Champion Concept: Alford - The Triumphant

ChaosReyn··1 votes·1,680 views

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.

18 Comments

Gilgayu1 votes

really cool concept. (maybe he should be Draven's brother xP)


His base ad is a bit low though. Most bruisers have 130+ AD (Yorick has 150 at level 18).

Considering his lore, I think it might be good if his ult is a bit more... ambitious. For example, increase the AD bonus to 3.5% but make him take 75% reduced damage rather than completely become immune to non-selected enemies. Currently his ultimate basically denies ganks (if both you and the enemy laner are below 20%, you ult him, he can't really walk up, and his jungler can do nothing...).


Besides those things it's really good :D Would've been cool if he has some interactions with fiora ...

ChaosReyn1 votes

I don't usually make interactions until I can see where he stands...but if you've seen the "Last Fight" animation (the fight between Jax and Fiora) it'd be pretty easy to incorporate Alford to go along with any form of duelist or professional fighter, even though it was Gragas running that fight in particular. I wouldn't make him Draven's brother though...first of all, that's Darius, and secondly, this guy is essentially the polar OPPOSITE of Draven - running his fight club %censored% a lot more...fairly.

I put a lot of thought into allowing other people to get involved, and while you're right that his ult would royally upset the enemy jungler, keep in mind that Alford has essentially no mobility whatsoever - if he uses his ult and sticks around to fight the laner even after the jungler shows, then when the ability ends or he kills his target, he's almost certainly going to die. and immediately lose the stack he gained. If the jungler is cc heavy (looking at Zac here, mainly) there's a solid chance that 5s window isn't enough time for him to escape, and he may very well die before he can leave or kill the enemy laner. If he uses it to walk away, it has a pretty significant cooldown before he can use it again, so pretty much all the enemy jungler has to do is come back within 3.5 minutes of him popping it in laning phase to pick up basically a free kill, since again, he's not really going to escape at that point...or he can get whittled away and miss a bunch of cs under turret, though as Void says, he'll have a decent last hit range since this is something that's somewhat intentional to keep him relevant if he falls behind. So in those regards, I really don't think it's all that frustrating or overpowered to play against...especially if you compare it to something like Kayle ultimate, which can deny pretty much anyone from dying on a much lower cooldown. As for the true damage part of his ult...I was originally going to split the difference and say 3% per stack, but here's where that would get out of hand. At 5 stacks he'd have 15% true damage, and with just one E/Q/double-strike, building full tank with no bonus AD, you're dealing (if you land it all correctly) 758.72 damage, with about about 102.5 of it being true damage, in less that 1s. That doesn't seem like much, but that is going off of the 112 base damage at lv 18 and base damage only. If I buff his base stats like you ask, it'll probably be in that ball park at 2 per stack and 10% at 5 stacks. dealing 759 damage with no offensive items whatsoever on a full tank is still a decent amount of damage. especially all at once, and it also doesn't count any further basic attacks past that point. But...there's no way that someone isn't going to run any offensive items in League of Faceroll, and the amount of true damage they can do with a more aggressive build can get very scary.

Or maybe it's just my bias that I don't want to go overboard on giving someone true damage. If you take it to the full 30% that's double the true damage, and also changes all the percentages around, but without items at the full 30% on a FULL TANK/NO BONUS AD build, it's around 1200 damage with about 320 of it being true damage (most of the difference there comes from stacking the %bonus damage on top of more %bonus damage)...which for a tank is decently strong damage for less than 1s and will still usually delete a glass cannon mage or adc in one combo if they're out of position. It's fine if they're building as a bruiser or fighter to deal more damage and potentially delete an adc...but if they can do it as a tank, and be unkillable, you've got a lot of people who are gonna scream "op op." Especially considering nobody's going to be able to kill him, and that'll make most of the tfrontlines in lower elo look at him and go "can't murder him, not gonna stop him from just running it through my backline cause I can't ks"

I wish I were joking...but that's literally the mentality of a lot of people (especially assassins and burst mages) in lower elo. "You took my kill, I'm gonna pop up in chat for the next 20 minutes about how me not getting that kill lost us the game."

