Champion Concept: Alford - The Triumphant
Lore: A traveling arena master of high renown, Alford is behind almost every gladiator sport in Runeterra, save for those of the Noxian Grand Arena. As the master of such an arena, Alford has more than the required skills to maintain order in his domain. Though few have seen the ringmaster fight, those who have rarely see him move before his enemy falls before him, often split in half by his massive blade.
Quick Description: Alford is a sort of Braum-like figure - he's got a large physique, and wields a massive Buster sword with a large chain ran through the pommel to allow him to carry it with him, or swing his sword at a slightly longer range if need be.
Role: Bruiser/Sub-Tank
Base Stats:
HP: 570(+85) HP5: 6.5(+.7) AD: 58(+3) AS: .52(+.042) AR: 28(+3) MR: 32(+1.5) MS: 350 RN: 145 This champion uses no resources.
Passive: Flash of Steel - Alford's first basic attack against an enemy every 15/10/5s (not affected by CDR) happens almost instantly, and deals 5/10/20(+15%AD) bonus damage. Scales at 1/7/13. (There was some confusion on this concerning Hail of Blades, so to try and clear things up, consider this attack as something that happens at max attack speed, with a fast attack animation - it does count towards hail of blades.)
Q: Shattering Strike - Alford leaps up to 200 units in a target direction, slamming his blade down in front of him and breaking the ground up to 450 units away. Enemies hit by the blade (which will reach about 100 units in front of him, in a line) take medium-high damage and are stunned for 1s. Enemies hit by the fissure (taking the remaining 300 units in that same line) take medium-low damage and are slowed by 25% for 1s. Damage: [40/50/60/70/80(+35%AD)], or [55/65/75/85/95(+45%AD)] if hit by the blade. || Cooldown: 15/13/11/9/7s.
W: Sword Wall - Passive: Whenever Alford hits an enemy champion with his blade using an ability, he gains a 30/35/40/45/50% decaying movespeed bonus for 1.5s. Active: Alford slams his sword into the ground, becoming immune to some cc effects for the next 1.5s, and taking 35% less damage from all sources from all sources originating from a target direction (essentially, slamming his massive blade in the ground and using it as a shield to cover himself from a single direction. Specifically, Alford cannot be knocked up, knocked back, stunned, pushed or pulled during the duration. He can still be snared, grounded, rooted, nearsighted, suppressed, silenced, and put into stasis, though silencing him will not end this effect. It's also important to note that this is essentially a self-induced stun - Alford cannot move while this ability is in effect, though he can issue a movement command or recast this ability to cancel it after .5s. This is why I specifically include stuns as something Alford blocks. Cooldown: 30/26/22/18/14s.***
E: Weighted Whip - Alford swings his sword by its chain, dealing damage to enemies in a 550 unit long 120 degree cone in front of him. enemies standing in the outer 75 units of the cone take more damage and are stunned for .75s. ***Damage: [35/50/65/80/95(+40%AD)], or [50/65/80/95/110(+55%AD)] if hit by the blade || Cooldown: flat 10s
R: Ringmaster's Decree - Alford marks an enemy champion within 600 units of him. For the next 5s, Alford and that enemy champion each deal 20% more damage to each other, but cannot deal damage to or take damage from any other sources. Towers are the exception, they will take normal damage and they will deal their normal damage to either party. If the target dies before the duration is over, Alford gains a stack of Gladiator. Alford can have up to 10 stacks of gladiator, each giving him a bonus 2% of his ad as true damage on all of his sources of damage. If Alford has more than 5 Gladiator stacks, he will be reverted to 5 gladiator stacks every time he cannot take down his target past that point. Alford loses two Gladiator stacks on death, or reverts to 5 if he had more than 5 on death. This "1v1 me bro" ability will give Alford power if he goes for a more bruiser/AD build, but will primarily be used in a tank build to deny a single target from dealing damage to his priority damage dealers. It's important to note that although this stops damage it does not stop crowd control, meaning that if he casts his ult and the enemy team locks him up for the next 5 seconds, it's more than possible for the marked enemy to turn on him and with their 20% bonus damage to him destroy him and his Gladiator stacks...or his team can lock the enemy up for 5s and deliver him a gladiator stack even though they can't actually harm him. Cooldown: 210/190/160s I imagine this as a sort of spotlight effect - not limiting anybody's vision, but toning out the rest of the map a bit to highlight the targeted unit, and have Alford be highlighted to the targeted unit, as if they were center stage in an arena, even if there's a colossal teamfight going on around them.
Probably a little on the weaker side damage wise, but he'll make up for it by building AD in his kit and stacking up Gladiator with his ultimate. Limiting him to 10%AD bonus true damage if he can't continue stacking it helps to keep him balanced if his build for a tank role while still keeping his damage relevant enough to not be ignored. Getting to the full 20 requires 10 successful ultimates, 5 of them being consecutive, and also not dying at all, so managing to get to that point is almost impossible unless someone is inting or unless you play extremely well.
Let me know what you think.