[Champion Concept] Anshin, the Eternal Conqueror
Champion: Anshin, the Eternal Conqueror
http://fc03.deviantart.net/fs71/f/2011/315/5/0/the_skeleton_lord_by_chaoyuanxu-d4fsls3.jpg
Props to the artist, chaoyuanxu from DeviantArt
Please comment below with your opinions, especially if you down-vote! :] I know it is a lot to read. To make it easier to read, you can skip passed my "Notes" section after every ability which explains in-depth each ability.
Concept: Whenever I play games, I like playing/creating characters that are extremely versatile. They have different means of fulfilling their roles. In League of Legends, I like seeing a character with AD, AP, and Max % health/man ratios. I don't when champions scale exclusively off of one stat. I like when champions can be played in different ways. For example, lets say back in S1 I asked to play top lane and I chose to play Master Yi. The next pick on the opposing team is Malphite, who counters AD Master Yi, so I then tell my team that someone else can go top to counter Malphite because I can go mid and play AP Yi instead. I adapted my playstyle to the situation. I wish that this sort of thing was less uncommon. That said, here is a champion who brings unique things to the table.
2 unique and defining features about Anshin would be his Auras and an ability which allows him to take damage for his allies.
Strengths:
- Has gap closer and high sustain
- Has a passive spell-shield which will help him win trades against magic-damage champions
- Scales very well into late-game due to auras.
- Can turn the tide of a fight with his temporary thornmail aura (his ultimate)
- Has hard CC
- Has an ability that scales off farming/kills/assists, similar to Nasus and Veigar.
- Since his focus lies in enhancing the strength of his allies, he is stronger the more there are around
Weaknesses:
- Aside from his gap closer (which can only bring him to an enemy), he has no mobility
- Would be weak vs a champion with high burst (his passive won't save him from a Pantheon spear to the face)
- He is weak when alone
- Can be kited (eventually he does get resistance to slow effects though)
- Can be item dependant, especially if you want him to deal damage
- What CC he has is on a 10 sec CD
Basically, in order to justify him walking around late-game with 3 aura's, 4 with ult up, I stripped him of almost all mobility, made him weaker at dueling, and made him semi-weak early-game to justify his strong late game. He should be able to jungle effectively if you take his Q first. He may not individually be as scary as a Nasus, but with his allies, he is a force to be reckoned with. He has the means to control the battlefield, he is the Conqueror, after all.
His appearance would be that of an dual-sword Skeletal Knight. I often wished there was a Skeleton-type champion in the game, and a character that dual-wielded, maybe this will be the guy?
He would thrive in the late game as he will then have access to all of his auras.
So, without further ado
http://fc07.deviantart.net/fs71/i/2011/106/0/b/skeleton_warrior_by_juyoungku-d3e55a8.jpg
Props to juyoungku for the picture, I was just cruising the internet looking for "dual wielding skeletons" for this character and I came across this just now and thought it suited the concept well.
Roles: Fighter
Tank (I adjusted his base stats to match the champions that are most like him, who are imo

Health 584 – 2152 Attack Damage 61 – 112 Health Regen. 7.0 – 19.8 Attack Speed 0.67 (+0% – 42.5%) Mana 277 – 874 Armor 26.7 – 94.7 Mana Regen. 6.5 – 16.7 Magic Res. 32.1 – 53.4 Melee Range - 125 Movement Speed 345
**Passive: The Conqueror The souls of the undead protect Anshin from magic damage, forming a barrier around him which absorbs magic damage equal to 10% of his max health.
The shield will refresh if Anshin has not received magic damage in the last 8/6/4 seconds (Levels 1, 7, 13)
**
Note: Just like
's passive, difference being Anshin's shield only protects him only from magic damage and refreshes 2 seconds more quickly at levels 1, 7, and 13. (Malphites CD is 10 / 8 / 6 )
**Q: Soul Reave
Active: Anshin becomes untargetable and leaps to strike up to 3 enemies, dealing magical damage to each. This abilitiy prioritizes champions and can critically strike. Damage is increased by 25% against minions and monsters.
