Lotan, Monster of the Deep

Susan Bai·2/16/2016, 8:13:05 AM·4 votes·1,606 views

Lotan is a melee fighter/duelist that can play primarily in the top land and jungle. His kit focuses on casting his abilities while basic attacking between them to fully maximize his damage and potential.

Appearance: Lotan is a tall, blue-skinned humanoid with water constantly leaking out of him, permanently giving him a wet appearance. He has large, pitch-black eyes. He has a hunched back, but is still quite tall, as he is around 8 to 9 feet tall. He has pieces of metal armor on him, but is missing many parts. He has several claws on both hands, with a mix of sharp and dull.

Statistics: Health: 614 - 2308 Health Regeneration: 8.9 - 26.6 Mana: 310 - 950 Mana Regeneration: 7.8 - 20.2 Melee Range: 150 Attack Damage: 62 - 124 Attack Speed: 0.68 + (52.8 at Level 18) Armor: 28 - 80.5 Magic Resist: 31.2 - 55.6 Movement Speed: 335

Note: Check the comments for changes. Abilities:

Passive - Of the Tide Lotan has two different effects on this passive: Tidal Fury: Triggers after taking 35% of his maximum health or going under 35% of his maximum health within 5 seconds, Lotan gains 30/35/40/45% attack speed and heals for 10/15/20/25% of the physical he deals at this time. He cannot heal for more than 35% of his maximum health. Lotan loses these buffs once he either he successfully recovers 35% of his maximum health or leaves combat. 60 Second Cooldown. Tidal Lance: After hitting an enemy with an ability for up to 3 seconds, Lotan fires a jet stream of water that penetrates as his basic attack. This has 250 increased range (400 total). All enemies (including the target) in the line of the attack take 100% of Lotan's total AD + 2/3/4/5% of Lotan's (levels 1,6,11,16) maximum health + 2/3/4/5% of the target's maximum health as physical damage.

Q - Torrent Fencing Cost: 50/55/60/65/70 Mana | Cooldown: 14/13/12/11/10 Seconds Lotan can cast this ability twice. There is a 0.75 second delay on activation, but Lotan takes 30% reduced damage from basic attacks during this delay. He cannot cast other abilities or attack in this delay. 1st cast: Lotan strikes in a cone, dealing 30/55/80/105/130 + (0.35 Bonus AD). 350 Range. 2nd cast: Lotan strikes all around him, dealing the same damage and also slowing all targets hit by 30% for 2 seconds. both strikes deal 50% extra damage to minions and monsters. 350 Range.

Explanation: Torrent Fencing is primarily used as a sort of AoE damage (which differs in size with each cast). Lotan can cast it once, basic attack, and repeat to Hit two times with Torrent Fencing and two times with Tidal Lance, allowing him to output a large amount of damage.

W - Aquatic Barrier Cost: 70/80/90/100/110/120 Mana | Cooldown: 20/18/16/14/12 Seconds Lotan begins to create a shield for 3 seconds, ramping up to 90/160/240/330/430 + (0.4 Missing Health). This lasts for a total of 6 seconds. If Lotan takes any damage during this time, the shield stops increasing and resets the duration.

Explanation: Aquatic Barrier requires time to build up to its maximal size ( which can be ridiculously big if he has low health), meaning he has to avoid getting hit while it is buffering. If he gets it to a large or full size, the reward is a bigger shield.

E - Dive Cost: 60 Mana | Cooldown: 13/11.5/10/8.5/7 seconds Passive: Lotan has 30/35/40/45/50 bonus movement speed when moving towards an enemy champion (900 range). Disabled when Dive is on cooldown. This is always active when he has Aquatic Shield up. Lotan is slowed by 40% as he channels for 0.75 seconds, then dashes in the target direction. Deals 40/60/80/100/120 + (0.15 Total Health) plus 5/6/7/8/9% of the target's missing health as physical damage. Lotan can choose where the dash ends, but cannot change the direction or end position while this is channels. Lotan is untargetable while he is in the dashing state. Minimum 150 Range, max 800 Range.

Explanation: Simply as it says. Used as a gap closer and deals a small amount of damage. Can be used as an execution, especially to lower health targets Can be used to dodge abilities if timed correctly. The bonus movement speed gives Lotan opportunities to catch up to running enemies and also to run away with his shield.

