Shin-Lu The Master of Elements

Tamur··13 votes·4,387 views

Shin-Lu The Master of Elements

Appearance

http://orig11.deviantart.net/1f96/f/2006/351/7/e/human_red_xiii_by_redrikuxv.png

Acolyte Shin-Lu

http://manager.hw.99.com/uploads/co/images/guides/classes/monk_class.jpg

Abilities

Note: Shin-Lu's ultimate can be taken at first level

http://www.hiveworkshop.com/forums/resource_images/19/icons_18238_btn.jpg Innate Elemental Mastery

After Shin-Lu uses an ability he gains a stack of elemental mastery. Once he reaches 3 stacks in an element he gains an effect based on that element. If one ability hits 3 stacks, stacks for all abilities reset.

**Molten Floor ** The ground underneath the pillars turns into lava for 3 seconds dealing 40% AD & AP magic damage to all nearby(300) enemies per second.

Swift Winds Shin-Lu gains 30% Attack Speed for 3 seconds

Ice Shield Shin-Lu wraps himself in shield of magical ice, absorbing 8% of his Max health of all damage. Shield last till destroyed.

Earth Shatter As Shin-Lu moves it emits a shock wave that deals +15% AP damage per .5 seconds for 2 seconds to all enemy units with in 300.

http://www.hiveworkshop.com/forums/resource_images/16/icons_15692_btn.jpg Q Pillars of Fire

Shin-Lu slams his fist the ground to create 3/4/5/6/7 100 unit pillars of fire that deal 50/60/70/80/90 + 45% AD & AP to enemies in front of him. Pillars last for 1/1.25/1.5/1.75/ 2 seconds.

Skill Shot Cost 60 Energy Cd 20/18/16/14/12 seconds

Notes: Each pillar is 200 units in a straight line from Shin-Lu Enemies hit by multiple pillars receives 20% less of the damage per pillars past the first

W: Vapor Blades

Shin-Lu channels for .5 seconds before casting 4 air projectiles sharped like boomerangs in a 300 65° arc at deal 60/70/80/90/100 +40% AP each target hit. (Balls stop when the hit a enemy unit)

Cost 40 Energy Cd 14 seconds

http://www.hiveworkshop.com/forums/resource_images/17/icons_16405_btn.jpg E: Soothing Water

Allied champion restores 5/6/7/8/9% resource (mana & Energy) per second and heals 10% AP health per second to the target ally champion.

Cost 40 Energy Range 600 Cd 18 seconds

http://www.hiveworkshop.com/forums/resource_images/15/icons_14537_btn.jpg R: Stone Hands

Shin-Lu basic attacks will deals 15/18/21% increased damage to enemy units, Neutral Monsters and structures. The duration of this ability is increased by 2 seconds every time he scores a critical hit, up to a maximum duration of 16 seconds

Casting range 800 Cost 100 Energy Cd 20 seconds


Stats

Health: 570.8 (+60 per level) Energy: 200 Attack Damage: 61.176 (+3.2 per level) Attack Speed: 0.651 (+3% per level) Movement Speed: 350 Health Regen: 7.254 (+0.7 per level) Energy Regen: 50 Armor: 24.216 (+3.7 per level) Magic Resist: 30

Gameplay

Lore:

Shin-Lu is one few remaining Ni'Rud (Ne-Rude) a tribal nation living in the Plague Jungles. Though rumors have it they come from a place called Calsune (Cal - Soon) but it does appear on any map dating back 200 years and any map predating the oldest one were "lost" in a fire. All that is known about the Ni'Rud is the instance involving a summoner from the Institute of War when feedback from a summoning spell destroyed the village and most of he inhabitants. Second is distrust of outside help though it seems the champion known as Jax seems to receive no resistance in fact it seems he was the only champion allowed inside. Even when Gragas asked Jax to put in a word in Jax declined saying " Somethings are best left alone."

Shin-Lu spent the next few years looking for the summoner that destroyed his village. He headed towards the Institute of War. On the way he met a woman heading the same though their reasons were different him seeking revenge and she was seeking a chance to attain her humanity without further harm. when she asked him "how would killing this summoner been justice to your people?"
His only reply was "There are worse things than death."

most hated enemy LeeSin (yes he hates Lee Sin more than anything else)

58 Comments

ModEchoing2 votes

Remember, if you're no good at numbers, leave them off. Bad numbers drag down concepts. Case in point: your cooldowns are so impossibly long, 40% CDR is mandatory. That's bad. This isn't DotA - people like having abilities to use during the lane.

