Skip to content

[Champion Concept] Valkor, Lord of Shadows

HeWhoSlaysGods··2 votes·796 views

Valkor Lord of Shadows

ABOUT Appearance: Man with short black hair wearing very plain black clothes. Attacks with hands. When attacking, shadow effects burst from his hands. Black eyes, but turn red when casting abilities or while abilities or active.

He is intended to have very good mobility with his abilities (but low base movement speed) and be based purely on attacks, which he has good growth in. ADC.

ATTRIBUTES Primary: Assassin Secondary: Fighter

Attack Power.....■■■■■■□□□□ Defense Power..■■■□□□□□□□ Ability Power......■■■■■■■■□□ Difficulty.............■■■■■■■□□□

STATS Health: 425 (+65) HP Regen: 5 (+1.1) Mana: 180 (+40.5) Mana Regen: 3 (+0.4) Range: Melee (128) Damage: 62 (+4.8) Attack Speed: 1.1 (+4.15%) Armor: 20 (+1.8) Magic Resistance: 60 (+0) Movement Speed: 290

ABILITIES

http://www.hiveworkshop.com/forums/resource_images/12/icons_11544_btn.jpg EVASIVE RELFEXES (Passive) When Valkor is attacked, he has a 15% chance to dodge the attack and stealth for 1 second.

http://www.hiveworkshop.com/forums/resource_images/1/icons_627_btn.jpg SHADOW STEP (Q) Valkor teleports to the targeted location. Shadow Step can be cast a second time within 5 seconds at no cost. Range: 400/450/500/550/600 Cooldown: 18/16/14/12/10 Manacost: 60

http://www.hiveworkshop.com/forums/resource_images/1/icons_641_btn.jpg CRIPPLE (W) Valkor focused the targeted unit's shadow, forcing it to crush their legs, slowing them massively. Slow: 40/50/60/70/80% Duration: 8 Cooldown: 28/24/20/16/12 Manacost: 60/70/80/90/100

http://www.hiveworkshop.com/forums/resource_images/1/icons_664_btn.jpg SHADE (E) Valkor transforms his body into a shadow, increasing his movement speed and becoming invulnerable to physical damage. Duration: 1 Movement Speed: 20/25/30/35/40% Cooldown: 8/7/6/5/4 Manacost: 40

http://www.hiveworkshop.com/forums/resource_images/7/icons_6385_btn.jpg REALM (R) Valkor creates a large sphere in which he rules all. Nothing (units, abilities, attacks, etc) can enter or leave the sphere, (units can teleport in and out) and all units other than Valkor inside the sphere are silenced. (Including allies) Duration: 4/6/8 Cooldown: 300/240/180 Manacost: 200/250/300

9 Comments

Black k 91 votes

When Valkor is attacked, he has a 15% chance to dodge the attack and stealth for 1 second.

I like the chance, but it's too high at level 1. It should stack every 5 levels starting at 1 (e.g. increasing at levels 1, 6, 11 and 16 from 5%/10%/15%/20% evasion). The stealth mechanic is sort of a "Why?" when I see it. I understand It's more of a "yeah he got out of the way" but the miss is all you need.

HeWhoSlaysGods1 votes

Well the reason it doesn't scale is because chance-based abilities naturally scale. At level 1, 5% will practically never trigger, with the level 1 champions having low attack speed. Later, it naturally triggers more when more people attack him faster.

As for why it stealths him as well, it is to provide a better escape. I considered making it increase his move speed for a second and remove collision, but decided it was too similar to his E.

AyRe CoNteMpT1 votes

none of his skills has any damage or scaling nor has it any synergie. i like the general concept of your champion but you would need to implement more synergie and adjust some numbers.

since his E only lasts for one second, i would actually make it so that he is also stealthed during his E. make it so that he can activate his E under any condition just like tryndameres ult.

also, i dont like the randomness of his passive. i would rather make it so that every time he takes damage, his E's cooldown is reduced by 1 second so this becomes his main form of damage mitigation.

also, cripple is WAY too strong. 8 seconds duration? thats madness. how about reduce the cooldown to 10 seconds on all levels, the slow duration to 2/2.25/2.5/2.75/3 seconds and gives him increased damage against slowed targets by 10 percent of his maximum AD. also, the cooldown of cripple refreshes when you cast shade.

all this stuff makes him a great assassin against physical damage dealers and very weak to burstmages. a good tradeoff. he himself has no burst, only auto attacks with NO STEROID! except an increased damage against W'd targets. he has good sticking power but since he has only auto attacks, he takes some time to kill. its basically a new try on an assassin without burst, like evelyn was in the past.

now onto his ultimate and then his Q. i mean, you say you can teleport out, but since you are silenced which prevents use of summoner spells, i guess you can not use the teleport summoner spell nor the flash summoner spell. this means, if any one champion on the map is isolated, he can gapclose over 2 screens in one second and trap the caught enemy in a fight to the death. no escape possible. therefore i would make it so that his ultimate "only" blocks projectiles and units. no "non projectile" spells (like windwall). also, i would make it so that (since lord of shadows etc) everybody INSIDE the sphere has no vision of anything outside, including his allies and himself (also, the minimap turns dark) while everyone who is OUTSIDE cannot see what is happening inside. you can still flash in to help allies tho. also, the duration is problematic 8 seconds is definitely an entire teamfight or a baron clear. you could take baron without anybody being able to interact with it. well, might be risky still. maybe make it four seconds on all levels but reduce the cooldown drastically. since its his only way to really force interaction between him and an enemy (since he has no hard cc or burst), i would make it so that each auto attack reduces the cooldown of his ultimate by 1 second. last but not least, 100 mana on all levels for his ult to bring it more in line with other champions.

so much text, damn. enjoy it.