Gilgayu1 votes

I suggested that change for his ult mainly from the lore perspective. I mean, not all gladiators fight fairly.


that draven thing was just memeing lol, was not being serious.


You are right about the damage, which is why I personally dislike % total AD. It grants a lot of tanks damage without the need to build anything offensively. The fact that he does a lot of damage is also why I suggested to make others able to deal damage to him when he ults. Like you mentioned, he is also very vulnerable to cc's, as he has no real mobility, and his w's cd isn't all that short. maybe you can change his ratios to % maximum hp and % bonus ad? % bonus ad generally provides a bit more damage for offensive build, while % maximum hp can grant his damage output right now.


"You took my kill, I'm gonna pop up in chat for the next 20 minutes about how me not getting that kill lost us the game."

This is actually more frequent in higher elos. My diamond friends are like this, and that's why I don't play with them. People think they can solo-carry as any position and one kill will give them the power to 1v5.

Honestly, I'm sick of it.

Like, I'm only silver (bronze now, played one game of placement), but I try to be a team player.

ChaosReyn1 votes

I knew a guy in college, he was mid plat (he ended up in diamond in season 2, but was on the decline when people with actual skill started playing the game) who thought he was the best guy on the campus. I wish I could tell you I beat him a lot...but I'm really not all that good myself, and keep falling just short of gold consistently.

But we did beat his team a couple of times, and I swear he was the sweatiest sweat in the sweat factory, and it could NEVER be his fault, even if he was jungle and afk farming for 45 minutes because "I don't gank losing lanes."

But in terms of getting upset at just stealing kills, I see it WAY too often...maybe it's just my luck, or maybe it's just everywhere.

ChaosReyn1 votes

In regards to total vs bonus ad in this case, I'll give it a bit of thought. It'd help round out his tank mode to focus more on using his ult to provide pseudo-peel without hurting the AD bruiser hunter/killer combo potential. I don't want the tank to feel totally worthless though, and honestly my biggest reason for leaving it as is at the moment would be League of Mobility. Alford has next to none, and while playing tank, I highly doubt he's even going to catch the target he marks without some extremely coordinated team play, so I doubt he's going to be able to stack up to the point of dealing an absurd amount of damage. And AD mode is going to have to contend with that AND not immediately dying to stack up, so the odds of him keeping an absurd amount of damage is pretty low. I don't see an average Alford player keeping more than 5 stacks, and I don't see even a good one reaching 10 stacks in a game against a competent laner, and probably reverting to 5 a lot whenever he tries for 6+

ChaosReyn1 votes

Very simple combo potential with E/Q/Double strike to make up for lack of real mobility and only having two damaging abilities. Very much reliant on landing abilities to slow/stun people in order to catch them or escape, but has multiple tools in his W and ult to mitigate damage and allow a solid escape.

Mr Voidling1 votes

Does his passive trigger only on champions or enemies in general? And is it a target specific cooldown? This would effect his laning phase, as you'd have to save up for 15 seconds before trading again and not attack an enemy right before doing so. Pretty easy to lane against him if you trade right after he last-hits and uses his passive. If it is target specific or champion-only then that really helps him out. Though target specific gives him a pretty high last-hit range.

ChaosReyn1 votes

It's target specific. Although it gives him a large last-hit range, his lack of range in general and lack of mobility and sustain means he's more than likely going to be forced under tower a lot early. His early game is not going to be a particularly strong one, especially in comparison to someone like Renekton or Darius who have that sustain and also a solid amount of damage to go with it.

This guy is supposed to shine best during mid-to-late game, as a sort of Bruiser/Juggernaut

Mr Voidling1 votes

Fair enough. He also needs a higher last-hit threshold due to his slow attack speed, so he doesn't get 3 minions at 10% life that he can't last-hit in time. How does it interact with Hail of Blades? Would the fast hit not count towards the 3? Like auto-resets?

