[Champion Concept] Malgore, the Bane of Freljord

xHybridPandax·10/25/2015, 3:25:44 PM·8 votes·3,376 views


> Malgore, the Bane of Freljord "The snow and ice, thaw in my presence."



https://i.gyazo.com/62e366901de6f81f07237f57f09d3123.png

[Disclaimer] All images are not created by me and are owned to their respected owners. All images and clips are just references for the purpose of the concept.



Introduction

Hi everyone, this is my first finalized publication of a champion concept. I'm new to the world of champion conception, so the main mechanics of making this champion balance was very difficulty to figure out. Feel free to leave feedback! Since this is my first finalized champion concept, I'm open to anything which could be improved, because I know there a few things which might need tweaking. So enough of the introduction, and to the concept itself.



> **1.0: Champion: Attributes **

Roles:

Primary – Fighter Secondary – Tank

Gender:

Male

Race:

Human

Resource:

Mana

Allegiance:

Freljord, Barbarian tribes

Birthplace:

Northern Freljord

Occupation:

Barbarian Chieftain Ambassador of the United Barbarian tribes of Freljord



> 1.1: Champion: Profile

Attack Power········■■■■■■■■□□······[8/10] Defense Power·····■■■■■■■□□□······[7/10] Ability Power·········■■■■□□□□□□······[4/10] Difficulty················■■■■■□□□□□······[5/10]

Generic Play-style:

Aggressive Tank / Bruiser

Lane:

Top / Jungle



> 1.2: Champion: Statistics

Health······························595 (+92) Health Regeneration·······8.4 (+0.73) Mana································270 (+27) Mana Regeneration·········8.5 (+0.72) Attack Damage················55 (+3.2) Attack Speed···················0.824 (+2.3%) Armor·······························25.3 (+3.8) Magic Resist····················32.1 (+1.18) Movement Speed············325 Melee·······························125



> 1.3: Champion: Weaponry

https://gyazo.com/00574b95ae64d33e65f8bed1b632a9ed.png

Malgore wields a long, true-ice forged sword, named Vali (Nordic God of revenge). The sword has a slight curvature on the true-ice front, and is engraved with an ancient Freljordian language, which Malgore speaks – the language is dubbed to be extinct and Malgore may be the last speaker of the forgotten tongue. The handle is made by reinforced metals and gems, where at the tip is engraved with eagle feathers, symbolizing bravery and courageousness - it is also the heralded animal of Malgore’s tribe. Vali is blessed with sacred, ancient runes that steals life from its target enemies.



> 1.4: Champion: Appearance

Malgore is a tall, stocky male human, with a fairly overgrown, black/grey beard. His face is mainly hooded by his white wolf pelt coat, where battle scars are shown proudly on his face. Malgore wears the same battle worn armor, given to him during his time in his barbarian tribe. On top of the metal plated armor, he wears animal pelts that shroud his legs and arms – the pelts are conceived to be from brown bears or grey wolves.



> 1.5: Champion: Lore

  • The Lore is just a quick summary as the main bloc of Malgore’s background is still heavily being tweaked and reworked.

The northern point of Freljord, is a punishing endless barren of frozen ice and snow. Beyond the howling abyss, lies a perilous region of continual gelid wasteland. Barbarian tribes, of which isolated from the rules and laws of Valoran, prosper in the hyperborean region. Divided into numerous warring tribal states, similar to that of the rune wars, the tribal state of conflict escalated to a near collapse of the majority of the tribes.

However, a small meagre tribe, named Var’Syn, led by their young Chieftain, Malgore, escalated through a power vacuum which occurred near the end of the conflict. Malgore launched an offensive on his weakened rival tribes – his victories were rapid and relentless. Within weeks of his escalation to power, numerous clans collapsed in his reign. Within months of his campaign for unification, Malgore succeed in uniting the tribes – no one defied him. Malgore soon after constructed the newly venerated northern barbarian federation, a force never to be reckoned with. With Malgore’s barbaric warmongering attitude, he still thirsts for more bloodshed; he plans on expanding his newly created kingdom further south. His goal – all of Freljord.