R - Wrath of the Abyss Cost: 100 Mana | Cooldown: 120/100/80 Seconds Passive: Tidal Fury's cooldown is reduced to 50/40/30 seconds. Active: Lotan grows 20% in size for 8 seconds. During this time, he gains 30/40/50 + (0.2 Total Armor) armor and 25/35/45 + (0.15 Total Magic Resist). All enemies around him are slowed by 25% by water that is swirling around him. 2nd Cast: Lotan releases an explosion of water, dealing 200/300/400 + (0.8 AP) magic damage to enemies hit by the expanding explosion and pushes them away. AoE Slow Range 350. AoE Damage 400 Range. Knocks all targets 450 Units away from Lotan.

Explanation He grows in size, increasing his overall defenses, and creates a storm that surrounds him. The storm will slow all nearby enemies during this time. He can also release an explosion (not the sulfur riddled kind) of water that pushes them away. The knockback can be used offensively and defensively. If he or a teammate is low on health, he can knock back all enemies attacking that target. On the other hand, he can get behind the target and push them towards his team or a tower, or both.

Early Game: Lotan in the top lane can fight exceptionally well against fighters because of his Torrent Fencing chained with his Tidal Lance, allowing him to dish out high amounts of damage and also block incoming damage if timed correctly. Aquatic Barrier will also help reduce damage taken (if it has been given time to buffer before the engagement) and also potential to chase or run away.

Jungle: Lotan has a decent clear with his Torrent Fencing and its AoE damage and Tidal Lance. The Aquatic Shield will also help negate some damage. He can gank by dashing in with Dive, chasing with Aquatic Barrier, and Slowing with the second strike of Torrent Fencing.

Teamfights: Lotan provides his use as a front line tank that can lock down carries.

19 Comments

LeifTheExplorer2/19/2016, 2:52:06 PM3 votes

I think the kit is pretty cool but I have a few small changes: -Please make the passive more readable. I have a very small understanding of what it actually does. I'm sure it isn't to OP, but I can't really tell. -Please include ranges. Helps when trying to decide when something is OP or not. -Make him stationary when channeling his E plox. -Remove the passive damage reduction from Q.

Otherwise, I really like his kit! You've got something going here! If I've misinterpreted something or you have a reason to keep things the way they are, please tell me!

Can you head over to my champ idea? Nefalz, The Herald of Silence

Susan Bai2/18/2016, 9:07:31 AM1 votes

Thanks for the constructive criticism, FloRaider42. I'm going to make the changelist here and also edit my original post.

Changes:

Abyssal Monster:

Tidal Fury: After taking 35% of his maximum health within 5 seconds, Lotan gains 10/14/17/20% lifesteal and 15/20/25/30% attack speed until he leaves combat or heals for 35% of his maximum health. 60 Second Cooldown. I wasn't clear in my description. I forgot to chain the increased attack speed to his losing 35% of his maximum health aspect, and it looked like he passively gained that attack speed. I also decreased intended power by ending the bonuses after he returns to his former health amount and added a short cooldown to stop the abuse of this passive.

Tidal Lance: I'm going to reduce the % HP scale a bit, but keep it close so still does a bit of damage on this ability. 100% Total AD + 2.5/3.5/4.5/5.5% max HP --> 2/3/4/5% max HP (levels 1,6,11,16).

For the damage boost, let's do some calculations. Assuming he has no attack damage boosts or health boosts, at level 1, he does 62 (100% of Base AD) + 12.28 (2% of Total AD) for a total of 74 damage(rounded down).

The range is also reduced by 50, so the bonus will now be 250, for a total of 425.

Keep in mind that this is triggered by landing an offensive ability on a target, so his Aquatic Barrier and Oceanic Arena will not trigger this.

Torrent Fencing: First of all for clarification, Lotan can move while casting these, but does not dash at all. Although the three use system was, as you said, based on Riven, it was a solid system for rewarding players that timed their ability casts. However, the passive was too strong, so I'm removing one of the casts, for a total of two casts.

Old Ability: 1st cast: Lotan strikes in a cone, dealing 25/40/65/80/95 + (0.3 Bonus AD). 2nd cast: Lotan strikes in a line, dealing 25/40/65/80/95 + (0.3 Bonus AD). 3rd cast: Lotan strikes all around him, dealing 25/40/65/80/95 + (0.3 Bonus AD) and slows all targets hit by 30% for 2 seconds.

New Ability: 1st cast: Lotan strikes in a cone, dealing 30/55/80/105/130 + (0.35 Bonus AD). 2nd cast: Lotan strikes all around him, dealing the same damage and also slowing all targets hit by 30% for 2 seconds. both strikes deal 50% extra damage to minions and monsters.

