[Champion suggestion] The mechanical hard tank: Baldur, bound by the Moonstone

Trebbi·9/23/2015, 1:58:05 AM·1 votes·532 views

**Introduction: **

Hello, I set out to make a more mechanical difficult tank type champion who would excell as a jungler or toplaner and has to worry about 2 health bars at the same time.. if either of those die then he also dies, pretty cool right? And what if I say that one of those healthbars is basically just a immobile piece of rock that doesn't really do much than being a a burden or a blockade?

Well, so far i haven't created a lore for this champion, but his name is currently "Baldur"(sounds like boulder) and he has weaponized the "moonstone" that Nami searches so dearly for. Why does he have it? who knows... Maybe he needs to have be close to it to stay alive? This is what my kit concept is about.

From a visual standpoint I imagine a really strong person who has tied a rope to a large rock like a flail and drags it behind him, the "moonstone" is probably corrupting him and sustaining his feeble life power while he fights the urge to throw the rock back to the ocean which is what the moonstone wants.

http://cdn.staticneo.com/w/dynastywarriors/thumb/8/82/Dian-Wei-DW6-Model1.png/300px-Dian-Wei-DW6-Model1.png

Passive: The Moonstone

The "moonstone" is dragged behind Baldur and will act as a shield for anyone trying to hit his backside.(1 Teemo distance between Baldur and Moonstone) The "moonstone" has its own health-bar and stats based on "Baldurs" stats and if the "Moonstone" is destroyed "Baldur" will also die. The "moonstone" don't benefit from "Unique passive" from items. The "moonstone" cant aggro turrets, monsters or minions, but can be targetable by enemy and allied champions,block skillshots and can be debuffed, but it is immune to crowd control effects. "Baldur" has to be within a certain radius of the "Moonstone" at all times, because he is bound to it. Whenever you level your ultimate this range becomes X/X/X longer.

The "Moonstone" acts as his tank steroid and his exploitable weakness if a "Baldur" is to careless where he throws the "moonstone" he might die because the enemy just killed his stone. The idea is that along with being able to effectively have 2 health bars is that he is able to juggle between those so when he gets low on health he should try to get low on both, but the enemy could just as easily just focus on the the one that is lowest. Because of visual representation "Baldur and the Moonstone" would probably have a big overall modell where he drags behind the "moonstone" with a rope and would be extra weak to AoE effects.

R: Ultimate: Meteor Toss

Throw: "Baldur" throws the "Moonstone" up in the air to target location whereupon impact it will stun for "X/X/X" seconds and displace(since it generates terrain like Trundle pillar) anyone directly hit by it and will deal "X/X/X" physical damage. The surrounding area of the impact zone there will be a "smokescreen effect" for "X/X/X" seconds"

Range: X/X/X Cost: X/X/X Mana Cooldown: X/X/X Seconds Damage scales of: Health

Pick Up: Baldur can at any time pick up the "moonstone" when in melee range even if he has recently used his ultimate. You start the game with the ability to pick up the "Moonstone"

Cost: No cost to pick up the "Moonstone" Cooldown: No cooldown to pick up the "Moonstone"

You don't start the game being able to throw the "moonstone", but you are able to pick up the rock when after using Q and E and later his R. His ultimate serves to grant him a means to gank lanes as a jungler or to impact fights he is far away from. This comes at a risk of leaving his "moonstone" at risk of being damaged, but it might just give his team the leverage they need. This is not a global ult it is more like a Pantheon/Ziggs ultimate.

Q: High Impact

**With Moonstone equipped: **Baldur sends the moonstone forward dealing a minimum of X/X/X/X/X damage to minions and monsters along the way until it hits a champion whereupon it will in additionally crush a portion of their armor resist and the "moonstone" will stop moving after going through the champion. The moonstone will deal less damage at long range than close range.

Without Moonstone equipped: Baldur sends a shockwave forward dealing damage to minions and monsters along the way and will deal more damage the closer the target is to Baldur. If Baldur hits the Moonstone with this it will travel the distance the projectile would have, but it will gain the properties of the "moonstone", meaning it will crush armour if it hits an enemy champion and will travel through them.

Cooldown: X/X/X/X/X Seconds Armour Shred: X/X/X/X/X% Cost: X/X/X/X/X mana Damage scales of: Health

This skill is added to give him some play potential by being able to inconvenience enemies so they have to go around the "moonstone". Additionally it will work as a way to grant him the movement speed with his "W" by sending the "moonstone" forward. The reason why the the rock passes through is because how dashes work in this game and therefore it only "solidifies" when it stops.

W: Bond of the Moonstone Passive: "Baldur" gains X/X/X/X/X movement speed when he run towards the "moonstone" Toggle with cooldown: When in range activate to reverse who takes damage for X seconds unless toggled off again.

CLARITY: This means if you use this ability and the "Moonstone" is being hit "Baldur" will take the damage instead and vice versa.

** E: Anchoring the prey**

**With Moonstone equipped: ** Baldur throws a rope at the enemy champion or monster and drops his Moonstone. If the rope hits the enemy champion it will nullify dashes when the rope is tightened and slow them for more the longer away they are from the "Moonstone". However if they move to far the rope will break.

When the enemy is tied to the stone he cant use his other E or R abilities. Enemies movement is not hindered aslong as they are not tightening the rope.

Roped monsters take X/X/X/X/X% more damage from all sources

Without Moonstone equipped: Baldur charges up his strength for "X" seconds and yanks the rope and makes the moonstone travel towards him. If it hits a champion or monster along the way it will function as his "Q" ability.

Cooldown: X/X/X/X/X Cost: X/X/X/X/X Mana Slow: X/X/X/X/X% Range: X

Think about this ability like like a veigar stun, but it can only affect 1 champion. Basically when the rope is TIGHT your dashes will grant 0 movement forward. However if the rope was not tight you could dash and then run and power through the increasing slow. Yes, you will be slowed when the rope is tight, but you can break it unless the Baldur pushes the moonstone with his Q alongside you to keep you slowed for longer.

The second part of the Ability is so that he wont be totally screwed if he throws his "moonstone" out of bounds, but will require him to charge up like Zac to get his rock back beyond his regular pickup "R" range.

2 Comments

Trebbi9/23/2015, 11:11:27 AM1 votes

Any opinion, is there anything that is unclear in the post?

Trebbi9/23/2015, 7:19:55 PM1 votes

Bump