I guess the passive building up is pretty neat. Gives a clear warning that something's about to happen. There's way too much power loaded in here, though - tone it down a lot. Look at Syndra's passive for decent ideas on bonuses.

This guy's main problem is that he's a mage with impossibly good range that is also energy based. Akali and Kennen, both energy-based mages, have very short ranges and rely on landing combos to get the best damage possible. Meanwhile, Shin-Lu's Q and W go through minions to hit their target, have acceptable ratios, and are energy-based, which means you're freecasting them in terms of long-term resource consumption.

The E in particular is really bad. Soraka's Infuse was removed for a reason (lane was impossibly safe), and many champions' kits (Rengar, Mordekaiser, Gnar, etc.) were balanced around having a self-contained resource only they could interact with. Being able to mess with that resource is incredibly unbalancing. There's also the fact this looks like a targeted nuke that you can cast twice on an enemy for no real effort and instantly CC them, then drop the rest of your stuff.

Props for going the way of Udyr with 4 basics, but the golem is an ultimate-powered ability masquerading as a basic, with impossibly high AD and HP scaling that makes it impossible to take out in the lane while it bashes your face in. It's free harass on the worst possible level. Go look at Tibbers first.

This champion might have the whole four elements thematic to tie itself together, but the kit has absolutely no cohesion. It's got nukes, okay...and a pet it can summon at will? I don't know what you're trying to do with this guy - find a direction for him to go in and go all-in. Is he a mage? Support? Jungler? Magic-based supporting jungler?

And seriously, go look up other champions' numbers. Your numbers are completely out of line with all others. If it's too much, leave them out. Leaving bad numbers in, as you've noticed, gets people like me focused away from the overall concept and onto how unbalanced the numbers are. An energy-based mage might work, and I really do like the whole passive-builds-up-on-skills thing, but this champion in its current form is horrifying.

Tamur1 votes

Made changes

Even though I'm good at numbers I do them so that I can get better with them

ElementLlama1 votes

Don't you think that the 15% true damage on auto's from ad and ap is a little much considering that the only other passive that does true damage on hit is Twitch and he has piss all in terms of it?

Aside from that I think that some of your abilities do a little too much, I mean, technically Lee Sin and Nidalee have 7 abilities as well, but Lee Sin needs to first lane a primary ability before being able to cast the second, and Nidalee needs to change forms which is an ability to swap between the three others...

If you're going to effectively have multiple abilities on the Q, W, and E, it might be a smart idea to have different energy costs and cooldowns for how you decide to implement them. It would be interesting to have an ability cost say, 80 energy for self cast and 60 for enemy cast, depending on how you combo you can make and hide op things that would require a high skill level to pull off. In this case like Riven.

Anyway that's my two cents... -.- I don't know, I've never actually tried to make a champ based on energy before or one with multiple ways to cast abilities... I really don't know how this would turn out.

Uhhh, if you wouldn't mind, would you check out Arc? http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/zgdBmXPg-arc-the-ebon-bolt

Tamur1 votes

Thx for the review I'll also add cooldowns. Lol was just looking over Arc seeing there was a place in the surprise ranks.

Tamur1 votes

Added ability names, Cooldowns, and cost

jadynsasha1 votes

Everyone, please vote this so @Riot can see it.

Tamur1 votes

added lore (well most of it)

Tamur1 votes

made changes

Tamur1 votes

Made changes

Tamur1 votes

Added self cast to Ult but it needs a name.

Tamur1 votes

Made slight Changes to innate

ElementLlama1 votes

For your ultimate, would 'Will of Stone' work for a name?

Tamur1 votes

Yes

ElementLlama1 votes

Awesome

Tamur1 votes

Made changes

Tamur1 votes

Changed Acolyte Shin-Lu's concept art

Tamur1 votes

Made changes to innate

ElementLlama1 votes

how long do your passive buffs last?