The line AoE strike seemed a bit off, so I removed it, but slightly increased the damage of the remaining casts to make up for it. Also added extra damage to minions and monsters to help with the missing damage in the jungle.

Aquatic Barrier: I am changing the 15% slow for 1 second into a self-root for 1 second.

For clarification, his passive does not give him dashes. It simply gives him extra range on his next basic attack. The numbers fit the mechanic of the shield, because he is forced to wait for the required 3 seconds if he wants the maximum shield. For example, if he was damaged from any source 1.5 seconds in while charging his shield, his shield at rank 1 will only be 50. 15% extra movement speed while the shield persists is more focused for chasing, because if his shield is destroyed by a person chasing him, he loses the boost.

Dive: For clarification, he chooses the direction first, and then is rooted for 1 second. he cannot cancel this (unless he is hard CC'd) and cannot change the direction. The dash does not apply any CC or stop at a target, but rather charges straight through. However, when casting this ability, he can choose where in the direction to stop.

Oceanic Arena: His ultimate requires him to be near his target for a minimum of 3 seconds. He does not gain any boosts to movement speed or dashes during this time (unless he uses Dive). This ultimate is focused on locking down isolated targets, so a teammate for the target can provide crowd control to stop Lotan's advances towards the target, and to cancel his Dive channel if Lotan does. The dash after he achieves his Oceanic Arena is negligible (because he will be near his target anyways in the arena), but provides Lotan a small dash to the target (keep in mind that the arena is not big; it is intended to be close to the same size as Jarvan's Cataclysm).

Removed the bonus attack speed for having Tidal Lance ready and being in the Arena.

Oceanic Arena does not conflict with Lotan's kit as much as you would think because his Dive is already used as an engagement tool. He has no other dashes (you may have read the other abilities wrong, which is a mistake on my part).

Susan Bai2/18/2016, 9:19:05 AM1 votes

Almost forgot to mention,

His Q has a slight delay and then deals the damage. If the player is able to time the ability so that the delay occurs at the same time when he receives damage from a basic attack from an enemy champion, he will reduce the damage taken. This does not reduce the damage of any on-hit effects (unless the damage is combined, like Rengar's Savagery). He can move while casting this.

This further rewards the player for timing his abilities correctly.

BladeSteel2/18/2016, 9:33:10 AM1 votes

I personally think the passive is too much. I'd pick one or the other but not both. Its like a better old rageblade/ a better maw passive combined with a sort of spellblade passive. IMO its too much on one champion. the q is honestly a little meh (a little too overloaded but idk what i woudl take off). I really like the idea of his w, thats the best part imo. his ult is interesting as well, and the e is alright. I'd work a little more on the q and the passive, making them a little less overloaded.

Susan Bai2/19/2016, 9:02:54 AM1 votes

Changes after some brainstorming:

Character: Renamed Lotan's title from Monster of the Deep to Titan of the Deep Changed his overall identity from a monster to a massive titan.

Abilities:

Abyssal Monster -> Of the Tide Changed the passive name from Abyssal Monster to Of the Tide. This is more fitting to the two parts of his passive, Tidal Fury and Tidal Lance. Changed the lifesteal in Tidal Fury to healing from dealing physical damage. This should help him recover health faster when he builds tankier. Of course, healing off monsters and minions is too strong, so the healing from minions and monsters is halved. Tidal Fury's cooldown is reduced by 10 seconds for each rank of his new ultimate, Wrath of the Titan. Reduced the time Lotan has to use his Tidal Lance, but increased the damage to include 2/3/4/5% (levels 1,6,11,16) of the target's maximum health. This should help him deal with tanks later on.

Torrent Fencing Changed the scaling basic attack reduction on his blocks from 20/25/30/35/40% to a flat 30% to create consistency. Enemy attack damage will scale throughout the game, so no need to create a scaling reduction.

Aquatic Barrier Reduced the shield's strength early on, but it ramps up as it is ranked. Shield reduced overall. 100/190/280/370/460 -> 90/160/240/330/430 base shield.

Dive -> Abyssal Dive Turned the self-root into a 25% self-slow to reduce outmaneuvering. Reduced the channel from 1 second to 0.75 seconds. Added a minimum damage dealt to all enemies hit (40,60,80,100,120). Removed the reduced cooldown from hitting an enemy. The reward of landing Abyssal Dive is Tidal Lance, not a reduced cooldown, which is more significant.

