Albricht, The Tainted Blade ***UPDATE***

WhiteLionspirit·2/6/2015, 3:48:35 AM·1 votes·959 views

Please leave your feedback and let me know if i made him too OP or UP. Its a work in progress, so every bit of advice helps. Thanks!!

Main Role: Tank, Fighter Suggested Lanes: Top, Jungle

Stats: Health: 565 (+87) Health Regen: 7 (+0.65) Energy: 200 Energy Regen: 50 Armor: 28 (+3) Magic Resistance: 35 (+1.3) Attack Damage: 55.225 (+3.5) Attack Speed: 0.668 (+3.5%) Movement Speed: 340 Basic Attack Range: 165

Passive- Paroxysmic Lunacy 85/75/65 Second Cooldown Dealing fatal damage to Champions and Large Monsters sends Albricht spiraling into insanity, dealing an additional 60/80/110 +(4/6.5/9.5% Bonus Health) as bonus magic damage to the next ability used or for 15 seconds. Killing other Large Monsters extend this window by 2 seconds, killing a champion increases it by 3.5 seconds, and allows 75% damage to be added to one additional ability cast per kill. (Can only be extended by a max of 14 seconds). – Expecting a player to grab between 500-1000 additional Health in a DPS role and 1000-2000 in Tank role translating to maximum additional damage of between 157.5 and 295 on first use and 118.125 to 221.25 for subsequent uses. Albricht should pulse a red or purple outline that slows in frequency as the countdown lowers. The pulse speed refreshes with the extension of the passive. Scales at level 6, 10, 14.–

Q- Manic Swipe 75 Energy 15/12.5/10/7/4 Second Cooldown 175 Range; Cone Effect Area: 65 degrees Albricht strikes three times furiously in front of him in a small cone dealing 65/100/135/170/205 +(65% Attack Damage) to all enemies struck. If all three strikes hit an enemy champion or large monster, 20 energy is refunded. If this ability kills an enemy champion or a large monster, the refund is doubled. – Damage is divided over the three strikes equally and is avoidable if an enemy moves out of range during the .75 to 1 second animation. Simple enough to imagine, he swipes his sword side to side rapidly. –

W- Tainted Aura 60 Energy 21/18.5/15.5/12/8.5 Second Cooldown 325 Range Albricht emits an aura of Void Energy around him for 4/4.5/5/6/7 seconds, slowing enemies by 10/12.5/17.5/22.5/30% for .5/1/1.5/2.25/3.5 seconds. After the duration, the aura ignites and pulses outwards dealing 95/125/160/200/245 +(45% Ability Power) to all enemies in range. If an enemy champion or large monster is struck by the pulse, 15 energy is refunded (per champion or large monster). – Stacks only once per enemy for the entire duration of the aura. The aura should be mistlike and swirling around Albricht, similar in style of Shyvana’s Burnout but purple. –

E- Goring Strike 80 Energy 20/18/15.5/12.5/9 Second Cooldown 650 Range: Skillshot Line, Cast to activate line, recast to dash, recast at point to deal AoE damage Albricht dashes in a skill shot line, skewering the first enemy champion hit with his sword pinning it to the ground for .5/.75/1/1.5/2 seconds and dealing 70/115/160/205/255 +(70% Attack Damage) damage on hit. If Albricht reaches the end of the dash without hitting an enemy champion or activates this ability mid dash, he slams the ground with his sword, sending void spikes out around him and dealing 70% damage to all enemies in the area. – The dash from Start to End takes approximately 1 to 1.5 seconds. His sword is drawn and pointed in target direction. On collision with champions, he raises his sword and stabs at a downward angle. When slamming the ground, Albricht gives a small vertical jump and lunges his sword point down as he lands kneeling. The ground should look as though it ruptures as the void spikes emerge.–

R- Void Snap 110 Energy 150/115/75 Second Cooldown 1200 Cast Range; AoE Target Range: 140 Radius Circle

Albricht sheaths his blade and enters his dueling stance, becoming immobile and channeling void energy directly into the sword (1.5/1.25/1 second channel). After the channel, Albricht draws his sword and sheaths it again with lightning speed, summoning up to 3 spheres of void energy on 3 target locations. The spheres rupture after .5 seconds slicing all enemies caught in each Void Snap for 145/180/225 +(45% Ability Power) +(65% Attack Damage) and weakens all enemies’ Armor and Magic Resistance by 10/20/30% for 2.5/5/7.5 seconds.

– After channeling, a 5 second timer allows time to select first target location (Albricht moves at 70% movement speed during this time) after first and second cast, a 2 second timer is allotted for player to select second and third area to strike (Albricht remains immobile for this time). The channel should look as if he were clutching his sword and pouring all his strength into it, a purple aura surrounding the sheath. Casting animation should take approximately .25-.5 of a second (leaning towards the lower end) and should look as though the sword never leaves the sheath though it is clearly being drawn. If a player fails to select a target area after the channel, the cool down is reduced by 20/25/30 seconds and 45 energy is refunded. This would not count as a projectile as the spheres are summoned on target location. This means abilities, effects, and any terrain that would normally intercept a projectile, does not affect Void Snap (i.e.: Yasuo's Wind Wall). --

2 Comments

Aatrox Herself2/6/2015, 4:02:15 AM2 votes

Seems pretty good, I main jungle so I would always like new junglers to try out.

Keagn2/7/2015, 2:54:04 AM1 votes

I looked less at the numbers and more so at the mechanics/kit and theme. Here's where I got from it:

Passive seems a bit strange, if he's going into a rage/fury/insanity attack, I would imagine it more physical than ability wise. Granted the rest of the kit is very physical oriented, but its a bit off putting.

Q: It doesn't seem very original, but it is effective for fighters. The energy refund works well as an incentive piece, but overall I don't think it brings anything new per say, but it works well.

W: More energy funds, which is well enough. Usually these are funded into a passive, but this guy is a high need cast-fighter, so its somewhat understandable. The slow makes it nice for catching enemies, and dealing a nice bit of damage, though the scaling and values are a bit low. But again, not entirely concerned with values, values are very fluid.

E: This is a really neat idea, however, "pinning them down" sounds like a complicated animation process. I like what it does mechanically though. In fact, its incredibly neat. It sounds simple, but the whole piercing capability not only fits the theme, but offers something neat to work with. The void spikes as you're referring them to are well off for need in case you don't impale someone.

R: This sounds stupidly complex for no reason. Getting past that there's no sense that sheathing a sword summons exploding spheres, but I like the mechanic potential. Sheathing his sword might mean for not being able to auto attack, but in turn what I would do is either an AoE or line area (like Thresh's rectangle for flail, or Xerath's beam), would make more sense, add more skill to it, and you can add a little damage for incentive. Maybe add a stack system to his kit which can add an extra "snap" to the ability (I'm thinking along the lines of snap freezing).

Theme: This is one of my bigger problems. I don't have lore to go off of, but I'm not a big fan of another void swordsman. I recommend going more along the lines of Darkin, shifting away from void entirely. Energy isn't typically a void thing either. I'm just not a personal fan of it. There seems to be a lot of magical damage for a fighter, but dragoons do exist in the game. I recommend keep working at it.