[Champion Suggestion] Venator, The Knight of the Isles

TheKillerMilkman·4/11/2015, 9:46:36 AM·7 votes·1,371 views
http://imgur.com/3u8HsSB

Stats: Primary Bar: Health Secondary Bar: Adrenaline Attack Power: 7/10 Defense: 7/10 Ability Power: 2/10 Difficulty: (Probs about) 8/10 Roles: Fighter/Tank Lanes: Top/Jungle

Basic Lore: Gender: Male Race: Undead, Formerly Human Birthplace: Mount Targon Current Residence: Shadow Isles Occupation: Reaper and Soul collector Allies: Mordekaiser Mordekaiser, ThreshThresh , KarthusKarthus Rivals: PantheonPantheon , LeonaLeona Affiliation: Shadow Isles

Appearance: Venator is a warrior clad in all black armour decorated with the livery of the Shadow Isles. He is followed by a small amount of the black mist that lingers around him and fights using a sword and shield. He is pictured in the link. He speaks with a similar voice effect to Thresh or Karthus.

Lore: Venator is the younger brother of the warrior Pantheon. He was a skilled warrior with a great deal of respect for his brother but could never best him using the methods taught to him by the Rakkor. Because of this he set out into Valoran in order to find warriors who could teach him ways to fight unknown to the Rakkor and himself. His journey lead him to the Shadow Isles where he served as a bodyguard for a group of scientists who had set up an expedition to explore the dead land. All of the crew were killed in the Isles but Venator's skill in combat was noticed by Karthus who resurrected him so he could fight for the Isles and find warriors to lead it's armies. He now serves the Isles by venturing out into Runeterra and harvesting the souls of strong warriors and mighty Generals to lead the undead hordes of the Isles into war when the time for conquest comes. However his true aim is not to lead the Isles but to test his newfound strength against his brother and see if he can finally defeat him.

Abilities:

Passive: Adrenaline: Whenever Venator deals damage, takes damage from a champion, uses an ability, or a nearby champion in vision range deals damage to another champion, takes damage from a champion or uses an ability (Excluding passives) Venator gains Adrenaline up to a cap of 100. Adrenaline decays rapidly out of combat.

Q: Shield Throw/ Shield Bash:

Passive: Venator gains 10/15/20/30/40 bonus armour.

Offensive stance:(Cooldown: 12/11/10/9/8) Venator throws his shield in a skillshot in front of him, losing the passive portion of this ability, dealing 70/120/160/210/260(+80% AD) damage to enemies struck and ricocheting off of enemies and terrain, dealing 20% reduced damage per enemy struck and resting at the end of the range. The shield is returned to Venator when he walks over it or when the ability's cooldown finishes, giving back the lost armour and, if the shield is retrieved, reducing the cooldown of the ability by 30% If Venator has 50% Adrenaline or more the first hit of the shield against any target applies a 20% slow for 1 second and use of the ability consumes 30% of his current Adrenaline.

Defensive stance: (Cooldown: 10/9/8/7/6) Venator performs his next basic attack with his shield, stunning the target for 0.4/0.5/0.6/0.7/0.8 seconds and dealing (+30% AD) bonus attack damage. If Venator has 50% Adrenaline or more the attack deals 60% bonus AD rather than 30% bonus AD and use of the ability consumes 30% of his current Adrenaline.

W: Relentless Charge/Stand Firm:

Offensive Stance:(Cooldown: 14/13/12/11/10) Venator Charges at a single target enemy and slams into them with his shield, dealing 70 / 100 / 130 / 160 / 190 (+50% AD) physical damage. If Venator has 50% Adrenaline or more the charge continues, carrying the enemy a short distance with him when he reaches them and use of the ability consumes 30% of his current Adrenaline.

Defensive Stance: (Cooldown: 13/12/11/11/10) Venator raises his shield and braces himself, reducing damage taken in a 45° angle in front of him by 6/7/8/9/10% (+8% Armour) (+7% AP) for 5 seconds. If Venator has 50% Adrenaline or more the angle is increased to 60° and use of the ability consumes 30% of his current Adrenaline.

E: Warcry/Retaliate:

Offensive Stance: (Cooldown: 12/11/10/10/9) Venator emits a powerful warcry, dealing 60/80/105/130/160 (+70% AD +30% AP) magic damage in an area around him and slowing both the attack and movement speed of enemies caught in the blast. If Venator has 50% Adrenaline or more he gains an extra 50% attack speed and use of the ability consumes 30% of his current Adrenaline.

