Riker, The Hero For Hire (Top lane/Jungle Classic Fantasy Fighter)

Leonidas Freedom·10/5/2015, 11:48:37 PM·8 votes·2,334 views
http://i.imgur.com/gHhIs9z.png

#Artwork/appearance This is only a character concept. I definitely did not do the art (nor any art I have posted before. Sadly I'm not very artistically inclined...) But it's supposed to give you a general idea of Riker.

Some things to address: He only has the sword, which should be a lot larger than the one in the picture. He should not have the shield or axe, but pretty much everything's spot on.

#lore Originally from Demacia, Riker left during the end of the rune wars, seeking fortune and fame by adventuring through Runeterra. His many travels and tendency to seek out a reward earned him the title of "Hero For Hire.

He heard of the league of legends through some of his old comrads, and decided. "hey, it's just a gaint stage for me to make money and boost my name on, why not."

#Creation Concept Conceptually, he was designed off of the traditional TRPG Fighter, and his moves get their names from some abilities from Paizo's Pathfinder roleplaying system.

#Personality

Think: if Draven and Garen had a love child. (or don't. no, seriously, don't. we don't need more slash fanfiction)

#Moveset

##attacks

Basic attack: a slice of his blade Crit attack: a flourished spin of the blade behind his back before striking an enemy with it.


##Passive Hero For Hire

Riker's secondary resource is Reputation. He starts with no reputation. Whenever he kills a unit, he gains a set amount of reputation, which does many things based on the ranks of his abilities.

For killing an enemy minion or small neutral monster, you gain Five points of Reputation For Killing a large neutral monster you gain ten points of reputation For killing a champion, you gain twenty five points of reputation. For assisting in the killing of an epic monster, you gain fifty points of Reputation.

Riker rapidly loses Reputation when he hasn't attacked something in a short amount of time, and loses all stacks of Reputation on death. If a champion has killed him, they get an additional 1% of gold for every ten points of Reputation he has.

For every ten points of Reputation (for a maximum of one hundred) killing enemy units will yield an additional 1.5% percent gold.


This encourages farm and fits his theme of "hero for money and fame." As he's a top lane fighter/jungle fighter, he should try to build farm before he engages with enemies.

##Q: Power Attack/Bull Rush

Type: Auto-attack Reset / skillshot

Riker's next basic attack causes him to swing his sword in a cone in front of him, dealing 150/175/200/225/250% attack damage to everything in the area.

at 50 Reputation or higher, this ability becomes "Bull Rush"

Bull rush expands your range to further than melee levels, causing you to dash to the next person you auto attack, but deals an additional 125/150/175/200/225 base damage in its cone. furthermore, Riker loses 45/35/25/15/5% of his armor for 2.5 afterwords.


A power attack is a basic attribute of pathfinder's core "Fighter" class and is defined as a standard attack which deals more damage but is slightly less accurate. It'll be a good execute or standard punishment tool for when people gank.

A bull rush is a combat manuever in pathfinder which allows you to move forward (up to twice your max movement speed) and attack, at the cost of your armor bonus. In lane or jungle, this will be a handy ability to engage and take down enemies who are escaping.

##W: Invigorating Stance/Armor Mastery

Type: Stat Increase/passive

Riker passively 7/16/25/34/43% bonus armor. for every 1 point of Reputation he gains an additional .25% to armor.

At fifty points of Reputation, Riker gains a small bonus of 10/15/20/25/40% tenacity and movement speed based on his percentage of his total armor.

As Riker loses Reputation, he is healed for 1/2/3/4/5 points for every point of Reputation he loses


The standard sustain ability for most junglers/top laners, this gives him some resistance and life steal as he farms and gains reputation.

past fifty reputation, this also allows him to chase his enemies, and prevents him from being too heavily locked down by slows and CC.

##E: Critical Focus/Bleeding Criticals/ Dirty Fighting

Type: Stat increase/basic attack modifier/passive

Passively increases Riker's critical chance by .5% for every 1% of Reputation for a maximum of 25%

At fifty Reputation, this ability is replaced by Bleeding Criticals, which also causes his critical attacks to apply a bleed for 10/20/30/40/50% of AD over 3 seconds and a slow for 10/15/20/25/30% of the enemy's movement speed to his basic attacks.

This ability can be triggered to kick up a cloud of smoke around you, giving you 5/10/15/20/25% dodge while inside of it. You lose the passive bonuses to this ability while this ability is on cooldown.


Critical focus is a feat (think perks from fallout) that makes it easier for you to score critical hits in pathfinder. In game, it is a great way for Riker to deal damage. At fifty stacks, bleeding critical (another feat from pathfinder) helps execute his enemies.

##R: Blade Breaker

Type: Single targeted effect

Riker singles out a champion in melee range and swings his sword into them, hitting them with it. if this move kills an enemy, Riker will automatically target an enemy that is within its original range. The move ends if there is no one within range. This ability does 100/200/300+300% AD damage in the area, and for 2.5/2/1.5 seconds afterwords his attack damage is reduced by 50%

This ability consumes all of Riker's current Reputation, .5% of its damage as true damage for every 1 point of Reputation consumed This true damage only applies to the original target.


Essentially a flash execute, this helps Riker engage into team fights and clear the way for his allies, heavily nerfing him if he messes up.

#Closing Statements

Thank you guys so far for reading my champion concepts and giving your honest opinions on them! It really does mean a lot to me...

Some of the things I have planned are a rework for Stromboer and putting some more work on Lilith

I also plan on bringing more concepts, don't worry! I kind of wish there was a board to suggest items...

