[Champion Concept] Valerius, The Commander of Targon

Warlord Dienekes·6/6/2016, 11:24:33 PM·9 votes·2,215 views

http://i.imgur.com/uyOARg2.jpg

Not my picture, found it while google searching "Roman Legionnaire."

Concept This is my first champion, I have always been interested in commanders and generals in fiction, and while technically both Nasus and Swain are generals in their lore, in their actual gameplay they don't really behave like commanders to me. A commander steps on the battlefield and has everyone else listens to them, and follows their lead. Which admittedly, is difficult to make exciting as a lot of times that is portrayed in games by giving people passive auras, which is kind of boring and is usually lost on those who are receiving the benefit (or punishment) from these auras unless there is some huge visual representation of what the aura is doing. So this is an attempt at a commander without auras, mostly.

The other design goal is to see if a Support could make a melee class viable in the Bot lane. Now Riot tried that before with Mordekaiser, but it was kind of gimmicky (with the always reaching level 6 first thing) and oppressive. My hope is this support champion will allow for more champions to see play bot lane other than ADCs. So, I drew up what a champion would need to make melee viable in bot lane and I came up with: Damage Mitigation: since it will be attacked far more than it can attack Gap Closers Late Game Damage: ADCs are there primarily so that once late game occurs, they have far more ability to kill than most other roles A means of keeping an ADC in melee range

All while, hopefully, still allowing some form of counter-play.

And I tried to make a champion that allows for this, and still feels like a commander. So take a look and tell me all that's wrong with him.

Role: Support

Statistics (Level: 1 - 18): Health: 575 - 2173 Health regen: 8.2 - 25.2 Mana: 341 - 1092 Mana regen: 7.5 - 20 Attack Damage: 50 - 140 Attack Speed: 0.6 - 0.725 Armor: 24-87 Magic Res: 32.1 - 53.4 Movement speed: 330 Melee Range: 125

Passive: Coordinate Attacks

If Valerius deals damage to an enemy champion they become marked for 2 seconds. The enemy will then be effected by one of the following status effects based on the number of allied champions that damage it within those 2 seconds:

1 ally: Grounded for 1 second 2 allies: Rooted for 1 second 3 allies: Stunned for 1 second. 4 allies: Stunned for 2 seconds.

While multiple opponents can be marked, once the first is dealt damage by an ally all others lose their mark. In addition, if a marked opponent is damaged by an ally, no enemies can be marked again for 10 seconds. If multiple marked opponents are damaged instantaneously the closest opponent to the ally that damaged them remains marked.

Q: Command Volley

Valerius orders nearby allies to fire upon a target area, creating a barrage of projectiles that land in .5 seconds, damaging all enemies hit and slowing them by 30% for 2 seconds. The more allies within a 300 radius of Valerius the larger the target area. Each allied minion close to Valerius increases the area by 10. Each allied champion close to Valerius increases the area by 50 and deals additional damage.

Range: 800 Radius: 125+X Maximum Radius: 250/300/350/400/450 Damage: 40/75/110/145/180 + (50% bonus AD) + 10/20/30/40 damage for each allied champion close to Valerius (damage per allied champion is increased at levels 6, 11, and 16) Cooldown: 4 seconds Mana cost: 40/45/50/55/60

W: Shield Formation / Shields Up

Shield Formation

Valerius rushes to his allies side, forming one hit-box. While in Shield Formation, Valerius cannot move on his own, and trying to move will end Shield Formation as will using Flash, Teleport, Ghost, or Mark/Dash. He cannot be targeted by spells, but if the ally Valerius used Shield Formation on is targeted by spells they effect Valerius as well.

The target of Shield Formation gains a shield equal to 1/3 of Valerius's current health. A percentage of the damage that is dealt to the shield is subtracted from Valerius's health as though he was damaged. If the shield is destroyed or Valerius runs out of health Shield Formation ends. If Valerius is still alive he will appear behind the ally.

If Valerius's ally is making a melee attack, Valerius also attacks that same target, but only deals 50% damage. If the enemy is killed from these simultaneous attacks the ally is considered the killer.

