[Champion Concept] Ventas, the bladed storm

Puptart·7/4/2016, 4:29:55 AM·1 votes·551 views

#Intro

I enjoy creating kits around a centralized theme. This one being a Marksman that uses blades summoned and formed from cursed metal of the void to provide DPS. Main inspiration is Archer from Fate/Stay Night, but I wanted something unique not seen at all in League that really depends on managing a mix of positioning and resources.


#Stat Info

Ranged Marksman, Mage Mana On-Hit/AD/AP


#Skills

Passive- Blade Charges: Auto Attack damage is 90% of AD. Every 3 auto attacks gain a charge. Auto attacks hit for every charge currently had, auto attack damage is split by the amount of charges + 5% on each but each hit applies on hit effects. Critical strikes multiply the amount of hits by critical damage and the normal damage is distributed across the hits + 5% on each hit. Lose 1 charge each time damaged by a champion or Neutral Monster. Max Charges base is 2.

Q- Skyfall Blade: After a short delay a blade falls from the sky at target location grounding and slowing enemies hit for 1.5 seconds by 40%. If there are 50 stacks of cursed steel, stun for 1 seconds and apply ground and slow after. Leaves behind a fallen blade with an AOE that applies stacks of cursed steel (ticks every 1/0.8/0.6/0.4/0.2 seconds). Blade deteriorates after 2/3/4/5/6 seconds.

W- Cursed Steel: Each hits apply a stack of cursed steel(stacks like kalista spears). If a target is hit by a spell, it expends the stacks dealing damage based off current health and restoring health to Ventas and stealing equal amount from target. If stacks are not consumed by a spell and target does not gain any more stacks after 5 seconds the target will take damage for half the number of stacks as true damage.

E- Blade Dash: Dash towards target location in a flurry of blades damaging enemies hit. If you hit a fallen blade, the cooldown is refreshed. Each enemy hit lowers the cooldown of Skyfall Blade by 1 second.

R- Bladework: Expend a blade charge to send out a blade in a line. Blade charge max increased by 1/2/3 charges.


#Notes

Break down of damage from charges.

CHARGE: NORM - IE CRIT

0 charge: 95% - 235%

1 charge: 100% - 240%

2 charge: 105% - 250%

3 charge: 110% - 265%

4 charge: 115% - 275%

5 charge: 120% - 285%

Remember, hits count towards the three and Guinsoo's doubles the hits and Runaan's sends the hits out to the separate targets. Allowing for ease of reaching the 5 stacks... But dueling someone will cause you to loose a stack each instance of damage taken(DoT's are good counters or ashes Q)

6 Comments

ModEchoing7/4/2016, 2:10:14 PM1 votes

You at least posted on my champion, so I'll return the favor.

Unfortunately, I'm also a certified hater.

The passive is bad. Particularly, depending on your autoattack range, it's nearly impossible to avoid getting hit and losing a charge. You build up charges too slowly to avoid losing them in a fight since anyone touching you nerfs your damage to oblivion. You'd basically end requiring the same team as Kog'Maw...but Kog'Maw can also turn on his W and have superior range AND doubled attack speed, using your same build better. Also, Kog'Maw doesn't have a penalty to his autoattacks to begin with.

Oh yeah, you're hard-countered by DoTs. If you eat one autoattack by Twitch or Teemo, all your stacks are gone. Miss Fortune dropping a E on you? No stacks. Brand taps you with anything? No stacks. Cassiopeia exists? No stacks. Singed? No stacks. Ignite? No stacks. Deathfire Touch? ...you get the idea.

The Q's not a bad idea at its core, actually, but the tick duration should not scale. Having the tick duration scale creates a weird experience for everyone where the sword seems to be more dangerous than it should be at certain points without any real indication. Similarly, I'd recommend you don't have the duration scale. Very rarely do champions have the duration on their abilities scale, since it's rather unpredictable whether someone will level it up first, creating that weird experience I just mentioned. Ults are an exception, since who doesn't level their ult at 6/11/16?

Also, don't apply this 50 stacks nonsense. Just stick to applying 1 stack, and have an extra effect at 3 stacks. Viktor's W works the same way, so it makes sense.

The W is gross and not really compelling gameplay. It's very similar to Vayne's W combined with Varus's W, except trying to break away means you take true damage anyways. Even if it's a minor amount, that's still not cool, as it defies player expectation that not getting hit will avoid damage. Other than that, it limits your options in combat, since now you HAVE to be ahead and with a stacked passive to get somewhere. At least the cursed steel stacking on the Q makes a little bit of sense - except you're using it to proc the stacks, not apply them.

The E is suicide if you try and use it for anything resembling offense. You can't get hit, remember? It's a pretty cool escape though, since you can chain it with your Q, so it's not too bad.

The ult is suicide in all situations. It wasn't bad enough that you lose charges on hit, now you have to expend them to use the ult? There is literally no situation short of chasing an almost-dead guy that you'd want to use this ult in, and in a worst-case scenario, you can't even ult since you have no charges because Teemo/Twitch/Brand/Singed/Cassiopeia/Ignite/DFT/Garen/Malzahar/Kog'Maw/Anivia/Swain/Darius has hit you.

As an ADC main, I'd skip picking this guy and just take Kog'Maw. He does the same on-hit build much better, being able to attack from a much-safer range, much faster, and without penalizing himself.

The passive is honestly a lost cause - by having it, you're trying to compete with Kog'Maw, and that's not going to work. To keep the flurry of blades motif and reinforce the mobility on your E-Q combo, I'd suggest building up charges when moving, with the next hit being a swarm of blades that either does increased damage and hits everything in an area around the target, or hits multiple times for reduced damage (maintaining the original on-hit theme). I'd recommend the first one - that sounds a lot cooler and more unique, since the only marksman really kitted for AoE damage is Graves, who has no range.

Swap out the W for an actual active. Vayne and Varus do the stacking thing better anyways. If you want to keep a focus on mobility leading to AoE, have it spew out a cone of blades that mark everyone hit, and dashing to marked targets with your E refreshes its cooldown and refunds a little mana. That lets you be a mini-Yasuo, stack up your passive, and avoid getting swatted by most enemies.

Replace the ult completely. You can do so much better than Discount Irelia Ultimate. You could take a page from Odin's Smite kit and create a ring of swords that traps enemies, but not allies, and since they're swords, you can dash through them to refresh your E. This gives you useful utility and a reason to be picked even if your damage is currently on the low side in the meta or if you're falling behind.

You'd end up with a stupidly mobile marksman/assassin that trades raw damage in exchange for dashing all over the damn place casually tossing out bursts of damage that chunk enemies marksmen and mages. Since he has to set up his dashes, you can still play around him and aim where he's going to dash, but since all his stuff sets up his dashes, he's got a bunch of options on where to dash. This also preserves the Archer-esque theme of being a swordsman that spams blades everywhere.

It's definitely workable, which is more than can be said for some other concepts on the board. Keep going.