[Champion concept] Iaraan, the smoldering smith

Atinizer·6/11/2017, 5:35:18 PM·3 votes·974 views

A grumpy old man looking to show that kickin' it old-school is way better than this new-age Piltie nonsense. (Probably like the racist grandpa at thanksgiving.) He's into the old fashion crafts like hammering a sword to perfection rather than cooking up some weird scissor leg laser rubbish. He's designed to be a tanky jungler who excels at diving as well as being adaptable in different situations.

Passive: Master piece Iaraan gains inspiration and materials from each champion, turret, or epic monster he assists in the killing of. Champion assists and kills give 1 point, and assisting in the kill of an epic monster or turret gives 2. These points can be exchanged to craft an item or upgrade an item. Can only be crafted once and cannot change upgrade paths. Crafting:

Extra item slot: 15 points

Work in progress: worth 1 point 100 + 20 per level health 5 + 2 per level damage

Attack branch Elegant blade: Worth 2 points + Work in progress 100 + 20 per level health 10 + 2 per level damage Unique passive: Damaging an enemy with basic attacks grants 3% attack speed for 5 seconds (Stacking up to 5 times on the same target)

Shamshir: Worth 4 points + Elegant blade 100 + 20 per level health 14 + 2 per level damage 20% attack speed Unique active: Gains 5 damage for each item you have for 5 seconds. (60 second cooldown)

Utility branch Runic armor: Worth 2 points + Work in progress 150 + 20 per level health 5 + 2 per level damage Unique passive: Gains 20% Tenacity and slow resistance after 2 seconds in combat, lasts for 5 seconds. (20 second cooldown)

All-Terrain Armor: Worth 4 points + Runic armor 150 + 20 per level health 5 + 2 per level damage Unique passive: 30% Tenacity and slow resistance

Defense branch Sturdy pauldron: Worth 2 points + Work in progress 200 + 20 per level health 5 + 2 per level damage 20 armor 20 magic resist

Sacred armor: Worth 4 points + Sturdy pauldron 350 + 20 per level health 5 + 2 per level damage 20 armor 20 magic resist Unique passive: Gain 50% bonus armor and magic resistance after being in combat for 4 seconds, lasts for 3 seconds. (70 second cool down)

Q: Use your back Mana cost: 60/70/80/90/100 CD: 10 Enhances your next basic attack to deal 40 + 8% of target’s max health as physical damage and gain a shield from physical damage equal to 80 + 6/8/10/12/14% of your max health.

W: Rusted nails Mana cost: 60 CD: 12/11/10/9/8 Scatters nails in an area that deal 60 + (55% AD) physical damage to enemies hit and slows them by 20%, enemies that walk in the nails take 10/15/20/25/30 + (30% AD) physical damage for each half second they spend inside it. Lasts for 2/2.5/3/3.5/4 seconds.

E: Welding strike Mana cost: 100 CD: 12/11/10/9/8 Dashes a short distance and drags the first enemy champion hit with a red-hot chain dealing 70/85/100/115/130 + (40% AD) physical damage. If they collide with a wall the enemy is tethered to the wall by the chain that lasts for 2.5 seconds preventing them from moving further than 400/350/300/250/200 away from the tethered location. Note: Cannot be dashed out of but warps like Ezreal or flash will break the link.

R: Nail in the coffin Mana cost: 150 CD: 90/75/60 Leaps into the air and drives a gargantuan nail through the targeted enemy champion, rooting them in place for 1.5/2/2.5 seconds and dealing 150/225/300 + (100% bonus AD). For the next 3 seconds the target cannot be healed in any way (except summoner heal).

7 Comments

TheMoralSupport6/16/2017, 3:20:13 PM1 votes

I'm getting serious Torbjörn (OW) vibes from this! Would be cool to see something like this in league, I've always loved the blacksmith-aesthetics. Looking at you blacksmith Poppy. There's a lot of space regarding toying around with his appearance. He could be a stumpy lil man that carries his trusty sledgehammer scalding hot at the tip, but also a tall and heroic aristocrat from Piltover who enjoys the fine craftsmanship. Someone who looks down on hex-tech and the entire concept of merging magic and tech. I personally like this approach, kinda hollywood-esc gray wolf with a confident and determined outlook on life. I picture something like Jayce's old uncle who's got really fancy clothes (but still practical) that is known for his amazing craftsmanship and looks down on the Zaunite and their primitivity.

Appearance aside, I feel like the abilities are a little generic maybe? I really like the passive and it really suits the concept, but I feel like his kit lacks some "Oumph". I'm not that great at creating uniqye ability Ideas but I feel like he's lacking something in the characteristic traits department.

SomeStars6/16/2017, 8:06:06 PM1 votes

but... but .... what about doran ;-;

Killed Inaction7/31/2017, 6:10:43 PM1 votes

I like the base idea, and hopefully my input will be able to help with some stuff.

To start off, the passive. The rate of gaining points seems good. At 15 points he gets an extra item slot—is this for general use, or for the other part of his passive? No matter the cost, a blank extra item slot is very strong. It gives a massive advantage in the late-game, so keep that in mind. Looking at the other parts of the passive, it seems like those are intended to go in the extra armor slot. Keep this in mind: Viktor has an upgrading passive item, but it takes up one of his item slots.