Range: 300 Percentage of damage to the shield inflicted on Valerius: 98/96/94/92/90% Cooldown: 15/14/13/12/11 seconds after Shield Formation ends. Mana Cost: 75

/

Shields Up

While in Shield Formation Valerius can raise his shield to provide further protection for his ally. This restores some of the shield provided by using Shield Formation and increases the allies Armor and Magic Resistance for 1 second.

Every cast of Shields Up grants 1 stack of Cooperation. At 2 stacks the next cast of Shields Up will have Unbreakable Formation.

Unbreakable Formation: Shields Up will provide the the ally immunity to CC for .5 seconds.

Shield Bonus: 30/50/70/90/110 +5% of Valerius's remaining health, up to a maximum of 1/3 Valerius's total health or Valerius's remaining health, whichever is lower. Armor bonus: 10/20/30/40/50 + .1 of Valerius's bonus Armor Magic Resistance bonus: 10/20/30/40/50 + .1 of Valerius's bonus Magic Resistance Cooldown: 4 seconds Mana cost: 40

E: Command Advance

Valerius throws his standard to target location, where it remains for 6 seconds. All allies moving toward the standard gain bonus movement speed. Once per cast, if Valerius or the ally that Valerius is in Shield Formation move within 600 radius of the standard and right-click on it, they will dash forward to the standard, stopping at the first enemy champion or wall they meet. At the end of the movement Valerius or his ally will auto-attack the closest enemy champion, or unit if there are no enemy champions within range.

If Valerius hits an enemy champion when he throws his standard it will stay with that enemy champion, allowing Valerius or his ally to move directly to that enemy.

Range: 800 Standard Clickable Radius: 600 Movement Speed Bonus: 20/25/30/35/40 Auto-Attack Bonus Damage: 20/27.5/35/42.5/50% Cooldown: 15/13/11/9/7 Mana Cost: 80

R: Choose the Battleground

Valerius designates a wide radius where his armies will be more effective for 5 seconds. All allies within the radius deal additional damage, which increases with the number of total allied champions in the area. For every enemy champion killed within the chosen battleground the radius increases by 200 and the duration restarts.

When he is fighting in the chosen battleground, Valerius's passive Coordinate Attacks is taken off cooldown, in addition, multiple enemies can be effected by Coordinate Attacks at once.

Range: 1000 Radius: 600 Increased Damage Percentage: 3/4/5% damage + 1/1.25/1.5% for each allied champion within the area (including Valerius). Cooldown: 150/135/120 Mana Cost: 100

Thoughts and Reasons So that's my take on a commander. It's not perfect, but I think it can give a melee character a fighting chance in bot lane.

The Q: As I said if the Valerius and his ally are going to have any success they will need some way to consistently harass their opponent. Now, how does a commander attack at range? Well he gets everyone else to do it for him. I like this ability for a few reasons, though I'm sure the numbers could use some tweaking. The enemy champion is given a few different methods of dealing with the Q, the first is of course dodging it. The second is last hitting minions consistently. Despite the relatively low cooldown of the ability (it's going to be one of the few things that Valerius can consistently do while his W is up, I think it needs to be a bit low on the cooldown) the radius is crap if there are no minions nearby. So, while the first Q to go off with a fresh wave of minions may be big, a decent ADC can keep whittling down on the minion wave which will keep reducing the power of Valerius until the next wave. Giving some obvious times of strength and weakness.

The W: Alright, probably the key ability of Valerius. When I designed him, I had in mind this soldier who commanded from the front lines shouting orders. But a part of that is the idea of a shield wall that moves toward the enemy. I thought of doing something like that for his ult, where he can string a bunch of allied champions together to engage together, but I thought giving a bunch of people the equivalent of a Malphite ult was ridiculous. So, the W. It reinforces his need for a melee ally, since the ally needs to be among the minions for Valerius's Q to be effective, in addition Valerius gives a decent amount of AD to his ally. I think this was necessary since, essentially, the bottom would now be a 2v1 lane this would have to be pretty strong. But just giving the ally a bunch of stats seemed cheap in the other direction which is what led me to the two part W. Once Valerius creates his small shield wall with an ally he can consistently reinforce it. But, if the shield wall breaks, Valerius is out, and he is much less effective by himself. So Valerius has a means of restoring his lost shields, but the enemy also has a way to break Valerius out of the formation.