“They say fear can destroy a man, make him do things he wish he didn’t have to do, make him say things that shouldn’t be said. But to me, fear is just another obstacle; another challenge, another tie to cut. To me, fear doesn’t destroy - it creates. It creates something not every person will get. To me, my fear is my strength. But in a way, my strength is the biggest fear I have.”

**- Malgore’s concluding battle speech (Battle of the Seven Tribes) – Uljord Plateau**


> 1.6: Champion: Music

**Loading Screen background music: **

https://www.youtube.com/watch?v=lZwee0lqnJw



> 1.7: Champion: Abilities

https://gyazo.com/78023ab10591e15c0fd06cfd2dfc7d81.png

> [Passive] Chieftain’s Call

| Self-target buff | Ally Global buff |

Malgore has three independent passives which work separate of each other.

Barbaric Blood: Malgore’s health regeneration and attack damage is increased by (+0.82) per level. (This scales and adds up with his base statistics).

Unifier of the North:~~ All allied targets excluding Malgore~~ Whenever an allied champion gains a kill (excluding Malgore himself); Malgore grants them a permanent buff named “Unified” which grants extra scaling power.

  • (0.93% Attack Speed)
  • (0.64 Magic Resist)
  • (1.73 Armour)
  • Unified Buff stacks 10 times for each individual champion.

**Leadership: **(Radius of 1000), all allied targets in the specified radius, excluding Malgore gain increased mana and health regeneration under his leadership - by (+0.54).



https://gyazo.com/7973b603a776a46e36253a116bc8e07b.png

> [Q] Thunderous Strike

| Conic radius | Enemy On-hit stun | Ally On-hit debuff |

Cooldown: 12/11/10/9/8 Cost: 70/65/60/55/50 Conic Angle: 60 Range: 500 Casting Time: 0.3 seconds

Malgore swings his sword from right to left, dealing [75/115/155/195/235 AD] + (50% Bonus AD) damage to enemies in the conic region and stunning targets in the center of the conic swing for [1.5/2/2.5/3/3.5 seconds; 0.3/0.6/0.9/1.2/1.5 seconds; prioritizes champions]. Enemy targets inflicted with the swing are pushed to the furthest left edge of the conic range. Allies hit in the conic region are slowed for 3 seconds.

Bonus – Vali: If Malgore kills an enemy champion, large monster, or 5 minions with a Thunderous strike – he regenerates 15% of his maximum health.

  • Thunderous Strike will cleave stealthed units if they are in the affected conic range.


https://gyazo.com/3bdbfce3c15ecef78172fe7ee2acb742.png

> [W] Vali’s Strength

| On ground target dash | Enemy On-hit stun | Channeled debuff | Circle radius slow | Linear pass through shot |

Cooldown: 13/12/11/10/9 Cost: 85/80/75/70/65 Casting Time: 0.4 seconds Channel Time: 1.6 Circle Radius: 700 250

Malgore launches Vali into the ground, channeling a slow that targets enemy champions in the affected zone of area for [0.5/1/1.5/2/2.5 seconds] dealing [15/20/25/30/35 AD + 30% Bonus AD] per 0.5 seconds.

  • Vali's Strength reveals stealthed champions if they are within the 250 unit radius.
  • The channeling can be canceled by auto attacking or by casting other abilities, but the radius would be at a length in conjunction to the channel time. So for example, if Malgore channels for the full 1.6 seconds, the entire 250 unit radius will be covered. However if Malgore channels for 0.8 seconds as he may have cancelled channeling, the radius would only be 125.
  • The channel will continue through the use of items, summoner spells, damage and consumables.


https://gyazo.com/29d8236dc6c152fccb2b160f6042eb35.png

> [E] Winds of War

| Linear pass through target dash | Enemy On-hit debuff | On-target knockback |

Cooldown: 12/11.5/11/10.5/10 Cost: 90/85/80/75/70/ Range: 700 Casting Time: 0.5 seconds Dash speed: 1400 Dash width: 350 120