Anyway, please take the poll below, comment on ideas to make Riker a more developed champion, and feel free to check out my other champion concepts.

Most importantly though! I need you to definitely vote up top (near the title) so that either more people can see this, or so that no one can see this if that's your choice

14 Comments

Starfletcher10/6/2015, 2:04:08 AM2 votes

With the Hero for Hire passive, I feel that his reputation should be a bit easier to build, as it seems like he has to spend quite a while finishing off minions or champions before getting to max rep, which would be preferable for his ultimate. As such, maybe you should make the minion gain 5 rep, so that way he can get roughly 25/30 rep a wave if he's keep an eye on those minions? Or maybe make it 3 for an in between of fast and slow.

Blaquenwhyte10/6/2015, 3:09:42 AM2 votes

Riker's Passive is what caught my eye in this kit. I like the concept a lot; it's like a better implementation of Draven's passive. The rest of the kit is where things get a bit iffy.

His Q has two major problems, and they both hinge around one thing: consistency. Having a chance for your ability to do less than you expect it to is a one-way ticket to frustrating gameplay. Any situation in which a duel hinges on your Q is automatically a battle of luck, and having any champion's ability be affected by simple luck is a recipe for disaster.

With regards to the other problem related to consistency, I don't like how the Q changes entirely based on his Reputation. At less than 50, it's a basic attack modifier that deals AoE damage, and at more than 50, it's a mobility-enhancing single-target skillshot. See the problem? It's not only a clarity issue of "why is my ability suddenly acting entirely differently", but also a consistency issue where, sometimes, you may want to have your AoE damage-Q (for teamfighting, let's say) but can't because Riker is pretty much forced to have higher than 50 Reputation because it's beneficial to him. These sorts of ability-changes work for champions like Gnar because their kit is based around it (and even then, Mini and Mega Gnar's Q and Es are both quite similar), but to have only one ability change (and change dramatically, no less) is a pretty big issue.

The only other major issue I find with Riker's kit is that both his W and E are... passive? That's boring. League has moved away from completely passive abilities, and for good reason: they're not satisfying to level and certainly not to play with. Consider this: Riker has essentially two abilities. That's it. Everything else is handled passively for him. What fun would that be to play? I've never played Pathfinder, so I'm not sure what you were going for with these abilities and as such can't give suggestions, but definitely consider giving them an impactful active component.

General other things:

  • I'm not a huge fan of everything being tied to his auto attacks. Both his Q and R are auto attack modifiers, and his E passively enhances his auto attacks. His kit really doesn't have the feeling of using abilities, more of right-clicking things until they die.

  • I'm not sure how his W is supposed to scale, but that could just be the wording. Does it mean that he starts with a fraction of normal Lifesteal and Armor and then each point of Reputation scales it upwards? For example, if he had 100 Armor and Rank 5 in his W, would he have 50 Armor and then 150 at 100 Reputation, or 150 Armor and then 250 at 100 Reputation? The former (which is what I suspect you meant) would make his early game abysmal (starting at 10% of his normal Armor?!), and the latter would make his W completely ridiculous. You might want to think on how you intend that ability to scale.

  • I get that your abilities seem to have a give-and-take associated with them, but don't misconstrue that for meaningful balance. There is a fine line between balancing and simply gimping your champion to make room for something else. His Q missing, his W starting with terrible scaling, his R reducing his AD by a significant amount... all of these things are problematic because of how they punish the user. Think of this way: it's always better to reward a champion for using an ability properly (e.g. reducing the cooldown if it hits something) than it is to punish them for using it improperly. To take that a step further, you're not even punishing them for using it improperly, you're punishing them for just using it.

Now, I haven't played Pathfinder and I understand you were trying to base his abilities off of similar mechanics in Pathfinder. This makes it hard for me to suggest things given I'm not entirely sure how they would affect the flavor you were going for with the champion, but things I would change immediately:

  • Remove his Q's chance to deal less damage than normal. If you want to keep it tied to his auto attack, make it so that, for example, it deals reduced damage if the auto attack hit a minion as opposed to a champion. That's just an example, but it rewards him for using it on a champion and makes his in-lane harassment not ridicuous.

  • Make his W and E have active components. I'm not sure what I'd do here, considering they are definitely mechanics that seem to work better passively.

  • I don't think his R should be tied to his auto attack, it just strikes me as clunky. As for the decrease in AD, perhaps make it scale with how much Reputation the ability used; if he used it at maximum Reputation, he doesn't lose any Attack Damage (or perhaps even gains some), but the less Reputation he uses the ability at, the more harmful it is.

These suggestions are just off the top of my head, I'm sure with more thought you could come up with better improvements, especially considering you have more context with your knowledge of Pathfinder. Either way, that's my two cents; make of it what you will. Overall, it's a good concept with (in my opinion) subpar execution.

ExoNautic10/6/2015, 4:44:56 PM1 votes

those ratios are all kinda scary, and im gettimg a bit of a trynd vibe here, i dont like trynd cuz he can get boring, youre either fed or screwed.feels sorta the same here.

Meeks01110/6/2015, 7:30:23 PM1 votes

You can try suggesting items in the gameplay and balance section, I'd like to see them.

Petix Epsilon10/7/2015, 4:38:24 PM1 votes

I like him alot. maybe lower his ult scaling... 400 % ad turned into true damage seems kinda scary

stabby himiko10/6/2015, 2:06:40 AM1 votes

The 'W' Oh my god. 10/20/30/40/50%? maybe 5/15/25/35/45? Less early game because RPG characters usually get stronger later on,but can just barely beat others earlier on before getting skill points to put into STR :P