The E: The melee adc needs some way to get to the enemy, and here it is. Once more by himself gets kind of a weak gap closer/escape. But with his ally they can go forward and wreck an enemy. Now this ability has had a few variations. At first I thought I could maybe have Valerius just force the ally to move, but that seems like it would be hell to the ally. Another was that he lays a pathway down on the ground and the ally can move to it and zoom from one end to the other. I eventually decided on basically the opposite of a Thresh E, with a much wider radius to draw to it. I hope this ability is fair. Because of the necessary coordination needed for two champions to work together I think it will give the enemy adc a chance to see it coming and maybe do something about it. It also seems to be a pretty good part of the combo with Valerius's passive. Basically, since the passive takes 2 seconds to take effect no matter what, Valerius and his ally need to be working together very well to set off a Q to start the mark, and then follow up with the E and the ally to attack at just the right time for the mark to take effect and the ally to deal damage at the moment the 2 seconds is up.

The R: Late game ranged ADCs are the high damage masters of the game. If Valerius is going to be viable he needs some method of getting his team to deal equivalent damage. On the whole, the initial spell is initially far weaker than a Vladimir ult, but covers more ground (maybe too much ground), and woo boy does it pay dividends if you get your team organized enough to use it right. That's what I think the commander champion should feel like. You're trying to set up situations for your team to win, and I hope this spell feels gets that feeling right.

Short Lore

"You followed me from the Serpent's Pass, and fought beside me to the very foot of our home. Follow me one last time, and this war will be over. One more battle and our glory will be eternal." -Valerius

The unbeaten commander of Targon, Valerius was born the illegitimate son of a Rakkor king and a Messali peasant. At first distrusted among the Messali and ridiculed among the Rakkor he toiled on the training grounds and with any book on war he could find to prove that he was worthy of being called his father's son. Though the king helped him, and used him as a page and later an advisor, it wasn't until after his father's death that Valerius gained command of the Rakkor armies and guided a defense of the mountain from an army of raiders.

Despite numerous challenges Valerius beat back any foe, all while using his prominence to solve the problems he saw among the various tribes of Targon. For decades he commanded united armies and advised numerous kings, until he saw his children killed upon the battlefield. Retreating to a life of study, Valerius let the people of Targon live in relative peace under the tentative balance of power he had created. Only now he has been called back to the field once more. The Elders of the Solari have been killed by a moon worshiping heretic, and the gods have returned to the mountain along with dragons from the stars. The world is in chaos, and many are looking to their old commander to once more bring order to Targon.

Quotes and Interactions: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/kTaJFAbZ-champion-concept-valerius-the-commander-of-targon?comment=0005

Long Lore and Color Lore starts here: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/kTaJFAbZ-champion-concept-valerius-the-commander-of-targon?comment=00050000

A bit of a warning, the Quotes and Lore I've taken an inspiration from the newer released or reworked champions, so it's a lot. The Long Lore is just shy of Azir's Long Lore in length, and the short story is long compared to everyone except Aurelion Sol's and Taliyah's shorts. Both of which blow his out of the water, but still, it's a long read. So please, tell me how this looks. Any advice and criticism is welcome.

CCOS Neighbor Stuff 1 http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/BXgZH8i8-rai-glimmer-of-the-calvary-champion-concept?comment=000a

2 http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/PpWBLAX0-avon-the-transcendent-reborn-the-dragon-knight-of-the-rift?comment=0003

3 http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/VGpAuMdI-champion-concept-setri-the-zenith-mercenary?comment=0003

4 http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/oNuc1nAP-champion-concept-scolac-the-thiefs-guardian?comment=0005

5 http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/BQAUGw2k-champion-concept-kohral-wujites-dancer?comment=0001

29 Comments

hipopotosaur6/6/2016, 11:45:24 PM3 votes

This is an incredibly fleshed out champion design and it looks amazing, i like the idea of sort of a transforming champion except one that transforms onto an ally, it would allow for so much play making potential and would force the enemy to spread out, especially during his ult, making for easy pickings, maybe to easy? idk this is a great idea though!
[slayer-pantheon-thumbs]

Crazymage1236/7/2016, 12:27:19 AM3 votes

Very unique and cool concept.

