluslight9/27/2014, 11:39:23 PM2 votes

Passive - Hm. An interesting turn of how the shield recharges. Because he's a melee fighter, I'm thinking the fact that he needs stacks gained by dealing damage works against a shield recharge. The way it's worded, it seems the only way to regain his shield is by fighting, in which he will be taking damage that will instantly negate what shielding he recharged in the meantime.

Now, if it's constantly recharging along with his mana regeneration speed, it would work. The stack effect can still be kept, but that it should be an additional recharge bonus. As in, for every stack he has, his shield recharges at his mana regeneration speed (+x) per stack. That means after he breaks from combat, his shield will begin charging faster, rewarding him for fighting and possibly helping him through escapes.

The damage reduction is now a lot less than it original was, so it looks appropriately scaled now. Looks like a nice, unique way of shielding.


Q - As with the first review I did, I find this ability an odd mix of underpowered with overpoweredness. Rooting himself for 2 seconds is a long time. The going charge rate for charge Q abilities is 1.25 seconds for the max range/damage, while mobility is only slowed instead of halted completely. 2 seconds can be a very, very long time to stand still like a sitting duck. Especially for a fighter/tank class. Such an ability, especially when it turns super sniper when Overcharged, doesn't strike me as fighter/tank, but more of a ranger/mage. I know your train of thought with this ability is that he can't be interrupted by certain means, but the plain fact is that it's not effective or useful for his close-ranged nature, and his potential range far surpasses what his class should have. That goes double for the overcharge effect. Literally. Lol


W - Ah, I remember this skill. Tons of utility in the first version lol

Looks a lot better now. Fits both of his intended roles as fighter and tank.

The duration is listed as 3 seconds, so does that mean it starts when the slow is activated? As in 1 second for the slow effects, then the impassible barrier lasts for 2 seconds?

If so, I'd say that it's somewhat justified by it being a small AOE skillshot rather than a direct target cast. However, he 2 second barrier has me a bit worried that it would be overpowered early-game. It's 2 CCs in one with defense reducing properties, for a total of 3 utilities in one. If I compared that to Leona's E and Q combo, I think Varik would outclass her CC with the fact that he can slow, trap, and shred armor in one skill.

If the entire ability takes 3 seconds starting from the delayed activation (1 second delay, 1 second slow, 1 second barrier), then that's much better. Still strikes me as very powerful, but a 1-second delay is quite a long time, especially for a small 275 unit radius.

It looks like a good skill, but I'd still be wary on the duration and armor/MR shred, especially with Overcharge.


E - Sounds like one fancy animation.

I measured out the true damage, and it actually seems to be in a good place. Good job on that as true damage can be very tricky, especially when combining it with a skill that does more damage beside it. Eventually, the entire skill does scale out to be quite powerful, but I think it's pretty balanced out.

R - Hm... I think this ability gives him too much sustain, mainly with overcharge. This gives him yet another passive effect on top of his already-equipped innate, but it also makes him a weaver champion. One that would probably really want to get a Trinity Force.

It's an interesting ability, but it strikes me as regular skill rather than an R. And I know this is meant to be a different type of R skill like some champions already have, but this feels like it doesn't flow with his kit. The toggle doesn't work for his Q as stated, and I'm not convinced it would work right with his E as it's already a mobile skill, but the chain animation can't go too far or it wouldn't look right. Or it would have to be super fast before he walks too far from his target.

soylent shipment9/27/2014, 4:42:28 PM1 votes

This looks cool, clean and new. Although the League of Legends doesn't exist anymore.

The5lacker9/27/2014, 6:18:20 PM1 votes

Base stats are mostly fine. AS is a bit high, armor is a bit low, and MR is only ever 30 (+1.25) or 30 (+0). There are no exceptions to this.

Passive and resource system is really, excessively complex. He's functionally got three resource bars to manage, a stacking mechanic, a semi-uncontrollable buff that's consumed on ability use, and a colossal pile of defensive stats to juggle just from his passive alone.

Q has absolutely pitiful damage, especially for a 2 second charge up, and doesn't even have any utility like a short knockback or slow to make up for it. Plus, ranking it up gets it absurdly expensive, which makes sense given how his Overcharge mechanic works but makes it very unrewarding.

W's pretty good, but 40% Armor and MR shred is a tad excessive. I'd just leave it at 20% across all ranks and instead increase the field AoE.

E is, again, needlessly complex, and I'd like to point out that you have an ability that can potentially deal 375% AD physical damage plus the magic and true damage. Throwing enemies behind him also doesn't make a whole lot of sense as he's very slow and lacks any reliable followup on enemies behind him.

Well his Ult more or less removes his mana costs from his Q and E unless he somehow misses. The toggle doesn't seem to make much sense. Are we talking it removes the casting animation, functionally? Plus, is has anti-synergy with one of his two damaging abilities.

Overall, I don't think there's any core identity or mechanical problems, but there's a lot of little issues and unnecessary complexity that needs pruning. I'd remove the Overcharge mechanic (but keep the idea) and instead focus on the mana shield thing, and give his abilities some form of actual synergy and cohesiveness.

(Revised kit to soon follow, can't fit it all in one post)

Flintfall9/27/2014, 6:28:58 PM1 votes

Having two resources would mess up the UI, so new tech would have to be designed for this kit.

That said, I love the kit and the lore is great, just needs more quotes imo.

FlameHalbrdOkido1/3/2016, 8:40:38 PM1 votes

Pretty cool, enjoyed the lore