Malgore dashes to a target location – with Vali in hand, he passes through enemy targets dealing [80/ 110/ 140/ 160/190 AD] + (40%/50%/60%/70%/80% Bonus AD). The last target Malgore hits is dealt an extra (+30% Bonus AD) and is slowed for (1/1.25/1.5/1.75/2 seconds). Allied minions or champions caught in his line of engagement are slowed for 3 seconds.



https://gyazo.com/a31151f09f4b14a9365ea8195f460fe6.png

> [R] Relentless Force

| ~~Single target dash ~~| Enemy On-hit debuff | ~~Enemy On-target stun ~~| Circle Radius | Ally on-target buff |

Cooldown: 60 90 Cost: 120/100/80 Range: 470 Casting Time: 0.72 seconds Dash speed: 1300 Dash width: 400 Circle Radius: 100 / 250

(Global Effect) A blizzard shrouds the global map for 6 seconds, slowing enemies down as the harsh blizzard batters down upon them for [1.5 seconds]. All vision is greatly reduced as the blizzard continues. (Vision is less severe and reduced for champions that originate from the Freljord).

On Allied Champion: Malgore empowers an allied champion within a (250 unit circle radius) granting the champion (50% Bonus attack speed and increased movement speed by 15%) for 2/3/4 seconds.

On Enemy Champion: Malgore cleaves an enemy champion within the circle radius,~~ silencing the unit for 2 seconds~~. Malgore using Vali’s power deals heavy damage [120/150/180 125/250/375 AD] + (50%/60%/70% Bonus AD). If Malgore executes a target using Relentless Force he gains a stack of “Bloodied Hands”.

Bloodied Hands: Increases health regeneration by (0.6). Bloodied hands can stack 20 times.



> ** 1.8: Champion: Suggested Items**

**Summoner Spells: ** summoner 4 summoner 14

Starter Build: item 1029 / item 2041 / item 1036 and item 2003 item 3340

Example End Build: item 3362 item 3117 item 3071 item 3074 item 3078 item 3065 item 3026



> 1.9: Champion: Dialogue

**Champion Select: ** “The snow and ice, thaw in my presence”

**Moving: **

“We fight, united.” “Under my watchful eye.” “Freljord will fall” “Don’t turn back now” “Stand firm” “Fear is my strength”

Attacking: “The might of Vali” “Mercy is for the weak.” “No second chances.” “I thirst for more bloodshed” “War gives me strength”

**Jokes:**

“Being butchered is no laughing matter… but if I’m the one doing it, then it is! (Laughs)”

**Taunts:**

“The only path to power is war.” “Stand firm and fight!”



> 1.10: Champion: Dialogue – Spell Specific

Passive: “We stand united” “Do not fear your enemy”

**Q:**

“Yaghh” “Gorhh” “Slice them to pieces!” “No mercy for the weak!”

**W:**

“Chaghh” “Freeze the ground” “Thaw the ice” “Yahal awaits”

**E:**

“End this quickly.” “Gahh” “Cut them down!” “Strike them fast!”

**R:**

“Yahal opens its gates for you” “The Gods are not pleased” “War will bring unity” “This is the only way”



> 1.11: Champion: Dialogue – Champion Interactions

Tryndamere Tryndamere:

Sharing barbaric blood, Tryndamere and Malgore have a war and peace attitude to each other. Being barbarian Malgore sees Tryndamere’s true potential as a skillful warrior, but being married to the newly venerated queen of the Freljord, Ashe, Malgore finds him as another obstacle to overcome.

**Taunts: **

“I’m the only true barbarian.” “My power is relentless.” “Freljord will fall in my hands.”



Ashe Ashe:

The venerated queen of Freljord, Malgore’s main primal target on collapsing the entirety of the newly created city state, is Ashe. She dominates the political battle field and Malgore holds complete resentment for her. Malgore dreams of her power of ruling the barren wastelands of the cold.