Arakadia6/12/2016, 5:33:14 AM2 votes

First of all this concept is very well thought out and complete. While his subtitle could be a bit more interesting I like his lore and theme. You really bring out the commander, leader theme in an interesting way. His passive is confusing. If the mark is consumed upon an ally attacking, then how do multiple allies trigger the mark?

This support fills the gaps that a melee botlaner needs. He allows the melee champ to survive and stick to the adc, but not make it over bearing for the enemy adc.

He feels like he would be almost unviable in a split push comp as he relies on being with allies nearby for his abilities to be as effective, however that's partially why he fills his theme so well. As you said he doesn't just create boring auras, he brings his own awesome ideas to the table. I didn't think it was possible to make a melee champ go bot, but you did it.

I love this champion concept so much that im going to come back later and comment more as I don't have enough time arm.

CamedInYourBoi6/7/2016, 12:49:00 AM2 votes

from a design stand point I just worry his outline is too similar to pantheon.

FlameHalbrdOkido6/10/2016, 2:19:26 AM2 votes

based on ur concept notes at the beginning, it seems like ur off to a gud start

I am not sure that I understand Q at all

i think this is a gud concept to make melee bot laners more viable

sneezing slug6/12/2016, 6:38:58 AM2 votes

I like the idea of a war general, even if I think Azir already kind of holds that position. This seems really well thought through.

Passive: What does grounded mean? Do you mean rooted? If so, wouldn't a root and a slow be redundant? That's like silencing someone while stunned-- they wouldn't be able to cast spells anyways, so what good is a silence?

Q: So, does this volley include allied minions? Is there a damage cap on this? I'm assuming you've seen those large swarms of minions at late -game, so if an enemy walked up to one of those they'd get wiped off the face of this existential plane with how much damage would be done.

W: This seems really interesting and unique. I see no problems with this right now.

E: So, it allows your ADC to do a JarvanIV Q&E combo pretty much. Huh. That's interesting.

R: Got to say this is a pretty hit or miss ult, as people could quite easily just move out of this area. Not to mention that the damage increase is incredibly small. I'd advise tweaking that.

Absolutely love the lore. Very original, and I have to give this concept in it's whole a solid 8/10. Tweak some stuff, and you'll be set.

Would you be so kind to check out my own concept?

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/A9yjpKfX-champion-concept-morris-the-kingpin-of-spies

Good luck man.

ScrubCompactor6/15/2016, 7:04:46 PM2 votes

i cannot lie, i adore the idea of a tanky tactician support. this could be the very champion that allows melee ad carries to be a thing.

it's also cool how this guy is themed around the famous roman commanders the likes of Julius Caesar. guy's even got the Gladius and Tower Shield setup.

Rockman6/7/2016, 12:48:06 AM1 votes

I dunno why you turned him into a symbiote.

Do not approve.

http://i0.kym-cdn.com/photos/images/newsfeed/000/613/513/8e7.gif

Universal Scarf7/13/2016, 6:50:05 PM1 votes

Hi there!

I like your champion idea - it really does resemble of a commander! The lore and kind and thematic are really well-tied together. This is a really rare quality for champion concepts, especially in regard that this is your first one. Great Job!

Talking about his kit. It seems good to me, I would only make some really small tweaks to it.

Passive: It feels a lot like Braum. But in a good way. the only thing I would add, probably, is change the sequence a little bit. Cripple(which is what applies Grounded effect)->Slow->Root->Stun. Because, 2 second stun is a lot. Not every champion that relies on stuns has that long of a stun, not even all roots last that long, especially when you refresh it up to 3 seconds. Remember Fiddlesticks with his 3 second fear? Btt... I don't want the return of that.