Each bounce will target the nearest enemy that has not yet been damaged. Anshin then re-appears at the initial target's location after the effect ends.
Cost: 60 / 70 / 80 / 90 / 100 Mana CD: 12 / 11 / 10 / 9 / 8 seconds Range: 600 Damage: 110 / 145 / 180 / 215 / 250 + (1.0 AP).... increased by 25% vs minions and monsters**
**Aura: You absorb the souls of your worthy enemies to increase your power. Each minion/monster kill provides 1 Reave stack, Each large monster kill provides 2 Reave stacks, and champion kill or assist provides 4 Reave stacks. For every 4 Reave stacks you have, you permanently gain ( 1 / 1.5 / 2 )% attack speed. 1/4th of the bonus is applied to all allied champions within 1200 range of you.
Aura Range: 1200**
Active Notes: This ability is very similar to
's Alpha Strike, main differences being this ability only can hit 3 targets, it does magic damage, and it has an AP ratio. It has a lower cool-downs because Anshin doesn't have loads of CDR built into his kit like Master Yi does. This is basically a toned down version of the old AP Yi's Q. Also, because its CD doesn't refresh on kill it is not easily abused like Yi's was.
Aura Notes: You would need to have chosen this passive to start building Reave stacks for it. If you had 220 minion kills, and 15 K+A, you would have 115 stacks. 55 from the 220 minion kills and 60 from your kills and assists. That would give you 57.5% attack speed at rank 3, and 14.375% attack speed to allied champions. That said, you could only begin farming this passive at level 6 at the earliest, and if you needed more sustain in lane you could take your E at level 6 instead and wait until level 11 to start stacking this passive. In my opinion, I would take his Health Regen aura first, because he really needs the sustain, then this one. Due to the nature of Anshin's auras, he would be an assist machine later in the game and would have no trouble building this up around level 11 when teamfights will start breaking out around the map.
You could put a cap on this abilities potential to raise your attack speed, but I do not believe that to be necessary. Unlike Attack Damage (which Nasus can start building infinitely at level 1) and Ability Power (which Veigar can start farming infinitely at level 1), attack speed has a hard cap and you only start farming it at level 6, potentially level 11 or 16. (levels 6 or 11 recommended though)
**W: Eternal March
Active: The souls of the undead create a Death Trail that fear all enemies it passes through it for 1 second, deals (60/100/140/180/220 + 0.7 AP) damage as magic damage, and causing enemy champions hit to leave a trail behind their movements for 4 seconds. Enemy champions that step on this path will be feared/take damage, and each champion may only be effected by this once.
Cost: 70 / 75 / 80 / 85 / 90 Mana CD: 10 Seconds Range: 1200 Damage: (60 / 100 / 140 / 180 / 220) + (0.7 AP)**
**Aura: Anshin is 35%/50%/65% resistance to slows, this bonus is also applied to allied champions with 1200 range of you. (Levels 6, 11, 16)
Aura Range: 1200**
Active Notes: Would work very similar to
's Dusk Trail, but is used more as a CC tool then as a means of damage output, unless built AP. Higher cost, same CD as Nocturne's Duskbringer ability.
Aura Notes: This would stack additively with Boots of Swiftness, which gives 25% slow resistance, for a total of 90% slow resistance at level 16.
**E: Life Exchange
Active: When cast on allied champion: (10 / 20 / 30 / 40 / 50%) of all damage dealt to target is dealt to you instead for (1.5 / 2 / 2.5 / 3 / 3.5 seconds) and you restore (15 / 17.5 / 20 / 22.5 / 25%) of your max health + (0.7 AP) over a period of 8 seconds. When cast on self: Give up 10% of your current health to restore (15 / 17.5 / 20 / 22.5 / 25%) of your max health + (0.7 AP) over a period of 8 seconds.
