New Champion - Anti - AP Assassin

Urthemiël·1/20/2020, 3:23:08 AM·2 votes·1,527 views

Hey everyone!

I had this idea in my had for quite some time, but with recent meta, champions nad itemization, I decided to post this here and share my idea.

To be specific, I did not think the champion's name and lore through, I have some ideas in my mind, but my main point in this topic is to focus on the champion's kit.

Current meta is in favour for a lot of assassins - mainly AP (Diana, Kassadin, Akali, LeBlanc, Katarina), but even mage AP champions that are able to almost "assassinate" someone without much effort or with too much safe gameplay (long range for example). I want to present an anti - AP assassin, who would excel at dealing with those dangerous types, like Kassadin or Akali, but, as a resault of the "magic" focus, this assassin would be "weaker" against AD assassins and other champions.

I'm gonna call her / him (preferably her, just suits more) the Infiltrator or simply The Assassin (both of those names could be viable tittles). It would be an assassin with lower HP pool then most champions (not as low as Yuumi or Sona), but lower then average mid laner. Main role would be mid lane or possibly jungle. Pretty much a person dressed in greenish - blackish - golden attire (most likely from Ionia or Demacia, preferably Ionia), wearing two magically crafted daggers. The Infiltrator would be melee of course. I would think this more through, but at this point, I did not view the champion's lore as much important as the kit and abilities itself.

I was thinking about someone really elusive, but not in the same way as Kassadin or Leblanc, but rather elusive during the battle - I'll explain below what I mean.

I'm gonna list down the kit now (I did not think through the exact numbers and scallings on the abilities).

Elusiveness (P - Passive): "The Infiltrator is a master of combat and subterfuge. Many attacks of her enemies just never connect and almost nothing knocks her off the fight" Dodge chance - 10/20/30% (would apply for auto attacks, but also for AoE and targeted abilities) Slow resistance - 10/20/30% (chance to resist a slow effect) Stun resistance - 10/20/30% (chance to completely shrug off stun effects)

_It may seem like very overloaded passive, but this is what I meant by an elusive champion. Maybe the % numbers are too high, could be perhaps lower, but for a squish assassin (squishier then most in the game) a perfect ability in my opinion.

Sudden Strike (Q ability) "The Infiltrator disappears into the shadows and immediately reappears next to her target, silencing and hurting her victim, preventing them from using abilities for a short amount of time. Afterwards, the Infiltrator remains stealthed for a short time."

Damage - 10 (+ scalling) / 25 (+ scalling) / 40 (+scalling) / 60 (+ scalling) Silence duration - 1 second / 1.5 seconds / 2 seconds / 2.75 seconds Stealth duration - 0.5 seconds / 1 second / 1.5 seconds / 2 seconds

_This ability would work pretty much like a targeted silence (that is why the damage of this ability would be low). The Infiltrator would disappear into the shadows at her location, and would reappear behind her target, striking and silencing them, and then immediately jumping back to shadows.

Veil of Magic (W ability) "Drawing on rare, ancient training, the Infiltrator envelops herself in a cloak of magic that protects against magical attacks and strikes back at enemies with magic force."

Magic resistance - 20% / 40% / 60% / 80% Veil duration - 1.5 seconds / 1.75 seconds / 2 seconds / 2.75 seconds Magic damage returned to enemy - 75 (+ scalling) / 90 (+ scalling) / 110 (+ scalling) / 130 (+ scalling)

The point of this ability is pretty much an anti magic shield. The Infiltrator would shield herself (the shield would obviously work only against magic attacks and abilites) and whoever would attack her, she would strike back at the enemy with magic force (most likely her dagger) at a distance. The enemy would be either forced to take damage, perhaps a lot of damage if they decided to keep attacking, or they would be forced to wait or retreat. Such ability could be very valuable against strong and heavy lifting assassins.

Pierce the heart (E ability) "The Infiltrator throws her daggers in quick succession onto her enemy, striking at a distance. After both of her daggers strike the enemy, she will throw one more, final blade, enhanced by magic. Once the final blade strikes the enemy, the Infiltrator teleports behind her victim and stabs them with the magical dagger, shredding their armor."

Each dagger damage (3 daggers in total in the initial cast) - 20 (+ scalling) / 30 (+ scalling) / 40 (+ scalling) / 50 (+ scalling). Backstab damage (after teleporting behind her victim and stabbing them) - 85 (+ scalling) / 95 (+scalling) / 105 (+ scalling) / 115 (+ scalling) Armor shred and duration - 5% for 2 seconds / 10% for 2.5 seconds / 15% for 3 seconds / 20% for 3.5 seconds

I think this ability does not need much explaining, pretty much another way of how to get to her victim fast and cripple their defenses, however, after the backstab, the Infiltrator would be vulnerable, because she would be without escape.