Q: Really good ally-relying ability. I don't actually envision what you mean by "commands allies to attack", and what effect it has in the location that was targeted, but the power is reasonable.

W: Shield Formation is a good mechanic. Nice idea, great execution. Shields up, on the other hand, has a not-needed delay with stacks. It is really not necessary - since the buff is so brief, there is no need to cap it with a delay. Just make it a one-time re-cast, that makes the shield amount bigger, and for the next second the shield will disintegrate all abilities and attacks that hit it, only absorbing the damage. This will make it reasonable, because currently it is underpowered.

E: Nice implementation of ally-usable dash mecanic. The on;y thing is, I would apply one counterplay measure. Since this support can be picked with other adcs, marksmen, for example, it is a little too powerful to dash them directly to them. Make them dash to the marked enemy into the range of your ally's basic attacks - that will still make it possible to chase the enemy, but will remove the effect of that "a little too close" dash.

R: Good idea, but I think the numbers are a little bit too low. Try spiking it up to 10% on max levels.

Friendly Ram7/13/2016, 6:59:42 PM1 votes

Love the concept and coordination this champ promotes. My only proble is with the ulti allowing 5 2 second stuns if you guys have decent aoe.

ModEchoing7/5/2016, 11:25:25 PM1 votes

Stand back, I'm a certified hater!

This is such a cool idea that definitely deserves to be made.

He's also woefully underpowered.

The lockout timer on the passive is way too long, although I'm digging the scaling effects based on how many allies hit the target. I'd suggest a lockout of 10 seconds instead of 30. You're melee, it's already hard enough to whack the guy.

The Q is a really, really cool concept, ruined by the fact that it's purely a damage-dealing tool on a support who shouldn't need to deal damage. The terribly small starting radius doesn't do you any favors, either. You're going to want to add on something extra, like at least a slow, to make it more worthwhile.

The W is also a really, really cool concept. It is also really, really bad, since it locks you down completely and basically removes you from play as anything more than a shield. Trying to use this in the lane results in your ADC fighting a 1v2 until the shield breaks and you detach with less health than you started, which is incredibly likely given you're a much-bigger target and also dragging down your target with you once you get tagged by, say, Morgana Q or Taric E. I don't know why you can recast it while attached, since there's not much gameplay attached to that. If you HAVE to have the second cast, give it a really brief, but powerful effect, kinda similar to Fiora's Riposte.

Your E is basically a worse Thresh lantern. The extra damage does not offset the lack of shield or range Thresh's lantern gives.

The ult is actually really cool and works just fine. It's not an instant-win for the teamfight, but it gives Valerius a very valuable niche while playing up his fantasy. Change nothing about this.

tl; dr: Your basics are trash. Your ult is cool. Your champion is really cool. Keep working at this.

Valerius's kit, even when used in focus with a melee in bot lane, doesn't work. Valerius can't offset the constant stream of damage an enemy ADC will throw upon both people. If you wanted to make this happen, you'll need more than a discount lantern and a bad shield. The core goal behind them is good, but they're not doing enough as it is. For the W, I'd recommend you do NOT increase the champion's hitbox, and detach if you get hit by CC instead of making them suffer with you. I'd also recommend changing Valerius' autoattack such that he can retaliate from afar even while attached - a hand crossbow, maybe? I suggest instead of the lantern-esque effect on the E, you take a page from Bellona's Smite kit and jump to a location and plant a banner that makes allies move dramatically faster in that area. This doesn't lock you down or require you to stay attached to bring a teammate closer, while opening up the field to support all allies.

Also, make the Q a more functional substitute for not having a true ranged attack in bot lane. Again, you'll be pecked apart otherwise. If you're going to keep it, reduce the cooldown and slightly reduce the damage so you can spam it more often and keep the enemy lane suppressed. Also, clarify if the attack is like arrows being fired from off-screen or literally your on-screen allies attacking.

Keep it up.

