Pagan, the Pacifist

Eternal Torment·8/17/2019, 9:05:11 PM·9 votes·3,709 views

Table of contents:

  • Disclaimer
  • Suggested looks and Theme style
  • Author's Philosophy
  • Stats
  • Rating
  • Kit
  • Strengths and Weaknesses
  • Recommended playstyle
  • Lore
  • Quotes

#DISCLAIMER:

I do not own any of the artwork and links presented. Sources can be added in an Edit upon strong request.

#SUGGESTED ART AND THEME:

Note, this is merely a general suggestion. It obviously does not have to be 1:1 like this, but this would be the current face for the Post. Specially the Theme can change, but the general idea of it's construct and impact are laid with this suggestion.

http://magaimg.net/img/8r27.png

https://www.youtube.com/watch?v=Qo_kUQ5tcBE


#AUTHOR'S PHILOSOPHY:

After my last 2 kits were somewhat ill-received, one for being a mobility monster that makes SoS Camille look cute, and the other being mis-referenced, I decided to take a different approach entirely and lay down everything I knew was Basic and common about LoL kits so far and took some time to find Inspiration about what I could do that would be truly different.

With that, I tried to create a combination that is insane to put it nicely, and created a Support who uses his auto-attack for healing, or in other words, a Support who works off of AD, instead of Ap and Max. health as we have had so far. Next to that, I decided to go with something else that has never been seen in LoL before. A champion who deals absolutely 0 damage, ever, anywhere. A total and true Pacifist who supports his allies with pure kindness and protection. And while yes, some might argue that Lore-wise Soraka is the be-all pacifist, even she has dealt some damage and her kit represents that too.

I hope that this time I will have done a better job than before.

#STATS:

Health: 555 + 96/Level (2187 at lvl 18) Health Regeneration: 11 + 0.92/Level (26.64 at lvl 18) Mana: 490 + 33/Level (1051 at lvl 18) Mana Regeneration: 6.2 + 0.375/Level (12.575 at lvl 18) Attack Range: 550 Attack Damage: 58 + 3/Level (109 at lvl 18) Attack Speed: 0.615 (+0% - 25%) (0.77 at lvl 18) Armor: 32 + 3.5/Level (91.5 at lvl 18) Magic Resistance: 30 + 1.24/Level (51.08 at lvl 18) Movement Speed: 335


#RATING:

  • Damage: 0/3

  • Toughness: 1/3

  • Crowd Control: 3/3

  • Mobility: 1/3

  • Utility: 3/3


#KIT:

PASSIVE: Shaman of Healing Casting Range: 550 Bond Range: 800

Pagan's is unable to deal any damage to any unit in the game and does not possess Basic Attacks.

Pagan however can select an Ally champion to create a Bond which comes with Unique Bonuses to the bonded Ally and Pagan. This bond is only in Effect if the bonded Ally stays within range.

Bond Bonus:

  • Increases Critical Chance of Pagan and Ally Champion by 10% and Attack Speed by 25%

  • Heals for 5-15% (Scales with level) of Pagan's Total AD. Healing speed is equivalent to Pagan's Attack Speed.

  • The Healing Effect from "Shaman of Healing" works just like a Basic Attack and can crit for 150% of it's healing (175% with Infinity Edge), Pagan halts momentarily for the Animation and It can proc non-damaging onhit Effects such as Spear of Shojin's cooldown reductions, Essence Reaver's Mana regeneration and non-damage reliant Masteries, being: Fleet Footwork, Hail of Blades, Kleptomancy and Summon Aery.

  • The Healing from "Shaman of Healing" does not count as an Onhit Effect itself.

Bonding can be applied by Rightclicking an Ally Champion. Only one Ally can be bonded with through Right clicking.

Q SKILL: Safe Haven Cooldown: 10/9/8/7/6 Seconds Mana cost: 50 Mana Cast Range: 600 Area of Effect Range: 300 Diameter

Pagan casts a Shield on a target Ally for 5 Seconds which blocks 60/90/120/150/180 (+25% Total AD). During this time, Enemies within an immediate Area of Effect are slowed by 10/15/20/25/30% until the Shield expires or they leave the Area. Shield value refreshes with healing from "Shaman of Healing", but does not heal bonded Champion's health in exchange. Pagan heals for the amount of Damage blocked by this Shield.

-- W SKILL: Intervention Cooldown: 16/14/12/10/8 Seconds Manacosts: 60/65/70/75/80 Mana Cast Range: 650 Hitbox: 150 Length: 300

Pagan places a little Beacon on a target Area and can cast this Ability again to fire a small Shockwave in the target Direction, pushing all enemy units hit into that Direction. If no champion was Hit, Pagan refunds 50% of this Ability's Cooldown and Manacost. If 2 or less Champions were hit by this Ability, they are rooted for 0.5 Seconds.