Defensive Stance: Passive: Venator gains a 10/13/15/20/25% chance to deal a counter attack upon being struck by an attack from a champion in melee range. This the damage dealt by this counter is equal to 100% of Venator's Base attack damage. Active: (Cooldown: 17/16/15/14/13) When activated Venator gains a 100% chance to counter for 4.5 seconds but the counters deal only 50/60/70/80/90% of Venator's base attack damage. If Venator has 50% Adrenaline or more the counters will heal 15% of damage dealt and use of the ability consumes 30% of his current Adrenaline.

R: Offensive Stance/Defensive Stance: (Trained at lvl 1) (Cooldown: 5)

Offensive Stance: Changes Venator into his Offensive stance and consumes 50% of his current Adrenaline. Whilst in his Offensive stance he has access to his Offensive Stance abilities whilst suffering from 10% reduced armour and magic resist but gains 10% increased attack damage, attack speed, movement speed and ability power. Venator's first basic attack after changing to Offensive Stance is empowered and deals 40/60/80/100 (+50% AD) (+100% Current Adrenaline) bonus attack damage.

Defensive Stance: Changes Venator into his Defensive Stance and consumes 50% of his current adrenaline. Whilst in his Defensive Stance he has access to his Defensive stance abilities whilst suffering from 10% reduced movement speed, attack speed, attack damage and ability power but gains 10% bonus armour and magic resist. Upon activating the ability Venator gains a shield that absorbs 30/50/70/110 (+30% AP) (+100% Current Adrenaline) damage and lasts 4 seconds.

23 Comments

DrPeterson4/11/2015, 10:02:32 AM1 votes

For his skin, give him cell-shaded light blue armor, and make a shovel his weapon.

Svddenly4/11/2015, 10:52:11 AM1 votes

Here's what I think of him.

Passive: Does he really need a new resource? Would mana not accomadate him well? His abilities don't interact with it at all. I think you should see about making his abilities more powerful or have extra effects if he has more adrenaline. Because at the moment it's just free stats for no real reason.

Q: Offensive stance gives armor? Odd. A 0.4 second stun? That's nigh nothing. Otherwise a decent ability.

W: The defensive stance for this lasts way too long. 15 seconds? That's around the length Rengar is stealthed when he ults. Compare to Braum's one-way shield.

E: If he counters the attack does the attack still deal damage? If it doesn't, then 100% to counter for 11 seconds is really long. 11 seconds is really long in general. You should reduce that.

R: Make it available at level 1 (i.e. already trained) and make it go up to 4 ranks to show this. The lifesteal on his offensive stance seems out of place. "70/150/200 (+60 AP)" Change this to 80/120/160/200 (+60% AP) (if you do a 4 rank ult).

Conclusion: He needs some tweaking. Try to put cooldown numbers in there sometime.

TheKillerMilkman4/12/2015, 4:11:19 PM1 votes

I am looking at how the adrenaline could interact with the other abilities. My current idea is to have them each have a bonus affect at 50% adrenaline but I am not sure how well this would work due to the adrenaline consumption on the stance change.

Any thoughts?

TheKillerMilkman4/16/2015, 4:42:51 PM1 votes

Changes made to the ability "Warcry" so that it scales off of AD, not AP. May move this active to the Q so "Shield bash" is levelled as well as "Warcry".

Thoughts?

TheKillerMilkman4/17/2015, 3:57:04 PM1 votes

Reduced the damage scaling on "Shield throw" from 100% AD to 60% AD, Cooldown increased to 10 at levels 4 and 5 and cooldown reduction on pickup changes to a reduction to 1 second from 30% reduction.

Reduced AD scaling on "Warcry" to 40% and added 50% AP scaling.

Changed added 7% AP scaling on "Stand Firm".

Changed AP scaling on Defensive stance shield from 10% to 30% AP.

TheKillerMilkman6/21/2015, 1:14:52 PM1 votes

Heavy tweaks made to scaling on abilities and passive armour on Q constant with both offensive and defensive stances.

TheKillerMilkman12/19/2015, 2:01:23 PM1 votes

Decided to come back to this champ. Love to hear some input, thanks.

Jabberwöcky12/19/2015, 2:10:42 PM1 votes

For a voice, similar to Hecarim would be better than thresh or karthus.

And throwing the shield... Not too sure about that.

Maybe if there was a way to "Throw the shield", but then he two hands his sword/axe instead of one handing it, and it gives him more damage/lower AS, while the shield throw still does a slow damage, with reduced damage than you have said, would give him more of a "menacing" feel...

"GET BACK HERE" Throws shield-slows you, two hands weapon, marches towards you.