**Taunts: **	

“Avarosa would be proud – Shame that all of it would go to waste.” “Freljord has little time to live.” “The Avarosans will fall.”



Sejuani Sejuani:

Malgore favours Sejuani out of the 3 warring female champions of the Freljord. Seeing her potential as a warrior and that her ideologies of war and dominance are similar to his, Malgore feels that Sejuani and his power would defy Freljord one of the strongest nations overall.

**Taunts:**

	“The Winterclaw shows purpose.”
		“Serylda’s power is deep within you.”
		“You have great potential.”


Lissandra Lissandra:

_Lissandra and Malgore have not much of a friendly or hostile relation. A neutral pact between the Watchers and the Barbarian tribes have been forge. Lissandra is planning to use Malgore’s army to wipe out the Avarosan people, whilst she will re-awake the ice born. _

**Taunts:	**

“May our friendship last long.”
		“Our pact will stand firm and true.”
		“The Freljord do not know.”


1.12: Champion: Friends and Rivalries

Friends: Lissandra

Neutral: Sejuani

Rivals: Ashe Tryndamere (Other champions allied to Ashe)



> 1.13: Champion: Animations

Standing Malgore unsheathes his sword, spinning it around him with great skill. After 3 seconds he launches his sword to the ground. Ice and snow particles appear from the cracked ground after Vali collides with the surface.

**Movement**

Malgore walks in an upright position, with Vali unsheathed. Vali’s tip is scraping across the surface of the ground as it leaves a trail of frozen ice.

**Auto Attack**

Malgore brings down Vali in a great strike, and strikes from right to left.

**Auto Attack (Critical Hit)**

(Same as his auto attack) but the hit target bleeds ice and snow particles.

**Recall**

Malgore strikes Vali down onto the ground, as the surface changes to a frozen tundra. He looks up to the sky and closes his eyes as he disappears in a fluent motion. Snow swirling around him.

**Empowered Recall**

(Same as his recall) but ice shards surround Malgore as Vali’s glow is more vibrant and brighter.

**Death**

Clenching his abdomen, Malgore stumbles backwards, collapsing to the floor.



> 1.14: Champion: Trivia

  • Malgore is right handed, therefore all his strikes always strike from right to left.
  • Malgore’s tribe Var’Syn is the name of two separate Nordic gods.
  • Yahal is the equivalent of the Nordic Heaven of Valhalla.


1.15: CCOS - Share the Love!

Malgore is a CCOS entrant for October.

Silena, The Spectre's Shadow



1.16: Patch Notes

[25/10/15] - Patch 1.0

[W] *No longer stuns enemies

**[E] **

  • Paralyzing kick no longer stun enemies but instead deals bonus (5%/10%/15%/20%/25% Extra AD)

[R] *Cooldown increased to 90 seconds *(Vision is less severe and increased for champions that originate from the Freljord).



[26/10/15] - Patch 1.1

Mobility:

Base movement speed decreased to 325 to match with some of the slowest early game champions

Passive:

Removed Global Buff Ability Unifier of the North now stacks to allied player kills

Q:

Stun reduced and now scales 0.3 Ally negation and CC have been removed

W:

Mobility and dash removed Chanelled circle radius slow added

E:

Dash width reduced to 120 Knockback kicked removed Ally negation and CC have been removed Slow decreased to 1/1.25/1.5/1.75/2

R:

Freljord Intreactions removed Silence removed Dash and Mobility factors removed Ally Interactions added



[26/10/15] - Patch 1.2

Passive:

"Leadership" - 3rd Passive removed

**R: **

Reduced damage - now deals 100/200/300 damage. Reduced global vision length - now lasts for 3/4/5 seconds.



> End Notes

Additional info will be added here, Thanks for reading

http://media.giphy.com/media/11NlXRhFSZl4w8/giphy.gif

30 Comments

regonas10/27/2015, 1:45:09 PM2 votes

CCOS bonus: Share the love

Problems:

  1. Passive is between underpowered and overpowered. On one hard, value of one stack ins't much and can be ignored. On other hand, some OP champions who win their line because of their OP kit would get all 10 stacks easily and be even stronger.

