Protective Tank Idea

GravenFear··2 votes·1,668 views

So I'm a silver support main so maybe I have no idea what I'm talking about, but I'd like to see another tank that can work both as a mid and a support (like galio).

As I was thinking about it (mainly from a support perspective) I was thinking what is one of the main things immobile adcs need, like Varus or Cait, they need someone that can keep enemies away from them.

So here's what I came up with:

Passive -

  • Hitting multiple enemies (minions or champions) with an ability generates a shield on this champion that stays until it is removed.

Q -

  • Choose a direction and fling an object into the air, directly vertical, (creating some kind of force-field type wall below it. The wall will be thinner than most walls in the game now. I was thinking about the width of Neeko's root or Arhi's charm) the wall below it will absorb any enemy auto attacks or abilities that pass through it.
  • After it reaches a certain height gravity will take its effect on it and the object will fall. Upon hitting the ground it will deal damage in a line (in the direction you picked when casting it), passing through anything it hits (excluding things like braum's wall and yasuo's wind wall), and the damage will be amplified by the amount of dmg it absorbed as it was traveling upwards.
  • This ability will be their main source of damage and shouldn't have a long channel time. (I imagined it taking about half a second to complete casting). The player can move after the initial cast (once you press Q) and the ability will continue as normal.

W -

  • Leap vertically spiraling upwards creating a whirlwind at your location that pushes away all enemies within a short range of the player (I'm imaging a radius a bit smaller than Viktor's gravity field). The push distance is also small, just so they're outside the radius of the whirlwind. Upon landing gain a shield that blocks X damage and decays over time (maybe send out a shockwave dealing damage).

E -

  • Backstep (like Galio's E) and dash, leaving behind a clone. After X amount of time the clone returns to the player and pulls the enemy towards them NO STUNS OR ROOTS ARE APPLIED (maybe a slow). (similar to how pyke's/galio's dash works but this allows you to 1. dash toward an ally, closing the gap on an enemy when they're pulled 2. dash away from an ally keeping the enemy out of melee range)

R - (not sure about this one, I tried to be creative but it's hard to come up with something that doesn't already exist, would be fun to play against, and isn't overpowered)

  • Choose one enemy, a percentage of that enemy's damage is dealt to you instead and your armor and magic defense are lowered for the duration. After X amount of time release a burst of energy healing all allied champions in range and damaging all enemy champions in range based on the damage taken.
  • If the player dies while the effect is active only the heal goes off (since the player is taking increased damage they have a higher chance of dying so it's more likely the player's team will be outnumbered faster than the enemy team if they focus this champion. The heal activates to compensate for the increased chance of your allies having to fight an uneven battle) (I was thinking the heal would be a little less than Soraka's R which should be fine since this ability isn't global, and the damage I'm thinking would be around what Morgana's R does once the stun lands)

-Graven

P.S. Of course the damage scaling should be balanced so that this champion can both 1v1 and also, not have a huge poke potential like brand or lux.

4 Comments

MooooooooreDakka1 votes

Passive: Simple but I really like the idea. I'd suggest making the shield scale with the number of champions hit by the ability to further reward skillful placement of abilities. Either way could probably work but would this have a cooldown or would it work like Mordekaiser's passive?

Q: First, this really could really use numbers for wall length, wall duration (does it linger at all?), range of the damaging portion, and possibly projectile speeds for both portions. Also, can enemies walk through the wall? Second, I love this ability concept. It's a really cool form of utility, it synergizes with his kit by letting him proc his passive from a distance but at the cost of putting this ability on cooldown, and it works well for both positions he's intended to play. Third, I'd suggest either giving him a way to manually make it transition to the damaging portion of ability or make it transition to the damaging portion automatically when it hits an enemy champion or large monster to let him use this for damage against nearby enemies. Finally, I'd suggest ditching the damage scaling with damage prevented to make the damage a bit more predictable. Also, many of the applications of this ability would involve blocking skillshots that don't do much damage or aiming the skill so that it won't even hit an enemy in order to block for an ally which wouldn't be able to take advantage of this. My suggestion to keep that general concept is to make the damage increase by a flat percent (something like 20-50%) if it blocks at least one projectile. Then you can make it so blocking any form of hard crowd control refunds part of the cooldown since that would be more generically useful.

W: Seems pretty solid. I'd suggest giving it a slow to make it a bit more impactful. I also like the decaying shield to give him access to a shield when he only has one enemy nearby and reward good timing without making it too frustrating to burn through. It also should definitely do at least some damage.

E: Very cool ability, one concern I have is that his kit doesn't give him a good way to position for offensive uses of this ability, using this at melee range to peel is basically pointless in a solo lane, and he can use it to gap close but doesn't benefit much from doing so. Maybe make his next w after his clone reaches him deal additional damage or something like that? On a related note, I don't know his cooldowns or damage numbers but where is his damage/waveclear intended to come from?

