Alden- The Inquisitor

Reksee·1/4/2019, 4:14:02 AM·2 votes·1,761 views

Not too long ago someone else made a post titled Eltra -The Mage Bane who was an assassin more focused around targeting mages as opposed to adc's. So I wanted to make my own version of this idea. Similarly to Eltra, Alden is from Demacia and has been taught his whole life to despise mages (and he does, obviously). Although I would imagine something extreme such as an attack directly perpetrated by mages that resulted in a majority of Alden's family dying, when he was a child. Also similarly to Eltra Alden is an assassin focused upon killing and countering mages. I imagine Alden being rather average in stature. He bears a cloak with a demacian symbol on it. He wears light amounts of petricite armor. He bears a long knife that is similar to a Wakizashi (traditional japanese short sword) with a curved blade. This knife would be somewhere between a sword and a knife in length. Beyond that his attire is similar to that of Talon (only he has no hood.)

Petricite Blades: Once every 40-15 (levels 1-18) seconds, Alden's next basic attack is empowered. This empowered attack deals 10-90 (levels 1-18)+(35% attack damage) bonus damage and silences enemy for 0.5 - 1.5 (levels 1-18) seconds.

Q: Plunging Blades Alden stabs deep into his enemy dealing 20/40/60/80/100+(85% total attack damage) damage. This damage is increased by 10/15/20/25/30% if enemy is below 40% hp. cooldown: 14/12.5/11/9.5/8 range: 300

W: Mage Ward Alden places a Petricite Ward on the ground that lasts for 3/3.5/4/4.5/5 seconds. All magic damage taken by him or allies within 500 units of the ward is reduced by 20/25/30/35/40%. On top of that, the duration of all cc from spells that deal magic damage is reduced by 15%. cast range: 500 cooldown: 30/27/24/21/18

E: Rapid Verdict Alden vaults over a target enemy landing 400 units on the other side of them from where he cast this ability. He can also vault over Mage Ward(w) Upon landing he gains 25/30/35/40/45% movement speed for 1.5 seconds. note: while midair he is invulnerable and untargetable. range: 300

R: Demacian Precision After a delay of 0.5 seconds Alden stabs his blade forward in a line dealing 50/100/150+(120% attack damage) damage and silencing all enemies hit for 1/1.5/2 seconds. range: 500 cooldown: 80/65/50

Pros: .Provides utility in teamfights with w as it also reduces magic damage that allies take .e allows him to dodge powerful skillshots. .At level 18 he can silence an enemy for a total of 3.5 seconds when chained correctly. . I would imagine e able to vault over short walls (if used correctly)

Cons . For an assassin he does not deal very much damage . If w is on cooldown and he is too far away to e over you it is easy to kite him.

Counterplay . When he places w using spells like Ziggs 's w or Gragas's ultimate to knock him away from it reaps him of his ability to close distance . Bait e before using cc as he can dodge cc with his e.

Please leave comments, critique, and questions in comments. Thank you!

And thank you to the person who came up with Eltra as they inspired me to make this concept. [poppy-wink]

5 Comments

PrimalOppression1/4/2019, 12:54:44 PM1 votes

So, less selfish slower Ad Kassadin?

Passive damage is inconsistent, make it first attack on target, with target based cd (udyr bear)

Q: Damage is, laughtable. Its ok as Aa reset. I would reccomend to make it short dash (talon long q) on very low cd and remove bonus % dmg part.

W: Its weird. It does not fit kit, at all.

E: So, buffed Gnar E? Not very original.

R: Minimal dmg, can be missed, basically pyke q

In conclusion, not very original, weak, skills dont synergize well. In game people would just go with bruiser/tank build.

ChaosReyn1/4/2019, 10:45:23 PM1 votes

I do love a shoutout. :P

Eltra Creator's Suggestions:

  • I would personally swap his passive and W, and rework each to fit those slots. As an assassin and anti-mage, I feel like Mage Ward should be a more personal piece of his kit, and that the damage on Petricite Blades should be more consistent and targetable. I do NOT think that it's a good idea to make it a "first attack on target" ability, an anti-mage assassin should quickly take out his mark, and ONLY his mark, and be on his way.

Mage Ward (passive): Alden takes 15% less damage from magical sources while isolated. Simple, requires you to play around a lack of minions, and kind of screws you over a bit if you don't pick off your mark and have to run back to your team with an army of angry, mobile mages chasing you. But also allows you to step right up into their faces away from your minion wave and bully them without worrying as much about being instantly exploded.

Petricite Blades (W) Good in form...could use a new name under this thought though, and needs more damage since it's now an activated ability. Let's also round it all to a solid 1s silence. [35/50/65/80/95(+45%AD)(+ Normal basic attack damage) resets auto \ Cooldown: 10s all ranks (with 45% CDR, this is around 5.5s on a 1s silence. can't get any more annoying to mages than that)

  • At 300 range, your Q is technically considered a short range dash already, so the other guy commenting can rest easy. I'd leave this alone for the most part, if not actually slightly raising the cooldown on it, since it's primarily an execution tool and your E is your main form of mobility. I'd probably go ahead and give it a solid 25 base damage bump to all levels, but I don't honestly think that's too far off from where you wanted to go with it.

  • Since your E is labeled "target enemy" instead of "target non-minion entity" you can still leap over enemy minions. This means two things: it's an effective gapcloser to leap over an enemy minion into someone's face and beat them up (which will also most likely isolate you from your own minion wave for Mage Ward in my iteration to give you your resistance) or it can do the opposite, allowing you to leap over minions behind you after you've went in to get back out. I feel like this is in a decent place mobility wise. Since this does no damage at all, but is strictly utility, you get away with having higher base damage ratios on your other abilities if your damage feels like its falling short of where it needs to. You have two options with this ability. Your way is a very fair option one, if it has a more moderate cooldown. The other option is to give it charges, a really low cooldown, and remove the part where you're untargetable. Your method is more reliable for a decisive play where you go in, pop someone, and make yourself untargetable as you make your escape. The other option if more reliable for a lengthier/flashier play and gives you a LOAD of mobility, but at the cost of being able to get stunlocked and murderized in the process. Option 2 is better for trading in the early game. Option 1 is better for hitting your mark and living in a teamfight. That choice is yours. I don't think your original idea is a bad one, I just wanted to alert you to more potential.

  • Ult should be something a little more...impactful. I don't want to make you feel like I'm redesigning your entire champion, these are all just suggestions, so I'll leave it to you how you want to rework this.