Cost: 10% of Current Health CD: 30 / 28 / 26 / 24 / 22 Seconds Range: 700**
**Aura: Anshin regenerates 1 / 2 / 3% of his maximum health every 5 seconds, half of this bonus is also applied to surrounding allied champions (1200 range)(Level 6, 11, 16)
Aura Range: 1200**
Active Notes: The portion of damage you would take from your ally is taken before armor and magic resist is applied, does it to you instead with your armor and magic resist. For example: Someone has 100 attack damage and attacks the target with an auto attack, that number is then cut in half and is dealt to you after your armor cuts it down. The person you are protecting will most likely take more damage than you, because you will likely have higher defenses, even though you are taking 50% of the damage.) In other words, dealing 50 attack damage to a tank would get mitigated to say 20 damage, while dealing 50 attack damage may get mitigated to 40 damage. It is basically a lesser version of
's ultimate. With max CDR this ability will have less than 50% up time. Dr. Mundo's ult 60% health over 12 seconds. 5% health a second and a 35% health increase. This ability at its best (not including AP) would give 3.125% health per second and no movement speed.
**R: Unholy Conquest
Passive: Every time you level up this ability, you may activate an aura. Once activated, the aura lasts until the end of the game. Each time you raise this ability, all auras are strengthened.
Active: Activate a temporary aura thats last for (3 / 4 / 5 seconds) which deals magic damage equal to ((1 / 2 / 3%) + (2% AP)) of your max health per second to all enemies standing in your aura, and returns 20% of all damage dealt, before any reductions such as armor and magic resist, to you and surrounding allies that are within the aura back to their attackers as magic damage. (900 ranage) (Ranks 1 / 2 / 3)
Anshin converts 6.375% of the damage done by the Aura into bonus ability for himself for 10 seconds (max of 300 bonus ability power).
Cost: 100 Mana CD: 110 / 90 / 70 seconds. Range: 900 Damage: (0.5 / 1 / 1.5%) of your max health + (.01 AP) per second... and 20% of all damage take returned to damage dealer.**
Active Notes: Would look similar to
's Spirit of Dread (D) and work like a mix between
's ultimate and Thornmail. However, it would return all damage instead of just basic attacks damage. It also returns 20% damage, compared to the 30% Thornmail returns.. This would stack additively with Thornmail, returning a total of 50% of all basic attack damage back to attackers. The aura would last for up to 5 seconds at max rank and gives a buff that lasts for 10 seconds, compared to Nasus which transforms him for 15 seconds giving him 600 Bonus Health at max health and at most 300 attack damage.
Props to "trufanov" for the excellent art.
Summary:
He feels like, as I look over his kit again, a mix between Master Yi
, Nocturne
, Hecarim
, and Fiddlesticks
.
Items which provide synergy to his kit:
In the current meta, Anshin would likely be sent mid or top. Due to the fact many of his abilities scale with ability power and max health, items that boost those stats would mesh well with him. His E gives him a ton of regeneration, so a Spirit Visage would likely be core for him. He has also gains a decent amount of attack speed from his Q.
The only item I would consider a "must have" on him is Spirit Visage. I can see Warmog's, Cinderhulk, and Devourer synergizing with him as well though. He is very versatile. I can see many different builds working on him, including aura-builds and tank-builds if built in lane, or as an attack-speed jungler that scales well with devourer since he would be stacking his devourer and his Reave stacks from his Q at the same time.
- Would bump up his regen from his E
- Provides synergy with his E and his Ultimate (both scale off of max health)
- Provides synergy with his ultimate
- Synergizes with his W-aura well, giving a combined 90% slow resistance.
- One more aura for his team
- Yet another aura
- Auras, auras, auras!
- Auras!
- Who doesn't like auras?
- Can build up assists like a boss through the use of his auras
Anshin has a gap-closer, great sustain, and method of punishing those that all-in him and his carries (his ult, and his W Eternal March which could rapidly spread/disrupt a team, and his E which allows him to take damage in his ally's place)