Champion Concept - Locke, the Omen of Death
Locke, the Omen of Death
Who is Locke?
I designed Locke to be a top/mid laner with a kit designed to be a tank and team buster. The immortal assistant to death itself, Locke has all the time in the world to retrieve the dead and dying. Avoid lengthy confrontations with Locke, as his abilities can give him the edge and ability to survive if played just right.
“Death lies waiting for each and every one of you. I…...help move things along.”
Passive - Death’s Right Hand: Locke’s basic attacks inflict Necrosis, a debuff that decays the target’s armor over 3 seconds. This debuff can stack up to 5 times on multiple enemies, and further attacks refresh the duration. Once every 120 seconds, if Locke kills or assists in the kill of an enemy champion, he can take on their soul as a 15 second shield based on a percentage of the target’s maximum health.
Q - Doom: Locke enchants his blade, Doom, to deal bonus magic damage on his next 3 basic attacks. The first attack deals bonus damage to any shielded target. The third attack applies Shieldbreaker, a debuff that removes any current shields on the target and prevents the user from receiving or casting any shields on themselves for 3 seconds, including runes and item effects (does not apply to summoner spells). Killing a target with Doom restores 5% of Locke's missing health.
W - Dreadful Barrier: Passively, Locke gains 1 stack of Doom for each unit he kills. Upon activation, Locke grants himself a shield for 8 seconds, and consumes all stacks of Doom to increase the duration. Stacks of Doom cannot be obtained for the first 3 seconds upon activation.
E - Shadow Rush: Locke charges in a direction, impaling the first enemy champion in his path and dragging them with him for the duration, damaging and pushing away all other enemies. If Dreadful Barrier is active during Shadow Rush, it will detonate at the end of the dash, dealing magic damage to all nearby enemies based on the shield strength at that moment.
R - Death Comes: Locke draws out the soul of the targeted enemy champion, dealing magic damage and slowing them. The soul lingers immobilized and has half the health of its host, and can be destroyed by allied and enemy champions, but 50% of the damage is directed to the host. If Locke collides with the soul, he consumes it to restore a percentage of his missing health, and for the next 6 seconds, 30% of any damage he receives is distributed to the soul’s host.
“Death guides souls onward. If I’m sent for you, you won’t get to come quietly.”
[poppy-wink]
Thank you for taking the time to read my concept! If you have any comments or suggestions, please feel free to drop them below, and of course, be on the lookout for my next idea! Also, if there's a specific champion concept you'd like me to create for you, please let me know.
[slayer-jinx-wink]
. Which can get up to like 70% damage redirected to the champ. I think it should purely be the second part. Redirecting 30/40/50% of the damage he receives to the cursed enemy as true damage. Makes him extremely good in 1v1's and pretty good in short team fights.
W seems weird with the stack effect? Why would you need a shield longer than 8 seconds if it is gonna break before then? The Doom stacks should increase its strength, in turn increasing W+E damage.