Non-healable CC Tank based on shield duration and mass-shielding

Milodic Mellodi·9/30/2016, 5:55:48 AM·3 votes·598 views

Name: Mark (for context, by no means is this his name; I just haven't decided on one yet)

Passive 1: Prideful -- Mark cannot regain Health except by Health Regen. If Mark would be healed by an ally, or by Lifesteal or Spellvamp, a shield of varying value (60%-150% based on level) is applied in its place (shields applied alongside heals are not affected). Shields given by Lifesteal, Spellvamp, and healing from Champions and/or Items last until 2-7 seconds after battle based on the number of opponent Champions in the area (2 for 0, 3 for 1, etc). {Mainly, he can't be healed like normal Champions can. All heals applied to him -- whether they're from allies, or himself by terms of Lifesteal or Spellvamp -- are replaced by a shield (which now has a duration which is increased by Guardsman). Champions like Sona that apply both a shield and heal simply apply an increased shield (that has the same combined health as both the shield and heal).} Passive 2: Guardsman (Aura) - Shields applied to Mark from OTHER champions, as well as shields activated on ally champions [X] distance from him, have a +50% increased duration. While shields are applied to Mark from any source, all ally Champions [X] distance from him gain a shield(s) with 40% the combined health of all shields on him, with all the effects of the shields placed on him. If the shield of an allied Champion (except Mark's) would take damage, the damage is shared to all shields applied by this Passive instead (this damage does not attract turret fire unless Mark and the opponent champion are in range of the turret). When a shield disappears from Mark, whether by damage or time, the same shield disappears from all ally Champions with the same shields applied from this Passive. {Part One: all shields, except from Part Two of this Passive, gain increased duration. This goes for all heals on him as well, since they become shields instead as explained above in Passive 1. Part Two: Any shields applied on him are given to ally Champions around him in this same aura as Part One, and any damage an ally would take to their shield from this Champion would instead be shared on all shields applied by this Passive. Also any effects of all shields on him are shared as well, so things like Janna's AD increase or Morgana's Magic/Effect negation apply. Any damage to HIS shields does normal damage and cuts on the shields given to allies in return, and like implied those shields will disappear if his does (as well as the effects of those shields, obviously).} Passive 3: Mark wields a lance as his weapon, making his Auto Attacks slower but longer. Attack Speed is 75% as effective on Mark as normal, but his basic attacks pierce through his target and attack the next target through it [X] distance from him. {Instead of being like Jhin in having a slow AA, he instead has reduced AA speed; in return, his basic attacks have a thinner Cho'Gath E effect in that they go through targets to the next one. Sort of like Miss Fortune's Q, but shorter and as a basic attack instead of an ability.}

Q: Biding Giant How it works: Medium-range skillshot, medium-sized circle (small for an AoE, not not small in general) Passive: This ability gains power from half the damage inflicted to Mark's Health and/or his shields, to a max of 50/100/150/200/250 damage from 100/200/300/400/500 damage taken. This amount is stored, and disappears after 8/9/10/11/12 seconds from not taking damage. Active: Releasing his pent-up frustration, Mark jumps a short distance and slams his shield on the ground in front of him [the damage applied is a small AoE circle]. Using this ability removes the amount stored by its Passive and applies the amount as additional damage.

W: Resonant Bloom How it works: Self-applied button activation Passive: Mark gains +15% Movement Speed from exiting the Fountain. Being within 1000 range of an ally increases his Movement Speed towards them by 30%. Active: Mark gains a shield equal to 1/10 of his current Health. Mark's allies with this shield on them regain Health equal to their shield's value over 5 seconds, over which time the shield bleeds away until it disappears.

E: Heroic Skewer How it works: Short-medium changable length, slightly diagonal forward line starting from right side of Mark and extending forward to the middle Passive: None Active: Mark throws his lance with gusto and pulls it after it meets its destination or it collides with terrain. If the ability collides with an enemy champion(s) before he pulls, they are Slowed and are pulled by the lance if they are within its range when he pulls it. If the ability collides with terrain, he is pulled towards the lance as well.

R: No name yet How it works: n/a Passive: None Active: Work in progress.

Obviously, it's still a work in progress, I hope you like it. I'd like feedback on how to improve him, although he's only an idea. I'd also like if someone gave him a name worthy of a Paladin/Knight figure.

4 Comments

FloRaider4210/1/2016, 10:07:00 AM2 votes

Interesting idea, but I feel like some of the effects fall flat.

Passive: First off, why does he need three passives?

1: Sounds interesting, but should provide a flat increase (value and duration) as compensation, because otherwise the benefit is to dependant on the team. How long do shields from LS and heals even last ?

2: The (+50% duration) aura is far more beneficial for some champions, while others don’t benefit much. Auras in general are kind of bland as they don’t “feel” impactful. The fact that certain comps can abuse this passive to generate very powerful team-wide shields, might warrant some tweaks.

3: Increased damage to enemies with shield is (again) too specific. AA range is part of the basic stats and, unless the range varies, not something the passive should mention.

Q-Ability: 30 seconds is to long of a duration, you should either remove the duration or limit it to 8-12 seconds. Fairly generic jump ability overall.

W-Ability: Feels counterproductive to reward him for not having a shield as his passive and this ability encourage it. Maybe make it a general increase so he can travel faster to lane and TFs and not limited to tailing allies. Does it give you a 20% HP shield, since it also heals for the initial value ?

E-Ability: No need to mention that it has no passive. I feel like the Nautilus terrain effect ,Grievous wounds and Turret damage feel tagged on. Does hitting an enemy pull you towards them? (You only specified terrain)

Ultimate: Depending on the duration and range OP. Does it operate like Sion Ult or is it always straight?

cannot be turned except by movement

Limiting the suppression to the first champions struck [think Skarner] and giving it a max range and delay, should balance it somehow. (Currently you can flash/Q behind the enemy team and drag them straight into your tower)

Overall: The idea of converting heals into shields is nice, but the second and third passive need some tweaks. Sadly the kit is less imaginative and falls a bit flat on delivering the feeling of a shield knight/paladin and doesn't interact with his passive much. You have a good basic idea and some interesting mechanics and I feel like they could result in something great with some more work.

FloRaider out summoner 31

Milodic Mellodi10/1/2016, 5:22:25 AM1 votes

Bumped, in case anyone potentially wants to give feedback on it.