Oceanic Arena -> Wrath of the Titan Removed the idea of an arena, as it did not generally fit into Lotan's theme and kit. Changed it to Wrath of the Titan. Reduces the cooldown of Tidal Fury to 50/40/30 from 60 at ranks 1,2, and 3, respectively. Lotan turns into his true Titan form on activation, granting an increase in size, defenses, and an AoE slow around him for 8 seconds. He can recast the ability to knock back all nearby enemies and deal damage to them. However, the drawback is that they are knocked out of the AoE slow. Use with caution.

Susan Bai2/19/2016, 6:14:53 PM1 votes

I've cleared up some confusing portions of the description of his abilities. Sorry about the issues.

Changed his literal lance to long, dull claws that can penetrate. Changes: Tidal Fury: In addition to triggering when Lotan loses 35% of his maximum health, it will also trigger when he goes under 35% of his maximum health. These still have to comply to the cooldown.

Tidal Lance: Explained why he has increased range.

Torrent Fencing: Added a delay for his casts. the 0.75 consistent delay helps to time the block more accurately.

Abyssal Dive: Changed back to dive. No changes to mechanics.

Wrath of the Titan: Changed to Wrath of the Abyss. No changes to mechanics.

Susan Bai2/20/2016, 3:40:39 AM1 votes

Made some changes:

Base: Reduced his base attack range from 175 to 150.

Innate - Of the Tide:

Tidal Fury: Increased the attack speed bonus from 20/25/30/35% to 30/35/40/45%. This triggers only once in a while, so it should be stronger. It should also make him feared when he is in this mode (hence the name, Tidal Fury). Tidal Lance: This reduces his Tidal Lance range from 425 to 400.

I felt that 425 range on a melee tank/fighter was too strong, so I reduced the range on both his normal basic attacks and enhanced basic attacks.

W - Aquatic Barrier: Removed the bonus movement speed on Aquatic Barrier and moved it to Dive. Moved to Dive. Read below.

E - Dive: Increased the self-slow on Dive from 25% to 40% for 0.75 seconds. Changed the way Dive deals damage, from 6/7/8/9/10% of the target's missing health to Deals 40/60/80/100/120 + (0.15 Total Health) plus 5/6/7/8/9% of the target's missing health as physical damage. Added a new effect where Lotan gains movementspeed equal to 30/35/40/45/50 when moving towards enemy champions. Disabled when the active is on cooldown. However, Having Aquatic Barrier active will give the movement speed bonus, regardless of direction or cooldown.

The way Dive dealt damage was very weird. Dive was designed to be an engagement tool, but it dealt damage purely based on missing health? I now added a base damage and also some of Lotan's total HP to help it deal more damage. This rewards players that build Lotan more tanky.

I also added a passive movement speed boost to help Lotan get some extra distance towards his enemies, and also in case he misses his Dive. He still gains movement speed when activating Aquatic Barrier, but it will not stack with this, as they are from the same boost.

As requested: Added ranges on all applicable positions, such as AoE.

FloRaider422/17/2016, 11:40:17 AM1 votes

Seems like a very interesting concept, but let's take a closer look:

Chracteristics: Sadly no visuals, lore or flavor text

Kit: The passive gives AS, strong Sustain, mobility and extra damage, which is a tad too much in my opinion (maybe focus on one aspect). The damage reduction on his Q is a bit unreliable (especially in TF and pretty high). On it's own the ability feels a lot like Riven's Q, but since your passive adds additional dashes and damage it feels a bit overblown. Why does his W add MS if he already has free dashes with his passive ? The shield mechanic is interesting, but needs some number changes. Reminds me too much of Vi Q and adds even more mobility to this champion. Which dash does reduce the CD ? His Ultimate has very little counterplay (you have a crapton of mobility and sustain to stick that close), an overpowered effect (If you pick the right target you basically kill him without any risk) and a clash with the rest of your kit (EVERY other ability is basically about Mobility, but the ultimate suddenly confines him in a closed space)

The ideas are intriguing, but I think you need to rethink what this champion will excel at and how you can counter him.

Best Regards, A customer of the Bilgewater Tavern

Ýones2/20/2016, 9:21:31 AM1 votes

The character is nice, and kit is cool but could use some tuning; His passive is ok, but he has 4 passives in his kit and it may make things confusing. I see his W used as a low-health disengage tool or some sort. I think his E slow could be lowered to 30%, because 40% slows are alot in league. Overall a nice concept, I would give 8.2/10