(Champion Concept) Saul - The Legendary Flaming Crusader
2016-02-28: Changed some numbers
Artwork done by this guy or gall.
I looked at what people liked the most about my champions, reevaluated my work, put together my best ideas and created this champion. I want him to be something like offensive support who helps other teammate through damage and utility.
Role: support Type: melee
#Abilities
~~ ~~ Passive: Burning Fury You gain 5 Fury each time you lands a basic attack and 10 Fury each time he kills an enemy. After not dealing or receiving damage for 8 seconds, you lose 5 Fury per second. You use fury for your other abilities.
| Fury: from 0 to 100 |
Passive: Burning Icon Place burning icon on the closest friendly champion. When affected friendly champion attacks with basic attacks, he deals 3 / 5 / 7 / 9 / 11 / 13 (+ 5% of your AD) (+ 4% of your AP) bonus magic damage and increase your attack damage by 3 / 4 / 5 / 6 / 7 / 8, stacking up to 10 times, while you remain in combat. When you spend 4 seconds out of combat, you lose attack damage bonus. Also, gain 1 fury when affected ally attacks anyone with his basic attacks. Gain 3 fury if he critically hits.
| Range: 800 |
Passive: Solar Cycle If you use certain abilities in certain order within 5 sec or less from each other, then certain bonus effects will be triggered. Q > W > R - first basic attack of champion, you used your R on, will deal 60 / 90 / 120 (+ 30% of your AP) bonus magic damage. Q > E > R - your next basic attack will root your target in place for 1.5 seconds. E > W > R - cause an explosion to trigger out of yourself, dealing 40 / 60 / 80 (+ 20% of AP) magic damage to nearby enemies in 300 units range. Q > R > W - cause your Generous Crusader to have 350 bonus range and deal 15% more damage.
First part is similar to Tryndamere. You attack, gain fury, then spend fury on other abilities. Enemies see how much fury you have, so they can play around it: be aggressive while you have no fury, play passively while you have full fury. Second part is more support-like. You passively buff closest friendly champion increasing his damage per basic attack. Also, while he attacks, you gain temporal bonus attack damage. This bonus lasts until you are in combat and will expire when you spend too much time out of combat. Not only friendly champion deals bonus damage per basic attack, but he increase your damage. Good for both. Third passive, i will be honest. I am not really sure how this should be incorporated exactly. Should it will be visible passive or should it be something people would have to figure out. I think this passive would be one of the main things about this champion, because it offers meaningful choices and cause player to think what effect team needs the most at the moments. Also, planing ahead an keeping right abilities ready would also play a huge part in this passive, because some of abilities have pretty high fury cost, so you can't really trigger these any time you want.
Q: Ring Of Destruction Throw out fiery ring in front of you. It will stick to first enemy hit for 8 seconds. When it expires, it will explode dealing 50 / 80 / 110 / 140 / 170 (+ 80% of AD) (+ 80% of AP) magic damage to nearby enemies. Basic attacks against affected enemy from friendly champions, except you, reduce remaining duration of your fiery ring by 1 second per basic attack. If fiery rings lasts for 4 seconds or less, then explosion will stun all damaged enemies for 1 second.
| Range: 800 | | Radius of explosion: 220 | | Fury cost: 50 | | Cooldown: 14 / 13 / 12 /11 / 10 seconds |
Something support champion should want. Throw a ring of fire, first enemy it touches will get ring stuck on them. Then, basic attacks from other friendly champions cause it to explode faster. If it explodes fast enough, then it will also stun all hit enemies. Very good hen playing in duo lane, because other friendly champion can trigger stun. You can't trigger stun while playing solo.
W: Generous Crusader Slash your target with both fiery blades dealing 60 / 80 / 100 / 120 / 140 (+ 70% of AD) (+ 30% of AP) physical damage to enemy champion or true damage to an enemy minion, neutral jungle monster. If you kill an enemy with this ability and there are friendly champion nearby, then transfer all gold gained from this kill to that friendly champion. This ability transfers gold to the closest friendly champion.
| Range: 280 | | Gold transfer range: 650 | | Fury cost: 15 | | Cooldown: 6 seconds |
With this ability i want to give this champion something that no other support have: ability to help your ADC farm. There is item, which adds something like this, but no other champion have ability to help in farming. For example: if you need to push lane very fast, then this could help out. If your ADC struggles with last hitting, then you could help him out.