  2. So, Q damage enemies and drag them into one side while also stunning enemies in the middle, but if enemies is dragged, then will surely pass through middle area and be stunned, so stun effect on middle area is just pointless.

  3. W wording is bad. Hat to reread like 6 times until i got what you mean with that ability.

  4. E last target bonus damage is a bad idea. How will ability decide which enemy was hit last, because abilities calculates damage and effect on enemies being currently hit. It is easy to make ability who does damage to specific enemy hit (first, second, third and so on), but i don't think that riot can make an ability which deals bonus damage to lass hit enemies without making that ability extremely buggy.

  5. R... So, does it lasts for 6 sec or for 1,5 sec? How much are enemies slowed? How much their vision is reduced? Does it empowers you too?

Solutions:

  1. No idea here.

  2. Remove dragging or stun effect or change how they interact.

  3. Rewrite that ability.

  4. Remove that last enemy hit thing.

  5. Make it more clearly and add some numbers.

Pluie Battante10/25/2015, 4:26:15 PM1 votes

[deleted]

Pluie Battante10/25/2015, 6:09:55 PM1 votes

[deleted]

Pluie Battante10/25/2015, 6:17:27 PM1 votes

[deleted]

Auryiel10/25/2015, 7:53:33 PM1 votes

I feel like this concept is very conflicted. Some of it feels like this guy's a battle commander, especially the passive, but other aspects don't really reflect that and his ult feels like a lone-wolf ability.

Passive

  1. Global passives have been entirely removed from the game, and for a good reason. Basically, you can dictate the result of lane match-ups by your mere presence on the map (something Janna used to do exceptionally well with her global Tailwind).
  2. The passives are rather boring. It's just stats. It's like building item 3105. I would suggest heavily reworking this ability. Maybe make it so when Malgore performs a certain action, ally and/or champions within a certain radius have an effect placed on them. Put a stacking effect on it or a cooldown or something to make it feel impactful.

Q

  1. I like the ability overall, seems pretty cool
  2. The stun duration is insanely high. It does not need to scale past 1.5 second
  3. CC'ing your allies is a big no no. Bard gets away with it for several reasons, but this is just ''Hey I'm using a basic ability, don't stand in it or get screwed my friend''. Really does not play well with other melee champions

W The radius of the slow area is way, way too big

E

  1. Again, the CC'ing allies part is unnecessary.
  2. Damage seems pretty low
  3. The second activation should not be there. There's no reason for this guy to have a knockback kick.
  4. The slow duration is way too high, like the Q stun, it does not need to scale past 2 seconds. In fact, I'd make it 1/1.25/1.5/1.75/2 seconds.
  5. The dash width is simply way, way too high. You're basically hitting everyone with this. For reference, Mundo's Q's width is 60. Jarvan's EQ combo dash is 180

R

  1. Remove the interaction with Freljord champs. That simply has no place in game balance
  2. Why does he need a silence attached to his third dash?
  3. The bloodied hands thing seems really tacked on. Considering the damage values, you wouldn't even want to try to execute with R and the reward is almost inconsequential. I'm all for mini-games in a champion's kit but this one feels pointless.

Overall I think this champion is too mobile, has way too much CC and lacks a clear identity. Aside from being good at everything, he doesn't really do much and definitely brings nothing unique to the table. There are some interesting elements in the kit, but it needs a lot of work. I hope this doesn't come across as mean or anything, I'm just trying to give you a few pointers without telling you what to do :P

I'd say first try to pin down what it is that you want this guy to do : Is he a heavy cc machine? Is he a very mobile assassin? Is he a battle commander? Then ask yourself if having 3 dashes fits on a high CC champion. Ask yourself if having a 3.5 second stun is acceptable in LoL and is it acceptable on an assassin or a fighter or whatever it is that the champ ends up being. Ask yourself if he really needs a global ulti or if you just wanted to put it there because it feels cool. Ask yourself if the kit feels unique, if it captures the fantasy you were going for and MOST IMPORTANTLY strive to make something that FEELS overpowered without being overpowered. A good example of this is Xerath. Oh, you want to siege? Ah, good luck with that, I'm the king of poke mother fucker. But you can still dive him and shit on him if you play around his strengths and weaknesses! A bad example of this is Irelia. She has no exploitable weaknesses. When she's good you can't do anything to her. When she's not she's useless.

