Ominous the Acolyte of Death

dargon king·1/17/2015, 9:21:10 PM·1 votes·1,160 views

Melee Assassin

Health 598.2 (+84) Attack Damage 57.4 (+3.2) Health Regen 7.58 (+.65) Attack Speed .698 (+2.7%) Mana 274.3 (+37) Armor 24.32 (+3.2) Mana Regen 9.84 (+.56) Magic Res. 32.1 (+1.25) Melee 125 Mov. Speed 335

Innate- Stalker: Basic attack will deal true damage on isolated target. Effect is double on monster and minon. True damage 1/1.5/2% Maximum Health

Q- Chained Scythe: Throw scythe that grab first enemy hit, slam behind Ominous, and stuns. Large monster cannot be fling instead stun is double.Fling distance is determine by where the enemy is caught. Ex. enemy caught 200, enemy throw 200. Scythe Damage 55/70/85/100/115 (.5 Ad Ratio) Range 900 Slam Damage 30/45/60/75/90 (.5 Ad Ratio) Stun Duration 1/1.25/1.5/1.75/2/2.25 Mana Cost 60/65/70/75/80 Cooldown 10 Sec

W- Shadowstep: Instantly blink in target location and gain bonus movement speed. Ominous is always facing his previous location after blinking. Range 1000 Mov. Speed 20/25/30/35/40% Duration 1.5/2/2.5/3/3.5 Mana Cost 80 Cooldown 18/17/16/15/14 Sec

E- Broken Finger: Ominous breaks his enemy hand dealing physical damage and reduce attack speed. Damage 60/90/120/150/180 (.7 Ad Ratio) Range 200 Attack Speed Reduction 50/60/70/80/90% Duration 1/1.5/1.5/2/2.5 Sec Mana Cost 60/65/70/75/80 Cooldown 8

R- Grim Reaper’s strike: After a brief channel, Ominous flies toward his target, Damage target and nearby target, stunning primary target for 1 sec, and knockback nearby enemies. Primary Target Damage 125/175/225 (1.1/1.2/1.3 Ad Ratio) Range 2000/2500/3000 Area Damage 100/115/130 (1.0 Ad Rato) AOE 220 Mana Cost 100/125/150 Cooldown 170/140/110

Item Build item 1039 x2 item 2003 item 3340 Core item
item 3707
item 3117
item 3153
Offensive item item 3078 item 3142 item 3072 Defensive Item item 3139 item 3022 item 3025
Consumables item 2003 item 2004 item 2044 item 2043 item 2140

5 Comments

acajub1/18/2015, 4:48:38 AM1 votes

Ominous's passive is too much like something Kha'Zix already has.

Aquaman7111/18/2015, 3:17:43 PM1 votes

So, this is a great concept. There are a few flaws, though. For starters, all of your champion's abilities don't seem to cost enough mana. It's like Ominous would never run out, which is not a good thing.

Onto his Q. First off, a drawback and a stun is a bit much. You might want to reduce the stun to one second across all ranks. Also, the distance this ability travels is absurd. Ominous already has a gap closer in the form of his W. He doesn't really need two. I'd decrease the range to about 500 or 600 or so. Finally, this ability doesn't seem to do as much damage as it should. Even at max rank, he's only dealing 215 more damage than a normal attack. You might want to bump up that damage a bit.

His W us fine. Just increase the mana cost.

His E could use work. I'd increase the cooldown and drastically lower the attack speed reduction to, say, 30/40/50/60/70%. As it is, your percentage is a bit high.

For his ultimate, I'd increase both the mana cost and the attack damage. Both seem pretty low right now.

Overall, this is a great concept. It does need some clarification in areas such as lore, though. Why does Ominous exist? Anyway, keep up the good work!