E: Solar Crown Create a mobile area around you for 3 seconds. Enemies in this area can't target anyone from outside of this area. In addition, while this ability lasts, you gain 10 / 12 / 14 / 16 / 18% (+1% per 40 of AD) bonus movement speed and 10 / 15 / 20 / 25 / 30 (+1 per 20 of AP) bonus armor.
| Radius: 340 | | Fury cost: 30 | | Cooldown: 15 seconds |
Utility ability with defense steroid. It gives bonus movement speed, bonus armor and enemies in this area can't target anyone from outside of this area. Because this a mobile area, you always be in the center of this area. If you walk to an enemy champion, he will not able to target anyone from outside, so no targeted abilities and basic attacks will work on your friends outside of this area. Also enemies will not be able to use targeted heals or shield on other enemies from outside of this area. I think this would work great with ADC, because he would safely attack from afar, while you protect him with this ability.
R: Holy Icon Of The Sun Target a friendly champion temporarily boosting his combat abilities, based on his primary role, for 4 / 5 / 6 seconds. You can target yourself.
Assassin: 15% bonus movement speed, 15% bonus magic penetration and 15% bonus armor penetration. Fighter: 20% of AD as armor, 15% of AP as magic resist. Mage: 10% bonus spell vamp and 15% bonus magic penetration. Support: 20% less damage taken and 15% bonus cooldown reduction. Tank: 10% bonus armor, 15% bonus magic resist and 10% bonus health. Marksman: 15% bonus attack speed and 15% bonus critical strike rating.
| Range: 500 | | Fury cost: all current fury | | Cooldown: 140 / 120 / 100 seconds |
Also unique ability, boosting certain stats based on what is primary role of targeted friendly champion. This maybe not the strongest buff in the game, but i think this would be very good, because this gives buffs based on what would certain champion need. While other champions might have stronger buffs, no other champion can buff exactly what that other champion needs. My champion can.
#Overall Thoughts About This Champion
~~ ~~ I think this champion would be something new and fresh, yet still not be overused. While he have several extremely good abilities, most of them are dependent on your other team mates. I view this champion as someone with great potential, if used right and when you receive help from your team mates, something Like Thresh, who have really big potential to be great, but he is also dependent on his team mates. Whole building fury while attacking and transferring gold gained from minion kills would be a little bit hard against pokers, but it would add more things you could do as a support. Also, his whole kit is based around being support. He may be played in other roles, but i think support role would fit him best, because he have so much to offer.
I would pick him when enemy teams takes melee range support or supports with limited CC abilities, because he lacks engage tools, but is pretty solid as a melee support. He can take some damage, deal some damage and can really augment damage of others.
#Story
~~ ~~ In ancient times, when Runeterra was about to descend into darkness, the first solar warrior to reach out to the world was Saul. He was gifted with two solar swords: East Blade of the Rising Sun and West Blade of the Setting Sun. Each of these blades could be wielded by only one person, because they had immense power of the sun in them, causing their swings to burn away anything and everything. Swords like these as given by the celestials to one person to fight away the darkness, and so he did. He helped to defend the world in the First Rune War and became hero of legends.
However, after war was over, no one really knew where he went. Some speculated that he was from Mount Targon and he returned there. Other thinks that he was the one who took people there and built Solari Temple. Some even think that he was one of the gods, who traded off his immortality for the safety of Runeterra. Nevertheless, none really know who he was, from where he come or where he gone after the war. Only one think was certain - without power like his, humanity might had lost the First Rune War.
Not so peaceful world now, still doesn't face as huge thread as it faced. Most people still live pretty calm and safe lives. Yet, out of nowhere, from the Mount Torgon descended someone, who looked like the ancient hero. Wielding legendary blades of pure solar flames, he walked out into Valoran, searching for something. He started contacting heroes of of Runeterra, informing about a great battle that soon will commence. Gathering people, preparing for battle. Is Third Rune War about to come?
's Bola Strike is a really good example, since it emphasizes the intuitive part of making abilities like this. Normally, the Bola Strike slows, but Empowered it snares. There's a logical step from slowing to snaring that makes it really easy for players to learn just by playing the champion. The same can be said for his other abilities (Q does more damage, W protects him better by healing a bit), but I think you get the picture. Having said all of that, I think there's a lot of things you can do with a fury system and Solar Cycle. I just think it can be made more intuitive, and less complex than it currently is. Keep it simple, and make sure players can learn what these effects do just by playing, without having to memorize them manually beforehand.