R: I don't really like the current ult due to it's power being hard to notice and it not being useful in a lot of situations. At the very least I would suggest making it not reduce his resists and give him a way to end it early to trigger the burst when he needs it. Maybe even let him target multiple enemies within an area. I'll let you know if I think of something else though it would help if he had some sort of lore.

GravenFear1 votes

{quoted}

Passive: Simple but I really like the idea. I'd suggest making the shield scale with the number of champions hit by the ability to further reward skillful placement of abilities. Either way could probably work but would this have a cooldown or would it work like Mordekaiser's passive?

Q: First, this really could really use numbers for wall length, wall duration (does it linger at all?), range of the damaging portion, and possibly projectile speeds for both portions. Also, can enemies walk through the wall? Second, I love this ability concept. It's a really cool form of utility, it synergizes with his kit by letting him proc his passive from a distance but at the cost of putting this ability on cooldown, and it works well for both positions he's intended to play. Third, I'd suggest either giving him a way to manually make it transition to the damaging portion of ability or make it transition to the damaging portion automatically when it hits an enemy champion or large monster to let him use this for damage against nearby enemies. Finally, I'd suggest ditching the damage scaling with damage prevented to make the damage a bit more predictable. Also, many of the applications of this ability would involve blocking skillshots that don't do much damage or aiming the skill so that it won't even hit an enemy in order to block for an ally which wouldn't be able to take advantage of this. My suggestion to keep that general concept is to make the damage increase by a flat percent (something like 20-50%) if it blocks at least one projectile. Then you can make it so blocking any form of hard crowd control refunds part of the cooldown since that would be more generically useful.

W: Seems pretty solid. I'd suggest giving it a slow to make it a bit more impactful. I also like the decaying shield to give him access to a shield when he only has one enemy nearby and reward good timing without making it too frustrating to burn through. It also should definitely do at least some damage.

E: Very cool ability, one concern I have is that his kit doesn't give him a good way to position for offensive uses of this ability, using this at melee range to peel is basically pointless in a solo lane, and he can use it to gap close but doesn't benefit much from doing so. Maybe make his next w after his clone reaches him deal additional damage or something like that? On a related note, I don't know his cooldowns or damage numbers but where is his damage/waveclear intended to come from?

R: I don't really like the current ult due to it's power being hard to notice and it not being useful in a lot of situations. At the very least I would suggest making it not reduce his resists and give him a way to end it early to trigger the burst when he needs it. Maybe even let him target multiple enemies within an area. I'll let you know if I think of something else though it would help if he had some sort of lore.

First off, I purposefully left out the damage numbers and cooldowns because I don't feel qualified to make balanced values. Thought I'd leave that up to riot if they take the idea.

Now in response:

Passive: I was thinking no cooldown, since their abilities can pretty easily hit mutiple enemies. I imagined 2 ability charges of the passive would give him a shield for about 25% of their hp.

Q:Well I specified about how wide the width the wall is (arhi's charm or neeko's root). The wall is connected to the base of the object that is thrown upwards and falls as the object falls (it's not a wall like braum's shield it's a wall that exists for the duration of the object on top's air time). Yeah maybe if it hits an enemy champion the wall is skipped and the damage in a line activates automatically. This is also his primary wave-clear (since it can pass through enemies), short cooldown, decent damage scaling.

W: Yeah I was thinking damage, but not too high, since it's supposed to be more for cc than damage (maybe give it some good scaling and then it could work as damage late-game for a mid-laner but would still act as primarily cc on a support (since tanks don't usually build a lot of damage)

E:This would have to mainly be combo-ed with his other abilities so E->Q or E->W(for the push away)->Q

R: Yeah his ult is really hard. The main focus of it is I want it to be a single target ability that reduces the target's damage by X amount. Mainly to counter assassins 1-shotting the adc as support, and giving them a 1v1 advatage in mid.

MooooooooreDakka1 votes

Here's a thought for the ult in terms of mechanics: make it a fairly long tether instead of a debuff which gives it a bit of counterplay but also makes the ability a lot more visible. Also, what if you made their damage just be straight up reduced while the tether is active instead of being partially redirected to him but make him take damage over time until the tether expires, is broken, or he cancels it. Not sure what good numbers would be for max duration and self damage but I think self damage would be better than a health cost since that would let him tank it with his shields. This version means that he's encouraged to time it well, it can work in a solo lane, and the enemy can potentially wait it out before using their burst damage since he still is going to be taking damage regardless of if damage is being mitigated. Maybe even make it deal some damage to the target over the duration for solo laning, idk.

More from Concepts & Creations

More by GravenFear