Xilentser6/7/2016, 1:03:03 AM1 votes

like an offensive in your face version of bram with Ali's head pulv, shen's ult and vlad's ult.. Op?

Warlord Dienekes6/7/2016, 4:29:40 PM1 votes

Quotes and Interactions

Mostly just for fun I wrote these down when designing the character. Long Lore will be done either late today or tomorrow.

Selection

-Always another war

Start of the game

-Good ground for a battle

-I'm thinking of a plan, give me a moment.

-I had almost worried I'd won my last battle.

-To arms!

Movement

-Forward

-For Targon

-Clever

-We all follow commands

-One step closer to victory

-Always forward

-Good plan.

-Find the right battleground

-That's useful terrain

-Perhaps an ambush?

-No, not there.

-Lead from the front.

-All this walking is killing my knees.

-To stop the revolt

-I sense a trap.

-A calculated risk.

-The enemy must be planning something.

-We will get through this

-I'd almost forgotten how much running was in a battle

-Once more unto the breach

-We shall defend our mountain, whatever the cost.

-Never surrender

-Keep the enemy guessing.

-Wait for the perfect moment, then strike with everything.

-Know how to win, before the first arrow is loosed.

Attacking

-You've already lost

-Experience prevails

-Tiring work.

-I'm getting too old for the front lines.

-Spring the trap

-(panting)

-I lived for this, when I was young

-Attack as one (when attacking as part of Shield Formation).

-Never retreat

-Out of position, aren't you?

-Should have watched your flank

-Battle is the greatest test of a man.

-A thousand battles, a thousand victories

-Watch this, you could learn something.

-Break the enemy's will, then victory is assured

-Make them fear us, and we've won.

Q

-Loose!

-Take Aim!

-Soften them up.

-Another volley

-Blot out the sun (When at maximum area)

W (Using formation)

-Formation!

-Form Ranks!

-Hold!

-Reinforcements have arrived (when used on someone below 1/3 life)

-Testudo

-Good ground for a phalanx

W (Using Shields Up)

-Stand together

-Get ready!

-The lines do not break!

E

-Advance!

-March!

-Without mercy

-To victory!

R

-Here! Engage here!

-Exploit the opening

-The perfect position

-Keep going! (after one enemy dies within the area)

Taunt

-I can beat you now, imagine what I could accomplish in my prime.

-I came, I saw, I was not impressed

Taunt: Enemy Swain

-At last, a challenge.

-It will be an honor, defeating you.

Taunt: Enemy Nasus

-You used this tactic at the Battle of Sherai, haven't you learned anything new in 1000 years?

Taunt: Ally Nasus

_-I read your book, Development of Military Thought, it is brilliant. _

-Would-would you sign my copy?

Taunt: Enemy Aatrox

-It has always been my dream to see you fight for an enemy, and to still beat you.

-I do not need your poisonous aid to win.

Taunt: Enemy Garen

-If you were less worried about honor, Demacia would be fearsome

Taunt: Enemy Sejuana

-Your kind keep attacking Targon, and I keep driving them out.

Taunt: Enemy Jarvan

-A prince's main occupation should be the study of war.

Taunt: Enemy Pantheon

-What have they done to you, boy?

Taunt: Enemy Diana

-Your childish tantrum may have destroyed Targon.

Taunt: Enemy Leona

-You could have prevented all this, and you failed.

Taunt: Ally Leona

-Come on, girl, let's fix our old mistakes.

Taunt: Taric (allied or enemy)

-Either aid my war, or get out of my way.

Taunt: Enemy Aurelion Sol

-Take your petty squabble away from my home.

Taunt: Azir

-An emperor should learn how to command real soldiers

-Targon won't bow to some bird with delusions of grandeur

Taunt: Allied Ziggs

-I could use a sapper like you. You ever thought of a career in the military?

Taunt: Enemy Annie

-I just don't understand kids these days

-When I was your age I wasn't summoned, I had to walk to and from the battle, through the snow, uphill, both ways!

Taunt: Enemy Kindred

-I'm sure I'll be meeting you soon enough. But not today.

-If I die, at least I'm going to die on the battlefield.