Tamur1 votes

3 seconds

Tamur1 votes

Made changes to Innate

Tamur1 votes

Made changes to W and E

Tamur1 votes

Mafe changes to innate

Tamur1 votes

Made changes

jadynsasha1 votes

Man, this is amazing!

Tamur1 votes

Thank you

Tamur1 votes

Added icons

Tamur1 votes

Made changes to ult

Tamur1 votes

Just not sure what wrong with this one

Tamur1 votes

Made slight changes

Tamur1 votes

Modified Will of Stone

DiamondMatthew1 votes

I have only gone over the champion briefly, but it looks fairly good so far.

You should word the passive a bit different so it is easier to understand, while I think I know hat you mean I am not 100% sure.

His Q I have many concerns, how does he get the Passive? Are the pillars AoE and how does he aim them? Name is the same as Brand W.

His W seems fine

His E seems Fine, 2 sec silence might be considered OP by some, Maybe make the whole thing a stun, or make it just an enemy spell, details below

He fires a line of water that deals 40/60/80/100/120 (+30% AP) and slowing them for 50%, if it hits an enemy he gains a second charge. If he his the same enemy they are stunned for 1.5 sec and take an additional 70/90/110/130/150 (+40% AP)

His R seems fine, maybe a shield though, so they can move.

Tamur1 votes

Made changes

DiamondMatthew1 votes

Looks good. If enemies can be hit by multiple pillars, there needs to be a damage reduction, since as it stands it does 630 (+ 45% AP) (+ 45% AD). I suggest around a "Multiple pillars deal 20% of their damage past the first". His E needs to only heal allies since, a skill shot can't affect himself.

Just posted a new idea, please check it out.

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/c0hy1ixd-champion-idea-oceanus-the-water-titan

Tamur1 votes

Q that never crossed my mind until now good point

E the heal is strictly for himself and not for allies. It is meant to reflect his tribe's ways.

Oceanus I'm still forming a review for him

Dayvigilante1 votes

Nice champion concept. I think what really sells it is the passive; without that the abilities are somewhat bland iterations of "skillshot that deals damage". Is his ultimate a normal ability (like Udyr?). Because if not then it seems very underwhelming, seeing as you can replicate its effect with item 3157 (which I assume the champion would be building normally). Maybe you can change the abilities to be more different fro each other, so they can each fill a unique role in the champion's kit. For example, fire could be focused on dealing damage, lightning on movement speed and self-utility, water on CC and earth on defense. You've got the successful foundations of this idea, but it could be a little more fine-tuned.

Cheers

Tamur1 votes

Tried your ability suggestions before then the thread went from +2 to -2 in a hour

I think if the Ult was a nomal ability it might be too over powered.

Tamur1 votes

made changes

Tamur1 votes

corrected spelling errors

Captain No Pants1 votes

very detailed on the concept. I feel the ultimate is a little harder to stack for the passive, consider its cd is longest 50 secs. The late game ultimate would be op as kayle's ult, or better, because even though kayle's ult protects from damage, it doesn't prevent cc or being target. I would have its cd lower to 12 secs for less. And instead of being untargetable i would make it

Passive - Increase armor or Resistance to stun Active - create a shield for 3 secs on ally or self

His skills should be like udyr's, which any skill can be unlock at level 1 , because i feel that all the elements should be equal .

Tamur1 votes

Made changes

SpiceIsRight1 votes

Got a sweet champion here man, I love how we both used the elements in fun but unique ways. Just have two quick questions/comments:

  1. If one ability hits 3 stacks, stacks for all abilities reset correct? If not, that's what I'd recommend for balance or you could stack the passive pretty hardcore between abilities.
  2. Ultimate is nice, but feels a little anticlimactic. What if the shield heals for a percentage of the remaining shield after the 3 seconds so that despite enemies generally waiting for the shield to go down, they have to actively burn the shield or face a pretty hefty heal on the target.
Tamur1 votes

Made changes

Tamur1 votes

Made Changes

Tamur1 votes

Removed tenacity from Ult

Tamur1 votes

Made changes

Tamur1 votes

made changes

detrixion1 votes

I really liked the idea especially how he uses an element in each ability

Tamur1 votes

Made changes

Tamur1 votes

bump

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