Rito Jericho10/25/2015, 10:06:28 PM1 votes

An interesting champ, though I have two major concerns. First is that he seems to have an awful lot of mobility. Possibly more than Yasuo or Ekko, and I'm honestly not sure giving a champ that much mobility is such a great idea. And second, I noticed that he abilities have negative effects on his ALLIES. What is the purpose of doing that? If you could explain that, maybe it might alleviate my fears a little bit.

WindOfVengeance10/25/2015, 10:58:51 PM1 votes

Awesome! Finally a manly champion concept, not some slutty-ass bitch concept. It would be OP but if they won't nerf Vayne, they can release this guys Good luck tho :D

akaas1an10/26/2015, 2:38:42 AM1 votes

I like the idea, but his walking and death animations are near identical to tryndamere. I can also see him as a tanky support (much like Leona )with his health scaling and passive, as well as all the cc and enemy debuffs.

ShatteredSkys10/26/2015, 2:19:28 PM1 votes

Hey! ^_^ Here's my opinion on your concept!

I just want to start off and say this is probably hands down one of the best concepts I've seen. You put a ton of effort into this and the kit is pretty cohesive and well made! Though I do have a few problems with it

Passive: Having three basic passives is technically being overloaded:/ You could honestly get rid of leadership, it's kind of just there it doesn't really contribute much to his overall kit and it's invisible power.

R: This honestly my biggest issue with this champion, this ult is ungodly powerful. it's essentially a guaranteed kill every 90 seconds if your team plays right. I imagine this, you're playing as the support in the bot lane and the enemy Vali ults from top lane and at the same time Lee Sin ganks you. For the next 6 seconds you can't tell where the hell your enemies are and where your adc is so you can peel for him/her and in addition you're being slowed. Or your grouping and getting ready to teamfight and Vali ults and initiates on you. Your team is at a massive disadvantage, you can't tell where the enemy carries are which stop your assassins and bruisers from diving the enemy carries, you have no idea where your carries are so your tanks and supports can't peel for them, and your being slowed. This ult gives Vali immense global pressure, letting him secure ganks from the other side of the map and immense catch and teamfighting potential. I don't think it needs a active component buffing or damaging an enemy it's powerful enough already. Vision is a huge part of the game and an ult that denies vision for 6 seconds prevents any form of teamwork from occurring.

Lore: Honestly the lore you have is pretty promising so far! Can't wait to see what you do with it! ^_^

Overall: Like I said one of the best champion concept I've seen in awhile. He feels like a really solid initiator who benefits from getting his team ahead with his passive. The only major problems I have is with the passive, it's technically overloaded and some factors of it feel unnecessary and just tacked on:/ Also that ult is ridiculously strong. But besides that great champion concept!

Also I think his final build would be black cleaver followed by a bunch of tank items depending on the situation, he feels more like an initiator, first to go in and cause mass disruption so he doesn't have the luxury of building damage. Just my thought.

Pluie Battante10/27/2015, 12:51:00 AM1 votes

[deleted]

Nikushimi Zero10/27/2015, 3:58:20 PM1 votes

CCOS Bonus: Share the Love

Here are my thoughts on the concept. This is simply my opinion. I want to first off start with saying that this concept is interesting and you definitely took the time to make this champion. I can tell as I myself have seen it in my own work when working for days on some of my champion concepts.