Placing a ward

-Information is a generals greatest weapon

-Know the battlefield

-Know your enemies position, and victory is assured

-Always prepare for an ambush

Joke

_-One time I took a caravan over to Shurima, I needed a new heel for my shoe, so I decided to go to Wurima, which is what they called Shurima in those days. _

_-So I tied an onion to my belt, which was the style at the time. Now to take a caravan cost a gold piece, and in those days gold pieces had pictures of bumblebees on them. Give me 5 bees for a sword, you'd say. _

-Now, what was I talking about? Oh, right. The important thing was that I had an onion on my belt, which was the style at the time. They didn't have white onions, because of the war the only thing you could get was those big yellow ones. Which reminds me of a story.

Buying Heart of Gold

-Useless extravagance.

Buying Face of the Mountain

-A good Targonian shield, much better than those Shuriman models.

Buying Boots of Speed

-By the gods I needed a good new pair of boots

Buying Thornmail

-If I had these 20 years ago, I'd have my entire army wearing them.

Scoring a pentakill

-That... was not my plan, but I'll take it.

-Yes, that was my master plan all along, obviously.

Allied Mordekaiser creates a ghost using Children of the Grave

-The best weapon against an enemy, is another enemy.

Fighting an outnumbered battle (3v4, or 4v5)

-Fewer the men, the greater share of honor

Fighting in the water

-We shall fight on the beaches!

Doctor Fail7/13/2016, 1:01:52 AM1 votes

Hope you don't mind a free bump!

I like the theme behind this champion a lot. A melee support is cool enough, but a proper commander champion that isn’t based on pets is a really great and novel idea for the game. I feel like most of the champion is pretty polished, though I did have some questions about the Q and a suggestion for the W.

The passive really helps put forward the whole co-operation theme that’s seen throughout the kit, and encourages your team to participate in your passive in an active way.

The Q basically acts as your ranged attack to help you in lane, and can harass. The big question here for me is: do your allies actually attack that area, or do visual projectiles just shoot from them and hit the area independent of normal rules? I’m pretty sure it’s the latter, but since you don’t specify I want to cover the extra ground and suggest that if it is the first then you should change it to the second. Attacks and stuff tend to require a unit to hold still while firing, and it would be incredibly annoying and disconcerting to teammates if using this skill stalled them or the minion wave, no matter how small that stall could be.

The W is probably the most interesting tool in the kit, and I really dig the idea. I’m not sure how useful it is in lane, though. Once in teamfights you can latch onto your team’s melee fighter and deal damage while acting as a shield, or even leech their mobility and gapclosers while supplementing them with your own. But since the champion is a support, this should ideally be a good tool to use in bot lane as well.

Good timing of this and shield up can help you tank for your lane partner at the loss of your own health, but then your lane partner is in some ways a teammate short while you’re shielding. I assume you could throw out your Q while guarding, but the combined mana cost seems too expensive to be reliable in the early laning phase. The attacking shared targets mechanic in this move seems meant to soften this blow, but as ranged attackers most adcs can’t really trigger your attacks. I feel really strongly that you should change the way Valerius targets while in shield formation. I would suggest that you either have him:

A. hit nearby targets regardless of what the person he’s on is doing (if he accidentally offs a nearby a creep in lane, the kill is credited to the person he’s latched onto anyway.)

or

B. even better, have him retain control of his targeting. You could, for example, have it so that clicking an enemy makes him target them if they’re in range, but do nothing if they are not. This would help give you a slightly more active role while in shield formation, and would allow you to do things like consistently attack at a unit that’s managing to stick to your protected ally. Added bonus: Outside of the lane phase and once in a group environment, This would basically be you suggesting what target to focus, so long as attacks while shielding can trigger your passive. This seems very fitting to the theme

The E is pretty simple and clean. It works. Nothing particular to say about it other than it sticking to champions he hits with it is pretty cool.

The R is super cool and definitely gives this champion a presence in teamfights without being too much. It really cements the theme of a commander

Overall I really like the champion concept a lot and think you did a really good job.