-- E SKILL: Surpression of Violence Cooldown: 12 Seconds Manacosts: 40/45/50/55/60 Casting Range: 900 Secondary Range: 400 (Range based on enemy Champion hit, not Pagan) Hitbox: 100

Pagan fires a small Chain of light towards the target Champion which lasts for 8 Seconds. This chain ignores Minion collision. Pagan can cast this Ability again within those 8 seconds to fire a second chain into a target Direction. If the Chain strikes another Champion, Both champions are pulled towards one another and are stunned for 1 Second. Afterwards, they are slowed by 10% (+5% Total AD), decaying over 3 Second. If the chain hits Terrain, the champion is pulled towards the Terrain and is stunned for 1/1.25/1.5/1.75/2 Seconds instead. The Slow afterwards does not apply for this Stun.

-- R SKILL: Providence Cooldown: 140/120/100 Seconds Manacost: 100/120/140 Mana Casting Range: 1000 Area of Effect Range: 1000

Pagan creates a Protective field at the target Area which grants all Allies a shield for 6 Seconds which absorbs 300 (+100/140/180% Total AD) damage. The Shield value decreases over time and after 4 Seconds it will have only 50% of it's starting Value. The Protective Field remains for 15 Seconds and Pagan bonds with up to 3 Champions inside the Protective Field. Bonding Prioritizes Allies with low Health and Lower maximum Health. Pagan heals for the damage absorbed by the Shields.

#STRENGTHS AND WEAKNESSES:

Strengths

  • Consistent and scaling Healing with a near-infinite presence
  • Very rewarding for skilled plays
  • Strong CC Combo Potential
  • Incredibly reliable, always useful
  • makes trades with bonded Ally near-impossible.

Weaknesses

  • Ability-Reliant for plays
  • High cooldowns earlygame
  • Passive requires masterful macro-management
  • No damage means no consistently active threat

#RECOMMENDED PLAYSTYLE:

It is pretty much obvious how Pagan can be played, his kit has many tools but is, in the essence of it, simple.

For the Laning phase, you begin simple. First, you fire your E, Surpression of Violence on your target Champion, which will be either the ADC or the Support. then either use your E's second cast to pull them together, or ramm your target Champion into a wall, locking them down, pulling them away, shutting them down prematurely and such. If that was not enough, or the other Champion is out of range, you can use your W to enforce a corrected positioning of either.

Your Q is your standart tool for trades. Slap it on your ADC after bonding with them and they will have a very strong trading presence due to the shield already absorbing a lot of damage and being constantly refreshed by your passive. and once the Shield ends, your passive will continue to heal your ADC still.

For lategame, your Ultimate will be your tool to turn around even the worst situations, being able to begin healing almost your entire team in one go, yourself included. This forces the enemy team to hit retreat and wait out for either the shields to drop or for the protective field to Expire.

As for an item Build. Since Pagan is a very unorthodox Support who works with AD and Crits, you are looking at a standart ADC build with item 3006 item 3031 item 3508 item 3046 and two AD related items of choice or some supporting Items, one recommendation being item 3161 and item 3222 which under normal circumstances would be incredibly weird, but awfully enough could function in this Kit.

#LORE:

With the Invasion of Ionia came a heavy verbal conflict about the morals and Beliefs concerning the population. With the rise of Irelia and the resistance against the Invaders, opinions were split between fighting for Ionia or continuing the old traditions of absolute pacifism and the belief that Balance of Nature would fix all things by itself.

Pagan, the local priestess of a small Village on the southern cost of Ionia's Qaelin-Island, was one of the people who believed that Balance in Nature was the way, that Ionias traditions have yet to reach the time of their outdate. She firmly believes that ultimate pacifism is how one is to find peace with all beings and has devoted her entire life in mastering spells of Tranquility and healing to support her people in keeping them calm and in protecting her village without a single speck of violence ever being needed.

But lately, Qaelin itself did not feel like enough. With each passing year, Pagan felt like she was doing less and less for her belief, remaining in her small village that could already be considered peaceful by all means. Her gift of healing and all the Effort in studying the Art of Peacekeeping felt like a waste. She began indulging herself in the Historical and present states of the world and studied whatever she could, hoping to find a purpose somewhere else. in time however, she discovered that this purpose was not just somewhere, but everywhere.

As long as conflict and desire existed, there would always be some place in the world in need of guidance to neutrality, in need of teaching that only through peace and sacrifice may one find a happy life. One place with people that would be doomed to repeat atrocities for the sake of preservation. Set to a dream she knew to be foolish, she decided to roam Ionia, and eventually all of Runeterra to bring protection and healing wherever she went, to give the people a solution for their problems and pains and their needs and to find a middle ground where no wars would be needed anymore. To bring change for the better, however small it may be.


#QUOTES:

START OF THE GAME:

  • Such a large world I traverse for a fool's errand. World piece may never be within my reach, but I must set the foundations to it. I must inspire others to follow my example.

  • I may only be one human with an ambition far too great for my body and mind, but someone has to do it.

  • This field looks so peaceful. So untouched. That I have been brought here must mean that it is in danger of being such no more. I must fend off whatever is to come.

-- MOVEMENT COMMANDS:

  • My next pilgramige to a better world.

