Ao Shin, the Great Storm Dragon

Leroyswish·1/10/2016, 12:14:48 AM·3 votes·2,214 views

Author's Note: Hello everyone, it's Leroy here again. I decided to try my hand at making a somewhat unique kit for Ao Shin, the legendary dragon of Runeterra. I tried to keep it up to par with the lore and I wanted to make a strange kind of champion.

Health: 515 (+76) Health Regeneration: 6 (+0.55) Resource: Fury (100 cap) Attack Range: 400 Attack Damage: 56 (+4) Attack Speed: 0.625% (+1.28%) Armor: 23 (+3.5) Magic Resistance: 30 (+0) Movement Speed: 345

Passive: Rising Tide Ao Shin is always in motion, and has an innate 10% movement speed increase while chasing enemy champions (while within 700 units) that increases by 5% at levels 6, 11, and 16. Additionally, Ao Shin does not have a basic attack function. Instead, whenever he is moving, he deals damage in a 400-unit radius around his body equal to 70% of his total Attack Damage (the speed of this pulsating attack is equal to 90% of his total attack speed).

FURY GENERATION: Whenever Ao Shin casts an ability, he generates 20 Fury. Being struck by enemy champion abilities generates 10 Fury for Ao Shin. If at maximum Fury, Ao Shin’s next ability cast gains an additional effect and expends all Fury. While at maximum Fury, Ao Shin gains +20/35/50 increased movement speed.

Q - Furious Clash Range: 1000 Cost: 10% of Current Health Cooldown: 10/9/8/7/6 Seconds ACTIVE: Ao Shin blasts target enemy unit with a breath of crackling lightning, dealing 75/110/145/180/215 (+70% Ability Power) magic damage to them. If an enemy is killed by this ability, Ao Shin generates an additional 20 Fury. FURY BONUS: If Ao Shin is at maximum fury, Furious Clash deals 10% reduced damage to all enemy units in a linear skillshot (targeted enemy unit is dealt 100% damage).

W - Typhoon Range: Self [400] Cost: 15% of Current Health Cooldown: 18/17.5/17/16.5/16 Seconds ACTIVE: Ao Shin disperses into a large field of fog, silencing himself and becoming untargetable for 1.5/1.75/2/2.25/2 seconds. After the brief duration, Ao Shin knocks all neutral minions and small monsters towards him while knocking all large minions and Champions back 500 units away from Ao Shin. FURY BONUS: If Ao Shin is at maximum fury, the radius of this ability is increased by 50% and all enemy units knocked towards him are dealt 60/80/100/120/140 (+40% Ability Power) magic damage.

E - Whispering Wind Range: Self [375] Cost: 10% of Current Health Cooldown: 22/21/20/19/18 Seconds ACTIVE: Ao Shin transforms into a ring of intense wind 250-units dense, rooting himself in place for 4/4.25/4.5/4.75/5 seconds or until activated again. Ao Shin becomes terrain that allies may pass through by clicking, transporting them to the other side. While terrain, Ao Shin is still targetable by damaging abilities, basic attacks. and area of effect damage and slows enemy champions within 200-units of him by 15/20/25/30/35% for the duration. FURY BONUS: If Ao Shin is at maximum fury, he gains a damage blocking shield equal to 15/20/25/30/35% (+20% Ability Power) of his missing health while shapeshifted this way.

R - Terminus Range: Global Cost: 8% of Current Health per Enemy Champion Struck Cooldown: 180/150/120 Seconds PASSIVE: For every 300 Ability Power Ao Shin gains, he increases his Health Regeneration by 50%. ACTIVE: Ao Shin calls upon a powerful downpour that barrels into all enemy champions on the map globally after a 2 second channel, dealing magic damage equal to 5/10/15% of their maximum health (+40% Ability Power). Once struck, lightning radiates outward from them, dealing 40/50/60% of the damage they received from the ultimate to nearby enemies within 400 units. FURY BONUS: If at maximum Fury, Ao Shin’s ultimate gains +20/30/40% increased magic penetration.

14 Comments

CrimsonCobra31/10/2016, 12:34:48 AM4 votes

First I have to make one objection: The health costs are insane. If he hits 4 or more champions with his ult he instantly kills himself. (Unless the costs are iterative.) In either case, all of the health costs look really painful. Aside from that and the strange E however, I love the idea. It looks like he would be a sort of energy-based, health-cost tank/mage, and his playstyle would definitely be unique. (Jungle... Top... Mid... all good options.)

Suggestion: What with his W, I feel that he should have some sort of AoE damage so that he can destroy all the little minions and monsters he collects. (I assumed that by 'neutral minions' you meant 'little minions', if you meant ally minions or Scuttler, then disregard my suggestion.)

~[CrimsonCobra3]

Daxanater1/10/2016, 12:19:41 AM2 votes

I believe this champ can have a really interesting concept.

Leroyswish1/10/2016, 12:15:15 AM1 votes

I know there is not a lot of explanation given, so if you have any questions or comments, do not hesitate to let me know.

Leroyswish1/10/2016, 3:48:24 AM1 votes

I added some damage to his W when at full fury. What do you think?

SirHeavyScrotum1/11/2016, 1:31:30 AM1 votes

So this champion is going to have 2 main problems in lane: 1) He always pushes, but can't escape from a gank. The passive's Despair effect will cause him to push all the time but he only gains passive MS by chasing, not while running away so you just wait until he pushes and have the jungler gank him over and over. These sort of champions have historically been unviable in lane in a competitive scene, and even in higher elo solo que, even if they don't have to push just not having an escape is pretty detrimental. Yes, he does have the knockback, but if you're pushed up to their turret it's not gonna help very much. Also most of the good junglers in the game have a gap closer or cc to use after you use that ability (Lee Sin, Elise, Gragas, Rek'sai, Nidalee, etc) so it's pretty bad against a decent jungler. 2) With the lack of auto attack, you would have to use your abilities to last hit, but they have insanely long cooldowns and as others have noticed insanely high health costs. So how do you last hit with this champion? It seems like you're relying on luck to get CS. If you're going to take away a champions auto attack you have to have them be able to last hit.

But, let's say you want to play him in the jungle. Well, he doesn't really have the kit to gank well. Yes he gains some passive MS while chasing, but he has no CC that isn't going to help a champion escape a gank rather than keeping them from doing so, and the passive MS isn't that big compared to the mobility of other junglers like Quinn, Lee Sin, Nidalee, Yi, etc. He can't really initiate a gank, or secure one if the laner initiates it for him. He would rely on getting behind an opponent to make a gank work, but any champion can get a gank off if your opponent is that over extended, so it might work in bronze but not in higher elo.

So, while the concept is pretty cool and original, it's going to need some work to make it a viable champion concept that people could play without leaving their csing up to luck and without getting chain ganked or not being able to gank if he's intended to be a jungler.

Daxanater3/7/2016, 4:34:51 AM1 votes

throw bak