Champion Concept (Dinat, The Powerful)

Danniels·8/16/2014, 2:44:50 PM·1 votes·1,025 views

Dinat is a tanky mid lane mage that is great for farming, and doing well in lane.

Lore:

Dinat was a maniac ever since he was born. He was exposed to many riches and powers during his youth. Dinat being a very Power-lusting child, he would do anything in his power to become more powerful. Dinat had gone too long without power, and he needed to fill his lust, or he would die. Dinat decided to make a deal with a stranger, trading his mortal soul, for infinite powers. Dinat accepted, gained immortality, and pure power. Even though Dinat had infinite power, he did not mostly want to be a king. He wanted power from others. He wanted all to worship him and die at his feet. He had infinite power, although he needed more. He decided to take over his home-town. After successfully killing everyone within his village, he seeks stronger and beyond infinite power. Knowing exactly what he needs, he found out about the league of legends, where he could destroy everyone he finds, and gain even more power.

"Will you be willing to give up your soul for me?"

Abilities!

Passive : Power Generation: Dinat generates 10 power every 2 seconds. As soon as his bar hits 200 Power, his next ability will be super powered.

Q: Draw Power Dinat draws the power away from a being, dealing 75/90/105/120/145 +(0.35% of AP) as Magic damage, and slows the enemy by 33% for 2 seconds.

Q: Draw Power (Powered) Dinat Peels the power out of a target, dealing 100/125/150/175/200 +(0.3% of AP) as Magic damage.

W: Immortality Dinat needs power to stay alive, so he puts down a circle with the range of 400 dealing 5/15/25/35/45 +(0.1% of AP) each second, and gives Dinat 40/50/60/70/80% of the damage dealt as health back.

W: Immortality (Powered) Dinat drains power from 1 unit, stunning that unit for 1/1.5/2/2.5/3 seconds.

E: Power Implode Passive: Dinat passively gains +5 health permanently for every unit he kills.

Active: Dinat Throws out a bomb with the range of 500, and after second cast or 4 seconds, the bomb explodes, stunning enemy units for 0.75/1/1.25/1.5/1.75 seconds.

E: Power Implode (Powered)

Active: Dinat targets an enemy champion and delivers a centered bomb of power, with a missile speed of 500 dealing 120/150/180/210/240 +(0.6% of AP) as magic damage, and can be intercepted by enemy champions.

R: Power Valley Dinat channels his power for 3 seconds, and corrupts the ground with power, with a range of 2000 units, dealing 30/50/70 +(0.3% of AP) as magic damage, and slows enemies for 50% for 2 seconds. (enemies stay slowed if they stay on the targeted ground area)

R: Power Valley (Powered) Dinat channels his power for 4 seconds, and corrupts the ground with power, with a range of 2500 units, dealing 10/30/50 +(0.2% of AP) as True damage, and slows enemies by 40% for 2 seconds.

1 Comments

Elemon8/16/2014, 3:45:32 PM1 votes

Hmmm... Seems like an interesting idea, but... I'm not sure I like what you're doing with the powers... First off, it takes 40 seconds to get a single powered ability. That's not very good considering the fact that his powered abilities aren't that much stronger than his normal ones. It might be good to either give him a way to quickly generate power or make his power generation scale with levels or something. Secondly, his powered abilities should probably just be like his normal ones, but stronger. With his Q, all you did was add 25-55 damage and REDUCE the AP scalings, so late game, it could theoretically deal LESS damage than his normal Q. Also, you removed the slow, so there's almost no benefit to empowering his Q. His W seems pretty cool, but the powered version has absolutely nothing to do with the normal version. It's essentially a completely different ability that can only be used every 40 seconds. Also, he doesn't really need a second stun. His E is more similar, but is targeted completely differently, and it looks like it would actually be harder to hit. Also, as far as I can tell, it removes the stun, so it's probably actually WORSE than the normal ability. If anything, you should make the targeting systems more similar (preferably make them both AoE skillshots, but if nothing else, make one a linear skillshot that explodes upon contact and keep the other as a targeted attack that explodes on contact). Also, I would advise you to make them both damage for the same amount, but make the empowered one stun. This would work especially well if you kept the same targeting system between them. As for his ultimate, the true damage is generally stronger than the magic damage, but not always. For this reason, I would advise you to keep the scalings of the normal one, but cause the empowered one to deal partly (or maybe even completely) true damage. Also, don't lower the slow on an empowered shot. Alternatively, most kits like this can't empower their ults because those are the most powerful parts of their kits, so they would almost always empower them instead of their other abilities.

TL;DR: Rework the empowered spells to make them more similar to the normal abilities; make the empowered abilities be better than the normal ones (currently, most are actually worse); rework his passive so you don't only get one empowered version every 40 seconds.