[Champion Concept] Dirge, Shaman of the Highlands

Jellycake Demon·4/11/2015, 12:59:12 AM·1 votes·584 views

Please leave a Comment, Review any Feed Back or your Thoughts on my Concept please, I look forward to what you have to say.

Primary: Support. Secondary: . Additional Roles: Player Choice. Statistics: Attack Power: 3. Defense Power: 6. Ability Power: 3. Difficulty: 9. Place of Origins: Ironspike Mountains. Upon Selection: I sense that you are in pain.

Health: 420(+29). Health Regen.: 2.0(+0.38) Mana: 330(+28). Mana Regen.: 1.9(+0.37) Range: 430(Range). Attack Damage: 32(+2.2) Armor: 15(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.

Friends: Udyr. Enemies: None.

Appearance: Dirge is a stocky Caucasian elderly man with dark brown hair & beard, light brown colored eyes. Dirge wears a hefty mountain outfit made from animal skins, he has an elk head on the back of coat collar, wears a pair of large boots. On his back is a backpack & has two 3ft long totems that are strapped to the backpack.

Summoner Spells: summoner 4 & summoner 3.

Item Builds: Starting Items: item 2003/item 3301/item 2044/item 3340. Essential Items: item 2049/item 3069/item 3275. Offensive Items: item 3050/item 3001/item 3027/item 3022. Defensive Items: item 3110/item 3102/item 3190/item 3025.

Passive: Spiritual Balance. For every 4% of bonus Ability Power that Dirge gets his Magic Resist will increase by the same amount & for every 4% of bonus Attack Damage Dirge’s Armor will increase by the same amount.

Q-Ability: Soul Bridging. Range: 350. Cool Down: 27/25/23/21/19. Cost: 115. Magic Damage: 20/40/60/80/100(+40% bonus AP). Activate: after Dirge has chosen a single allied Champion within this Abilities Casting Range then upon its activation Dirge will connect his soul to his allies, after the activation a tether is created between the 2 Champions. While the tether is intact Dirge will share 10% of his current Armor & Attack Damage to his tethered ally while he gains 5% of the allied Champions current Magic Resist & Ability Power, if both Champions move more that 400-Range from each other the tether will break or if an enemy Champion walks into the tether it will break but the enemy Champion will be dealt Magic Damage & will be Stunned for 1.5 seconds. Until the tether is broken this Ability will not go on its Cool Down.

W-Ability: Spiritual Burden. Range: Self-Cast. Cool Down: 6. Cost: 35 per 0.5 seconds. Passive: every 3rd Basic Attack that Dirge makes will have him create 3 small blue fireballs that will deal 5% of his current Attack Damage as Magic Damage. Activate: when Dirge activates this Ability he will start to create a 350-radius aura that emanates from his own soul, while this Ability is Toggled on the aura will drain Mana to Slow all enemies Attack & Movement Speed by 35% as well as have them deal 10% less damage from both Auto-Attacks & Abilities. When Dirge either runs out of Mana or the Ability is reactivated to cancel the Ability it will then go on its Cool Down.

E-Ability: Fervor. Range: 550. Cool Down: 18.5/18/17.5/17/16.5. Cost: 65/75/85/95/105. Magic Damage: 45/85/125/165/205(+40% bonus AP). Passive: every 12.5 seconds Dirge will release a surge of energy that will Heal the closest & lowest Health Allied Champion within 300-radius of Dirge by this Abilities current damage output. Activate: after Dirge has chosen a single enemy Champion within this Abilities Casting Range then upon its Dirge will create a large blue fireball in his right hand, after the initial cast Dirge will throw the fireball at the chosen Champion dealing Magic Damage & reduces the targets HP Regeneration by 4% & all Healing effects towards this affected Champion by 10% for 2 seconds.

R-Ability: Guardian Totems. Range: Self-Cast. Cool Down: 100/90/80. Cost: 120. Magic Damage: 40/60/80(+40% bonus AP). Activate: when Dirge has activated this Ability the two 3’ft tall totems strapped to his back will that to glow green with energy & each 1 will float on both sides of him for 13 seconds, for the duration of this Ability each totem will lock-on to a single enemy Champion within 400-radius of Dirge & every 0.75 seconds the totems will fire a green projectile at its locked-on Champion dealing Magic Damage & Shredding the enemies Armor by 10% as well as Reveal the Champion for 1 second, each continued blast against its target will Refresh the Armor Shred. At the end of this Abilities duration it will go on its Cool Down.

7 Comments

Statikin4/11/2015, 2:06:27 AM1 votes

Ha! Thats actually pretty funny, the Q is similar to the ult I created for my champ. :)

Well for some feedback- He actually seems pretty cool and well balanced, here's a few things I would like to point out though: -Maybe make the duration of the ult's totems be 13 seconds, and they fire every 0.5 seconds, this would help if he is in a teamfight situation.

-For his W's passive, are you trying to make him a caster support or AA support? This could be- every 3 ABILITY casts, he gains these fireballs and his next basic attack will unleash them on enemies.

-His E's passive is kinda strange, why does he need stacks? Why not make the heal a part of the active ability? Or you could simply make it so that every 15 seconds (2.5 secs x 6) he will heal a nearby allied champ?

Overall his kit is a pretty cool and original kit, the only real issue for me is his E's passive, other than that he is OK.

Please don't take offense, I'm just trying to give you some constructive critisism :).

Mind checking mine out? http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/BYOr548x-ccos-champion-concept-icarius-the-soul-linker

Svddenly4/11/2015, 11:06:08 AM1 votes

My thoughts:

Passive: The wording is confusing. I think you're trying to say that he gains bonus magic resist equal to 4% of his AP and bonus armor equal to 4% of his bonus AD.

Q: Does this last forever unless it's broken? Cause that's broken. Give it a duration so it's not a constant threat of a stun.

W: (Passive) When do these fireballs deal damage? W:(Active) That's a lot of mana per second (70?!). Reduce it. Maybe make it scale with level or something (see: Karthus's Defile)

E: (Passive) That heal is almost nothing. And the range at which it heals is really low. Rank 1 heal (no AP): 2.25 Rank 5 heal (no AP): 10.25. Heal per 1 AP: 0.02. I think you should increase the percentage or make the heal based on a different amount entirely. E: (Active) No problems here.

R: Does the armor shred stack?

Jellycake Demon4/16/2015, 11:01:07 PM1 votes

bump