I think the Work In Progress should be something he gets at level 1, but don't let it have all those stats. Maybe something like this: 20 HP per level 2 AD per level Just take off the base stats and make it a small level scaling thing. It's going to be upgraded ASAP, and it's not too strong to start you off.

Let's look at the level 18 bonuses, shall we? Shamshir: 460 HP (that's a lot for an offensive item) 50 AD (decent for an AD item, not too strong) 20% AS Active: +30 damage for 5 seconds (30 second cooldown) Thoughts: It's a bruiser item similar to Black Cleaver that essentially comes from extra rewards for objectives and kills. It feels really good as an item out of the base 6. As a 7th, it seems too strong.

All-Terrain Armor: 510 HP 41 AD 30% Tenacity Thoughts: Okay, so this one is basically Merc's Treads with HP and AD instead of move speed. It'd be awesome stacked with Ninja Tabi. This is also a bruiser item, and it honestly doesn't feel much different from Shamshir.

Sacred Armor: 710 HP (second highest HP benefit in the game; keep that in mind) 41 AD 20 Armor 20 Magic Resist Passive: 50% bonus Armor and MR after being in combat 4 seconds, lasting 3 seconds (70 second cooldown). Thoughts: The HP is really strong, but it feels good that way. The Armor and MR are nice, and the passive feels well-placed. 41 AD on it is not necessary. It's already on-par with any other tank item in the game; AD on top of that is too strong. While it has the AD, it feels like another bruiser item, not a tank one.

My suggestion: Don't add in the extra item slot. Let those items stand for what they are, like Viktor's upgrades. I'd like to see HP taken off (or at least mostly) the Shamshir, and some more AD stacked on. The active effect could be AD, AS, or move speed; all would feel good on it. Keep in mind, though, that he doesn't have much sticking power. Movement speed might be the way to go, or consider a slow.

The All-Terrain Armor feels nice. Give Shamshir its own identity and this one stands strong. The overlap is more from Shamshir.

The Sacred Armor is a good tank item, but the AD sends it over the edge as too powerful. I get that he doesn't really have a passive after he gets these, but the tank stats are worth getting.

If you take off the extra item slot given by the passive, you could possibly use the point system in other areas. Solidify his identity as a late-game champion. Let him further upgrade those items at a massively increasing cost, or maybe provide small bonuses to his abilities for the points, up to a limit. He doesn't have to have infinite scaling, but let him build up to that late-game and be his strongest around the 45-50 minute mark.

Right now, the meta has games lasting around 30 minutes. This might change, but it might not. If he's going to be that late-game powerhouse, he also needs to have some early strength of his own. Not losing lane can mean pushing the game out longer if you can't win early yourself.

Next, his abilities. Q: Use Your Back This is one of those abilities that you put one level into and leave it alone until the other abilities are maxed. Most of it doesn't upgrade as you rank it up, and the mana cost goes up significantly. Here's my suggestion: Cost: 60/75/90/105/120 Cooldown: 15/14/13/12/11 seconds Damage: 20/30/40/50/60 (+.7 AD) +6/7/8/9/10% of the target's max HP as physical damage. Shield: 30/40/50/60/70 (+.4 MR) (+.4 Armor) +8/9/10/11/12% of his max HP as a physical shield. Put some scaling into it, both from stats and as it levels up. It'll have a high mana cost, but it gets significantly stronger as you level it up. Make it feel good to build tank, not just damage. Give the players options.

W: Rusted Nails I feel like the damage is really high for the mana cost, and the duration is very long compared to the cooldown. I'd want to see more scaling on other parts of it. Suggestion: Cost: 60/70/80/90/100 Cooldown: 18/17/16/15/14 seconds Damage: 30/40/50/60/70 (+.55 AD) base, then 10/15/20/25/30 (+.25 AD) every 1/2 second. Slows by 20/25/30/35/40%. Duration: 2/3/4/5/6 seconds It's more gated by the cooldown, and the significant power increase with levels makes it worth investing into. Not terribly strong early, but if you're top lane and expecting the jungler to gank, it might be good to level up for the slow.

E: Welding Strike This has a really low cooldown for the ability. It has a 2.5 second tether potential with a 5.2 second CD with 45% CDR at max rank. We should have an estimation of what a "short distance" is. Cost: 70/85/100/115/130 CD: 18/17/16/15/14 seconds Dash: 700 units? The damage looks good. Tether distance looks good. Tether duration: 1.5 (+.5% Armor) (+.5% MR) seconds. (Decreasing returns after 100 Armor/MR, 300 max effect on both for 4 seconds) Putting in some defensive stat scalings. Make it seem like you're not useless if you're tanky. (EDIT: small change to suggested CD)

R: Nail in the Coffin I don't have much to say about this one, except maybe lower the cost to 100. This ability is good pretty much only against life steal and healers, so keep that in mind. It's very situational.


All in all, I feel like it's a good champion concept. I like the idea of a real blacksmith character. I think he's going to be very heavily gated by mana in the early game especially, which is why he feels more like a top laner to me. The passive feels like a solo lane type of thing, too, and since he's a semi-tanky melee champion, top lane feels right. He could get takedowns from TP roams as well.

Please keep in mind that these are only loose suggestions. I don't know the champion as well as you do; I'm just thinking of ways I would want to see him balanced. I apologize if this isn't the sort of feedback you're looking for.

Do you have any plans or ideas for lore or stories about him? I'd like to see his personality in a more in-depth way than abilities can provide.

Hope this helps.