(Champion Concept) Saul - The Legendary Flaming Crusader

PlasmaFogKing·2/28/2016, 9:39:54 AM·6 votes·1,777 views
tinypic photo

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?

6 Comments

PlasmaFogKing2/28/2016, 1:47:19 PM2 votes

Could people who push dislike say what i done wrong? Maybe i can fix it.

Lonely Flame2/28/2016, 2:59:21 PM1 votes

{quoted}


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


~~ ~~ 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 |

This is fine, but given that he is designed to have a support role, it would be good if allies could contribute to this some how as well. Maybe remove the 10 Fury on a kill and change it to something like '2 Fury for every basic attack made by an ally within X range'. That way in lane it doesn't build too quickly, but when a team fight breaks out it could build very quickly.

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.

| Range: 800 |

This is interesting, but feels kind of awkward. The amount of damage you give your ally will need to be low enough in scaling so that it's not too powerful, but high enough to actually be useful. It seems like it would constantly have to be balanced as new champs come out.

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.

This is interesting and strong enough to be a passive on its own. I find this more interesting that the "Burning Icon" passive in all honesty.

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 |

So a variation on Tristana's Explosive Charge. I like the stun ability on it. Works very well in a support role, especially during a gank and late game. Potentially very powerful. Good Q.

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.

| Range: 280 | | Fury cost: 15 | | Cooldown: 6 seconds |

This ability is alright. There's nothing wrong with it. It's just very basic. Out of curiosity though, why does a support have true damage against minions and jungle monsters? I'm also not sure how I feel about the gold transfer. While this makes sense in lane for you to secure a kill for you ADC, what happens once you leave and there's a team fight? How do you decide who gets the money?

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 |

This is also very interesting. Similar to Poppy's Steadfast Presence, but different enough to be original, and has good power in bot lane against ADC's and late game in team fights. I like this. Just as a clarity question, is Saul himself able to be targeted by enemies within the AoE?

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 attack speed. 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: 15% bonus armor and 20% bonus magic resist. Marksman: 15% bonus attack speed and 15% bonus critical strike rating.

| Range: 500 | | Fury cost: all current fury | | Cooldown: 140 / 120 / 100 seconds |

Wow this is interesting. I've never seen an ability change based on a champions role before. It's a very cool idea to play with. A concern I have with this is if someone has built off-main. For example, Ezreal is a Marksman primary and a Mage secondary. If Ez goes for an AP/Mage build, the buff he would get from this wouldn't do much. That said, I suppose that is the cost they pay and in a way balances out the ability. I personally think it would make more sence for Assassins to have Armour Penetration instead of Attack Speed, Mages to have some sort of Mana Regen, and Tanks to have some sort of Health bonus or Health Regen instead of Armour/Magic. This is just a personal thing and more of an exploration of other directions this could take.

Overall you have a pretty good champ. His kit has some cool ideas in it, with nothing to crazy or complex but at the same time still unique and useful. You have a good base for a champion idea and I look forward to this idea developing more. Nice work man :)

gemini3332/28/2016, 10:39:33 PM1 votes

I think this champion has some potential, but there are a few issues that could be fleshed out or refined:

  • It's really interesting to see a fury system on a support, as it generally implies that the champion works better over time during fights than with small skirmishes. Either that, or they build it up beforehand for use at the start of a teamfight. I'd actually like to see more of the fury mechanic worked into this build, since it's never been done for a support before.

  • Burning Icon is an interesting way of gaining fury for a support, but this feels awkward for a support and more fitting of a fighter.

  • Solar Cycle is something I usually recommend against unless you make it the focus of the kit in general. The problem is that it adds a ton of complexity to the champion that isn't very intuitive. The effects don't really match up with the ability, and it doesn't refine the champion's identity in some way. I think Rengar'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.

  • Ring of Destruction and Solar Crown are my favourite parts of this kit. It takes certain elements from other champions, but still remains fresh and unique to Saul. Nothing else to be said here.

  • Generous Crusader falls kind of flat for me. It doesn't enhance much of the champion's identity as a sun crusader, although it's a good dueling ability and has a unique gold transfer nonetheless. Holy Icon of the Sun has the same problem; nothing really synergizes with his other abilities or defines his champion identity.

Overall, I do think there are some parts of Saul that are really cool and thematic, and some that can probably be worked on. His fury system and Solar Cycle might be something you want to focus on, as it can affect Saul's gameplay a lot and make him stand out more from other supports.