Design for a full AD champion

tshu101·7/19/2016, 5:22:38 AM·1 votes·657 views

HP: 580 (+ 60 * level) Health Regeneration: 0.3 / sec (+ 0.12 /sec * level) Mana: 400 (+ 55 * level) Mana Regeneration: 2.9 / sec (+0.28 / sec * level) Armor: 23 (+ 3.5 * level) MR: 32 (+ 1.25 * level) Attack Speed: .625 (+ 0.9 * level) AD: 71 (+ 3 * level) Attack Range: 125 Speed: 350

Passive: Shell Bell:

This champ always heals 1/8 of the damage that he/she has done, no matter how many enemies he/she strike. Of course, he/she can buy lifesteal items like bloodthirstier and gain full life steal benefit as well as spell vamp from any spell vamp item.

Q: High Jump Kick: Cooldown: 20 / 18 / 16 / 14 / 12 secs Mana cost: 50 mana Range: 1000 Skill Speed: 1500

First, this champ channels for about 0.25 seconds. Then, he/she leaps to the target location and deal 100 / 165 / 230 / 295 / 360 ( + 1.3 AD) in the radius of 10. However, if he/she did not hit enemy champion or hit invulnerable enemy champion or got high jump kick canceled in mid air by hard cc or the channel got disrupted, then he/she lose half of his/her MAXIMUM HEALTH, even if it means his/her death.

W: Double Edge: Cooldown: 15 seconds Mana cost: 150 mana Range: 750 Skill Speed: 500 (+ 250 * second) Skill Duration: 5 seconds maximum.

This champ dashes toward the cursor, dealing 70 / 130 / 200 / 280 / 370 (+ 0. 35 AD) to all the target he / she directly hit. Deals triple the damage against champions. This champ will receive 33 % of the damage inflicted to enemies. Automatically stops when hit the wall. Can also cancel anytime he/she wants.

E: Drain Punch: Cooldown: 25 seconds Mana cost: 70 / 75 / 80 / 85 /90 mana Empowered Melee Basic Attack Range: 250 Duration: 3 secs

Powers next basic attack, dealing 55/ 60 / 65 / 70 / 75% additional damage. Refunds 18 cooldown if used against monsters. Passive healing for using this skill is 4 times as effective.

R: Belly Drum: Cooldown: 180 / 120 / 60 seconds Mana cost: 150 mana

This champ channels about 1 second. Then, it make him/her lose half of the MAXIMUM HEALTH to make him/her gain quadruple the attack damage that he/she currently has for 20 seconds. Fails if the channel got cut or have less than half the maximum health by the end of the channeling.

I think this champion can go at least Mid, Top and Jg. What do you think? Do you think this champion is op? What are recommended items for this champion?

1 Comments

Ninja Baby one7/19/2016, 1:22:43 PM1 votes

I... I don't think you understand how to balance a champion... If a champion goes full AD 400 AD isn't unusual. If we go by this, let's see how much damage he deals with his different spells. First, let's remember that he would have his ult up, so his real AD would be 1600. Now, he just used his ult and now engages from 1000 units away with his Q. If he misses, he literally dies thanks to his ult and Q damage to himself. If he hits he deals 360+(16001,3)=2440 damage to a single target. Anything short of a tank is already dead by this point. Then, he uses his W and runs around the map at speeds faster than a movement speed Rammus, dealing (370+(16000,35))*3=2790 damage to every champion hit, which according to the spell description he can still hit multiple times. Ontop of this massive damage to enemies, he also does 930 damage to himself EVERY time he hits an enemy. No enemy is alive by this point and chances are, neither is this champion.

You've only given him one part of his kit which are balanced, being his Passive as it's basically a carbon copy of Nasus' Passive. His E is extremely underpowered with it's cooldown being so extremely long. It's scaling is the same as Draven's axes, so if you're making a copy of that skill, but with more healing instead of the axe-grabbing element, then let it also have the same (or even lower) cooldown as his axes and a mana-cost that's a lower (maybe 25 or 30 at all ranks).

Now to another thing, your scope of what seems fair. I'd cut off a bit of his range with his Q (Set range to 900 to match Tristana) and I'd remove the scaling speed that he's got during his W. 500 ms is fast, like really fast. It's achieveable, but fast. By the end of the channeling he moves at 1500 ms, which is extreme speeds. He's capable of running 5000 units during the channeling, meaning he'd be in the lane with just 10 seconds left of his cooldown. Problem is also, he has 2 escape skills. One he engages with and one he can then run away with.

Now, the biggest problem with this character actually isn't his numbers, because they can be adjusted. The biggest problem is actually how much damage he himself takes when he uses his spells. Personally I'd say remove the self-damage all together from his basic skills as it doesn't really do anything for him.

And his ultimate... If you want it to be a long AD steroid, I'd make it like this:

The champion channels for a second and gets a buff on him, which can be disabled at will. For the duration of the buff, the champion's AD is increased by 50/100/150%, but he takes 10% of his HP as true damage every second. If he reaches 5% hp the buff will be removed by itself.

Now, I would like to say that this might be interesting to play as, but I won't because even if it's balanced, I don't see how the champion could be very interesting with these skills. I'd say rework his W to something completely different because it doesn't seem very interesting.