Now, onto the true stuff. This might be long. X.x Apologies. TL;DR: Like the concept. Needs a few tweaks as I see this being a big snowballer and the combo scheme I see is strong. Really strong.

Review: First Glance On first glance this champion to me seems to me extremely strong and hard to fight against, and if you have him on your team you are almost guaranteed a win. I say this for two reasons. 1. The Passive. 2. The ultimate.

The passive is one of those that can either be extremely underwhelming or extremely overwhelming. In battle whenever anyone gets a kill on your team they gain an automatic buff. This buff wouldn't be so bad if it wasn't for the uses it could be for. An example is a fed Kat, Draven, Varus, Poppy, Tristana, Nidalee, Kalista, or any sort of ADC that is weak in terms of defense or those tanks that are already strong. The armor and magic resists coupled with the attack speed make these fed behemoths even more powerful and harder to kill than before. Before they were hard to kill once the ball started to get rolling, but now with this it is even harder.

Sure, you can shut them down, but any sort of slip up on the enemies team or any sort of trick you pull to get kills give an automatic bonus to them. This makes it so he could go mid lane with items to resist and block the mid laner while his other 4 teammates go 2 bot and 2 top to get easy and quick kills (especially for top since it would usually be 2v1 in your favor). This pretty much allows Malgore to be anywhere on the map and lets his team gain these bonuses.

While these bonuses aren't huge they can be a pretty good difference. It doesn't exactly make the squishy adc's tanky nor does it make the tanks invincible, but it allows them to gain these bonuses fairly easily even if they are a small amount.

Suggestion Give this passive a radius so he has to be NEAR his allies for this to work. Making this a radius could also allow to increase the amount given to 15% attack speed, 10 Magic Resist, and 20-30 Armor at max stacks. This is my opinion.

Another suggestion is to make this sort of like Kalista's spear. Allow for him to bind to an ally and grant them "Unified" status. This unified status grants both of you bonuses (or just that ally) when near each other.

The Ultimate. My main issue is how much does it slow? You don't specify. Since this is a global effect and with CDR can be cast fairly often that huge global slow can be very strong. Especially if coupled with the passive. Allowing targets of allies to have an even harder time escaping. How badly does the vision get impaired as well? Nocturnes vision impairment or Graves Vision impairment? Both are pretty strong if used on a global effect like this. Coupled with his other abilities make him a very powerful ally anywhere on the field allowing him to cast this and allow for the kills or just impairment of the enemies. Is the vision for allies as well or just enemies?

Suggestions Just specify the amount of slow and if the vision is also on allies including Malgore or not. You say "All vision" but that could just mean all the enemy vision (Wards, their PoV, etc). Personally I would make the blizard start up and get worse over time (Which it seems like what this ability does?) and have the slow start off as almost nothing and increase as the storm goes on. Have the vision be ok, but then gradually worsen (which seems to be like how you do it, but you don't specify how bad it gets.)

Overall: After First Glance His abilities seem to work very well together and I see what you are going for. A strong bruiser with good damage and sustain. This however, to me, makes him hard to kill. Good armor. Good Damage. Abilities that heal him and CC the enemy while buffing your team and globally hampering enemies.

Q: His Q is interesting and I like it. My issue is the stun and the pushing enemies to the left. If all enemies are being pushed to the left then wouldn't they ALL be in the middle of the arc at some point? So....it would stun most of the enemies hit. How many enemies does it effect for the stun? Just one or? Just a bit of clarification here.

W: His W. A few questions and concern. First the question. If this launches his weapon into the ground for (at max) 2.5s then can he not use it while it is gone and all abilities requiring it cannot be used? If he does then does that cancel this ability? I ask because in theory if you lose your weapon you can't use it or any ability with it. Imo, this would be what I would suggest since it makes sense. Now, onto the concern.

My concern is that there is almost no way to cancel this ability from happening. Since it is a channeled ability this means that he should be able to be stopped....but it can't. Even if he is silenced or anything this ability is cast from the remaining time it had in the channel. At least that's what I understand. Also, the channel continues even through damage, items, spells, etc when other channeled abilities are instantly canceled once you use a spell or item for the most part.