ChaosReyn1 votes

Is it bad I always forget hail of blades is a thing? xD

Yes, it does count towards the 3. I've tried to reword it...it's not so much an atuo reset I guess, more than it is a first attack that happens at a very high rate of speed and immediately starts into his next one. I'd imagine it sort of like Nightmare from Soul Caliber spinning his sword around vertically to immediately strike his opponent again. If I allow it to not count into HoB, I think this guy's gonna be op af.

nasu0101 votes

very nice concept id add a bleed effect to his w

ChaosReyn1 votes

On his W?

Give me a little more detail on this one, I'm not quite following you here. Are you meaning it as to say he takes a percentage of damage as a bleed? Or are you talking about a different, damaging ability and hit a wrong button? Normally, I'd probably follow, but it's been a long day. xD

nasu0101 votes

I meant his e it's a good ability but give hi. Some sustain something Luke a 50/50 bleed effect for a % of his health and refund 50% of it ( swings his blade dealing damage and bleeding targets for 6% of hid missing health per second a d refunding 50% of this damage as life steal each second. )

ChaosReyn1 votes

My original idea was to give him a second passive similar to Darius on his W instead of the armor buff, and I might still change it to this, where he gains 4% of his max hp every time he hits an enemy with the bladed section of his abilities. But because its so close to Darius, I opted against it for not being a more original idea. Still, with how his kit is set up, it's more than possible to do something along those lines.

Gilgayu1 votes

{quoted}

where he gains 4% of his max hp every time he hits an enemy with the bladed section of his abilities.

This is similar to aatrox (we do have a lot of champions... do we not?) What if it grants him a burst of MS, or even add a slow to his passive and make blade section hits refresh his passive?

Just some ideas.

Lo4ding1 votes

Few notes.

His base stats are way too low. His base health is similiar to base health of Sona. He would die to longer 2.lvl trade from riven or aatrox. His health should be around 550-590 (+ 78-88) to be at least comparable with other bruiser top laners. Same with Health regeneration and attack damage. Other thing is his attack range, hell even rammus has 125 attack range and he is not carrying giant sword.

If passive cd is separated for each enemy that it is a really nice last hitting passive and can be nice in short trades. I even wouldn't mind if CD would reset on Ability cast, that would provide some damage boost and boost to skill ceiling.

For his Q. its range is way to low. To compare with other champions. Pyke Q without chargin has 400 range, aatrox initial Q has 600. Other thing is that I would give him stun instead of daze for short range Q to compensate his lack of mobility. And I do think that it has a pretty low damage scaling.

His W is a pretty much nerfed irelia W (Defiant Dance).

I do think that his E has low range for character without mobility abilities. For comparsion Camille W has range of 610 with angle of 80°. And again he got waaay to low damage scaling on this ability.

Imagine scenarion you are on top against riven, both of you have level 3. Items and runes are not counted into this. You do your full perfect combo + two autos between deals (Q|82 + E|73 + BA|134) * Armor|0,75 = 217 damage.

Now riven deals Q|189 + BA|182 + E|128 * Amor|0,75 = 375. And she got shield and stun.

And for his ultimate. It is good, reminds me Ultimate from Legion Commander from Dota2. However, He loses All gladiator stacks on death is BIG NO NO. That ultimate have base Cooldown 210 seconds on rank 1. You would be stacking Gladiator point for 40 min game and still you could be somewhere around 8. This is just no. Either let it stack with all kills or he cant lose then on death or reduce cooldown on that by a LOT.

Thats my opinion on that. With little tweaking he could be addition to the league.

ChaosReyn1 votes

Without changing any ratios yet...

  • Buffed base HP to 570 base
  • Gave 100 more leap range and 50 more fissure range to Q, allowing for slightly more mobility and range, and changed Dazed to Stun.
  • Added 200 more range to E.
  • Alford now loses 2 Gladiator stacks on death, or if he had more than 5, reverts to 5 as normal. This means he still has to play wisely and not use his ult in a Leeroy Jenkins fashion.
ChaosReyn1 votes

Rest of my changes up now:

  • Removed armor passive from W and replaced it with a movespeed bonus when abilities land in their sweet spot.
  • buffed damage ratios on Q and E.

I think he's going to be overall in a better place now, but he's still essentially a champion who's got to take a high risk in order to pursue his target, and still doesn't necessarily have the ability to get away from stickier opponents.

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