Drop Dead (R - Ultimate ability) "Drop Dead executes weak enemies immediately, while survivor take a massive damage. This ability deals even more damage to magic users (has more AP then AD) and also stuns the enemy.

_When it comes to the ultimate, I did not think through the numbers, but I wanted this ability to be crucial in the whole kit - pretty much instantly kill any magic user (squishy ones that is) and if not executing them, then massive critical hit + stun. The ability would have fairly long cooldown, but it would make a very short process of most champions that deal magic damage. In addition to normal scalling, the ability would also scale with the enemy ability power (the more AP the enemy has, the more damage this ability does). Once the enemy has between 10-15% HP, the ability would be a guaranteed kill. It would work on medium distance, the Infiltrator would disappear into the shadow, and then she would jump at top of her enemy, striking with her daggers with full might. Important thing to note is that this ability would never score a critical hit or stun to AD champions (ad carries for example) as it is supposed to counter AP users.

All abilites scale with AD (ultimate and W perhaps with AP aswell).

The main combo would be to jump onto the enemy (Q) then retreat to safe distance while invisible, use (E) to shred off the magic resistance and then finish them off with R. Of course, W is a nice and safe ability which adds only more damage to the combo if the enemy decides to strike (great counter to Katarina's ultimate for example, each of her dagger in her ultimate would cost her a lot of HP in return).

I do apologize for not thinking this whole idea more through, but I do hope some of you will like it. I really think some champion that could deal with strong AP assassins and mages would be awesome for the game.

Thank you everyone for reading this whole concept, I appreciate it.

Cheers!

19 Comments

Silly Neeko1/20/2020, 3:58:32 AM1 votes

Few things to note:

  1. Veigar ulti used to have an enemy ap ratio as well. This was removed because he just pressed R and he killed people. This should not be what is needing to happen.

  2. Honestly there is many executes in the game already and from the sounds of things it would work similar to Katarina meets Shaco and they have a baby that grew up with rammus but because she was rebelious then instead of armor she went magic resist then Evelynn came along and taught her how to ultimate. Not to say the same thing cant be said about most every champion, (sett being Vi and Tahm Kench's child who grew up with Thresh just to set up and kill his dad which is why he does so much % hp damage).... but idk, I feel like it could be a little more unique.

  3. Dashes/blink on multiple abilities is nearly tabooed for multiple reasons. First, the ones you suggested is literally only engage. No disengage, no get away, no nothing except "im going in". Second, Akali is an example of what happens with multi dashes on abilities.... very nimble and when played well, is very hard to catch and do anything about.

  4. Keeping with that theme a little bit, perhaps a little different of an approach. Keep the magical dagger and similar thing for E, but have it so that she can teleport to the dagger and be stealthed. If it hits an enemy then it silences them for a few seconds if you jump to it. Damage would be on the toss, recast only for silence. Might have a slight aoe silence perhaps..... Passive could be that she takes less damage from DOT due to her subterfugery and perhaps a 10% chance to not be hit by autos and 20% chance to not be cced. Q could be that she has a skill shot poison that if she is hit by it will heal her, and if an enemy is hit then it damages them both with HOT and DOT. Ulti idk. Just some potential thoughts could make her a bit more unique and possibly something you could play with? Possibly ulti can change the Q or some abilities and make them do different things? Though that sounds possibly more alchemical, just potential thoughts.

Tusef1/20/2020, 5:08:37 PM1 votes

Great idea but Mundo is literally an anti-ap assassin. Mundo starts off with around 30 Mr and then his e doubles it or something. Full build mundo can't really die because of spirit visage, warmog's and deadmans. Sure if your mid laner buys morellicon his healing is reduced but not gone. He is the best tank into heavy AP matchups, great jungler, and a decent top laner. Assasains can also be easily kited and if they get stunned it is game over for them. Kassadin is also anti AP. There are so many chogath, gailo, and malzahar are also anti-ap. And spirit visage is the best anti AP item in the game ( and adaptive helm). One character shouldn't be able to change the entire meta. This meta is heavy dmg early and snowballing into assasains or bruisers later.

AlienPrimate1/20/2020, 5:15:10 PM1 votes

Here is a great concept from a while back.

Passive - Gain AP equal to 50% of total MR

Q - shoot a ball that hits the ground dealing damage and slowing enemies

W - increase resistances of a target champion and heal each time they get hit

E - throw a gust of wind in a target direction dealing damage to all enemies that get hit and increasing allied movement speed in that direction for a short duration

R - taunt all nearby enemies taking reduced damage and dealing increased damage for each hit received during the taunt