HeWhoSlaysGods1 votes

Thanks for all the feedback haha. I'll try to respond to everything.

The reason his abilities don't scale well or have synergy is because of his high mana costs in relation to his low mana pool. I intended him to be completely item dependent, and not to give him any damage dealing abilities so he could basically evade and chase and get easy pickoffs and then get out.

I like the idea about his passive, but i'd rather it not relate to his other abilities. You're right though, it probably shouldn't be chance based. It could be cooldown based, but thats basically just a one time damage shield. I wanted it to be something that would get him out of situations he didn't even see coming.

Lol agreed about cripple being way to strong, I will bring that down to maybe 3 second duration and give it some kind of reset as you suggested. Alternatively, I had the idea of keeping the duration, reducing the slow, and making it deal damage based on distance moved, as might happen if one moved while crippled.

I'm not sure why you said he has nothing against burst mages, that's basically why his ult is there. In fact, due to the ult I would say he's better against mages. Due to his escapes, he can always fight on his own terms and doesn't need to get in a tough fight without his ult. As to him using it for pickoffs, that would be a pretty bad move on his part. The mana cost and cd are high on purpose.

I mentioned teleporting because champions outside can blink in and Valkor himself can blink out, if desired.

I would rather keep the duration to cd ratio more or less as is, because it is suppossed to be extremely powerful. If you think it's too good, rather than reducing duration drastically (4 is too low, 4/5/6 maybe?) I'd prefer increasing the cooldown. Or maybe increasing the manacost further, making it take almost his entire manapool at most levels.

He was sortof intended to be nothing but a walking ult until he gets some serious damage items. Reducing cd on each attack would let him cast every single teamfight, basically guaranteeing victory with the right team.

I like the idea about blocking vision, but I don't think it should apply to Valkor. As is, his ult basically puts him on equal ground with everyone else. I think giving him a vision advantage sticks well with his theme.

And a note about the ult, it ends if he dies, but not if he simply leaves.

AyRe CoNteMpT1 votes

well you see, a champion that is nothing but a walking ult is just not fun to play. they even reduced nocturnes and rengars cooldowns on their ults because its just tiresome to never have it up. the long ult cooldown is not (other than in dota) intended to give you a huge window of weakness but rather to make it so that you can use it only once in a fight and if you use it incorrectly, it then gives the other team a window of opportunity.

as of the mana cost: its about the same thing. you cant just give him 500 mana cost on his ultimate because thats ridiculous and also you cant BALANCE it like that because either its so powerful that it will ALWAYS win a teamfight hard or its counterable by having a short windup time that you can flash/dash out of, after which he is completely useless because he just so wasted all his mana for nothing. also since he has no spells which truly affect enemy champions, he will truly be all about his ultimate, which is super boring.

the way i changed his abilities would make him so that he is indeed rather weak in laning and also when caught, outnumbered or against cc. but he has good abilities to catch other people himself and his ult contributes decently to teamfights without being too oppressing.

with those changes, his role is not to be a walking ult for teamfights but rather to be a punisher of splitting people. his splitpushing would be mediocre since he has no waveclear and also no steroids to take down towers, but it wouldnt be too bad since he builds auto-attack based items mainly. like this, hes especially powerfull at stopping fizz or zed or similar champions and catching marksmen who "need 200 gold for LW". also, in teamfights, his ult would rather be used to isolate 1 or 2 targets from the fight entirely until his team cleans up. that can either be him dueling the marksman if he gets isolated or him containing 1-2 tanks so his team can get to the priority targets.

also i thought about a new resource for him. he literally has "fog of war" as a resource or you could just call it "fog" and it refills only when he is unseen by the enemy, weither itll be through fog of war or invisibility. the refresh rate of this resource and also the consumption has to be tweaked so he cant endlessly spam his abilities and has to manage carefully to refill it during combat with his invis procs.

but whatever, if you want a walking ult champ, good luck with that ; )

HeWhoSlaysGods1 votes

Well he's not quite a walking ult champ, It's that early game his only use is bating and ulting. I like the idea of the fog of war thing but I feel like it doesn't really fit with him, he's not meant to be the hiding in the shadows kind of assassin. (I like the idea though, mind if I make a different champion with that?)

AyRe CoNteMpT1 votes

haha yeah i think i will make my own champ with that too. go ahead and make yours. and send me the link to the thread, im curious.

HeWhoSlaysGods1 votes
IigmaAbaIIz1 votes

How long have you been playing LoL for? There used to be a dodge stat but it got removed for being toxicly inconsistent with Riot's core gameplay values. I think a double blink might be a bit too much for his q, and his abilities seem a little bit basic, such as a flat slow. Maybe try and think of some secondary effects that match his theme, maybe some unique gameplay element? Since you want to make him an item reliant champion maybe passive effects that effect item efficiency? Just some ideas for you to digest

More from Concepts & Creations

More by HeWhoSlaysGods