My suggestion is making it so when he IS interrupted by an enemy then the abilities doesn't go off at all. If you have it that way then I did not understand it properly and apologize. Seems to me like a channeled ability that goes off no matter what. Also, how much does this slow by?

E: An interesting concept, but one I'm a bit afraid of. Imagine a decent CDR on this thing. That is what? 4-6s to cast this each time? This dash hits all it runs through AND extra damage on the last hit of the dash. I can just see this going through the enemy team, Q'ing them after, and then W'ing them to avoid their escape. Then, E'ing again to damage even MORE and then Q'ing again. Like a back and forth tennis match with just yourself as the players and them as the helpless ball.

The W could be cast even before hand and then he can E. The two slows (depending on how much it slows) could make enemies completely immobile allowing for your to hammer away while they futilely try to get away.

Suggestions. Explain how much it slows by and if it does stack (I think most slows do). This allows for extreme control of a battle. I suggestion also to either increase the CD, make it a static % to the scaling rather than a scaling % to the scaling. Somewhere in the middle. I say this because then the final hit on a person would be 110% of the bonus AD doesn't seem much on its own, but from my point of few can be used for big damage if you Q people into the same area and then make the dash end directly on that group. Though I could be wrong on all this all works.

Ultimate I've said what I could about this.

End Statements Nice concept! A few tweaks here and there, and most likely I misunderstood things. Good job (Especially on your first finalized champion concept) and keep it up!

Vorazun10/27/2015, 4:45:36 PM1 votes

CCOS Bonus

So, you took the time to review my concept, and I'd like to return the favor!

Passive: Passive passive bonuses are really stale and boring, in my opinion. They don't really add much to a champion except to add invisible power. There's no real reason for a passive to grant additional /level bonuses when you could simply compute these into the base stats themselves. Besides, the ally effect is very weak, and lacks a scaling, so it's effectively non-existents. You could replace this with a passive much better suited to the character, which encourages interaction with the enemy.

Q: Minor change. I believe that changing the killing of 5 minions to the killing of large (ie. Cannon or Super) minions would be much more intuitive and straightforward than tracking the killing of 5 ordinary guys. It would also fit the pattern as many effects that affect champions and large monsters also do so similarly to large minions.

W: It doesn't really need a channel because the area it covers is so small that it wouldn't really matter because you'll ionly really use it if you're right on top of them (for reference 250 units is Brand's W)

R: I would suggest moving the channel to this ability. An ultimate - and a global ultimate at that needs to feel awesome, and what could be more awesome than calling on the power of your sword to hinder your enemies? Looking more at gameplay, a global ultimate needs some kind of precondiition or restriction in order to not be oppressive - this being a problem many global ultimates have faced in the past. In it's current incarnation it is a very powerful fire-and-forget chasing or disengage tool, which allows you to easily catch up to any enemies that are evading you. This, combined with it's short cooldown for a global ultimate, means that it is very difficult for enemies to have a window of opportunity to retaliate against you. Having to channel, combined with a longer cooldown, could provide those tuning levers. It would give enemies warning, and if choosing to make it channeled, make it so that it's a good sign for your allies to engage as well. As a final note, it would be good to know by how much the vision is reduced so that we can judge it's impact

Agidyne10/25/2015, 3:40:03 PM1 votes

sounds cool

Pepe Ahri R3410/28/2015, 6:40:22 AM1 votes

Concept is great! I love the way you incorporated actual Nordic themes and you clearly put a lot of effort into it. He reminds me of a mix between Olaf and Darius and seems like a great addition to the game. I have one big problem, that being his passive is broken af. With two kills your attack speed would be 2.57 (starting at a common base of .68). Perhaps it should be more like Kindred's. You would get stacks that give you small buffs instead of buffing everyone even more for kills. With his passive people like LeBlanc Leblanc and Fizz Fizz would snowball super hard.