  • I can feel it. This conflict, the burden of committing to horrible acts for the right reasons. I must give. Give something to satisfy.

  • If I were to cease then I may only pray that someone else take my mantil and lead these people to a future of prosperity and happiness.

  • Onward to my next destination.

  • Everybody dies. But one must not die young because of battlefield orders. There should be no battlefield.

-- BONDING QUOTES:

  • You are now protected.

  • May your health prosper.

  • You may suffer no more.

  • Guarded from chaos and desire.

  • Rejuvenate your peace.

-- ULTIMATE QUOTE:

  • There shall be no death on these grounds!

  • May this providence serve as guidance to us all!

  • Never shall this land know pain!

  • No one shall suffer any longer!

-- JOKE:

  • If you don't get out of here, I will starve myself in public!

-- TAUNT:

  • Once the world is a better place, people like you will be unnecessary.

-- DANCE:

https://youtu.be/CSklD1go8Jk?t=76

From 1:16 to 1:40 before making a step to the left in sync to the hand movements and returning to her normal stance.


#WELL, THAT'S IT. IF THERE IS ANY FEEDBACK YOU HAVE TO GIVE, PLEASE BE MY GUEST. BUT DO REFRAIN FROM MAKING ALL-NEGATIVE-ONLY COMMENTS. ONLY TELLING ME WHERE THE FLAWS ARE WITHOUT EVEN AKNOWLEDGING THE EXISTENCE OF GOOD POINTS IS NOTHING BUT DEPRESSING AND ACTUALLY DEMOTIVATES FROM FURTHER EFFORT. THANKS

10 Comments

VoidThicc8/17/2019, 9:30:39 PM8 votes

I like this idea, the kit is extremely new in most of it's aspects. The passive moreso is very unique.

But admit it, your E was inspired from Kel'Thuzad's kit from Heroes of the Storm.

http://magaimg.net/img/8r6e.png

Saint Leønidas8/18/2019, 1:02:52 PM3 votes

I made a concept like this once and no one cared [cass-cry]

Garen is adopted8/17/2019, 11:40:01 PM2 votes

I think you may want to change her name, dunno what may pagan mean in your regions but it is not really a pleasant or positive word to have along in a lot of parts of world, especially the religious ones that directly associate the word with satanism and in some it literally refer to someone that to satanic rituals.

Damaskin08/18/2019, 9:27:06 PM1 votes

Nice ideas, and thoroughly refined, however in my opinion she has a few small issues that kinda need addressing. I will now go over all I could find.

  • Infinity healing: So, obviously, Pagan heals quite a lot from her ultimate, but in teamfights, along with her Q, It will probably heal her too much, causing the enemy team to have to deal with an unkillable, thus, almost unfocusable shielding & single target CC'ing support either causing them to flee or, well, die. Now, this wouldn't be a problem, IF, there was a glaring practical drawback to her ultimate, either that or a way to fail or not utilize it completely -via the situation or Pagan's own messup- but, as it stands / and while not trying to fundamentally change her ultimate, I propose that Pagan should only heal for 8% of Providence's shield damage per ally, up to 14% (Increased by 2% per missing ally).

  • Kleptomania: Having her Klepto proc off her own allies would probably overshadow all other rune options for Pagan. To avoid this, I propose to either write Kleptomancy off Shaman of healing's list completely or have it not give her any consumable items at all.

And finally, methinks That Shaman of healing shouldn't give allies with 0% Critical Strike Chance any bonus crit. at all, to avoid Tryndamere shenanigans.

That's all I have, now hope that ol' Torment here won't misjudge my comment as an all-negative one because i only listed my issues with the kit, and have a nice day.

Not Bog8/22/2019, 5:25:02 AM1 votes

I love how much effort you put into this, it really does look like you went the extra step even with choosing the name. The concept and abilities are great, and (as a support main) i love the idea of a champion that has consistent healing via auto attacks or of the sort.

However, i am here to address and potentially see what you think of the issues i found in the champions design.

First of i believe a champion like this ( a champion that cannot output damage) will and should never exist within the game. From a players standpoint, this seems completely broken and Im banning it every game. But I want to approach this from a design and balancing side, a champion who cannot deal damage is too different for new players to the game. League of Legends has various skills you have to learn, from movement, csing, kiting, to predicting and dodging skillshots. Pagan inability to auto attack will in itself confuse players just piking up the game, removing such a vital part of the game is completely fine by experienced players but becomes far too difficult for a new player to grasp.

I also wonder how you would adress people picking Pagan solo lane or jungle, as far as i see it thats trolling since it is impossible to win lane or clear the jungle without dealing damage. And on the topic of jungle, How does Pagan interact with damaging summoner spells (Smite, ignite, snowball)?

Now i am not trying to bash the idea, i do find it quite interesting and i see it to parallel Yuumi in a few ways. Riot has been getting braver with releasing champions to go into specific roles ( Ivern, Yuumi, Kalista) so i wouldnt be surprised if in a few years we do see some version of a champion without auto attacks.