Vestguard (the Void Soldier) [Champion Concept]
Vestguard Description: Vestguard is a melee adc who is more powerful the more health he currently has, with the benefit of rarely dying to enemy champions. His play style allows the user to be aggressive and try to poke the enemy champion out of lane, disrupting the cs. But when his health falls to a dangerous level his aggressiveness soon dissipates, not allowing much to almost no usefulness. In team fights Vestguard will always be a nuisance for the enemy team, but by slowing and dealing damage to him he can become manageable. Although he cannot die by enemy champions, they can easily lessen his health making him only a minor problem during the team fight, compared to the monster he can be with majority of his health. Do keep in mind, Vestguard can die to turrets, minions, and monsters
**Base Stats: ** Health- 365 (+62 per level) [up to 1419 total base hp] Attack Damage- 45 (+3.2 per level) [up to 99.4 base attack damage] Attack Speed- 0.651 (+3% per level) Movement speed- 360 Health Regen- 3.4 (+0.25 per level) [up to 7.65 base health regen per 5 seconds] Armor- 17 (+3.4 per level) [up to 74.8 base armor] Magic Resist- 30 (+1.25 per level) [up to 51.25 base magic resist]
- **Passive: (Infinite Life): **
Vestguard cannot be killed by champions (but can be killed by minions, turrets, and monsters). Vestguard’s basic attacks deal 25/30/35/40% 10/15/20/25% more damage. Every 1% of his health that is missing decreases his movement speed by 0.25%, damage by 0.75%, tenacity by 0.15%, and attack speed by 1%. Vestguard reduces all bonus armor, magic resist, and health by 50%. Once Vestguard reaches 0 health, due to champion damage, he is stunned for 2.5 seconds then is transported to the nearest ally turret or the nearest destroyed turret. After the stun he instantly heals 70/75/80/85% 45/50/55/60% of his max health. Casting an ability that takes him below 0 kills himself.
10% of the damage dealt by Vestguard restores his health. [He can only transport to the same destroyed turret once every 4 minutes, but infinitely to allied turrets]._ [is stunned for full duration no matter tenacity]._ [This also grants 150 gold to the enemy user, and the accurate amount of gold to users who assist] [the gold begins at 35 and increases by 5 every 10 seconds he is not at 0 health, until it reaches 150 gold]_
- **Ability 1: (Halberd Strike): **
Passive: Vestguard’s basic attacks deal 3/3.5/4/4.5/5% 1.5/2/2.5/3/3.5%(+0.25% per 20 bonus AD) of the targets max health in bonus magic damage. Vestguard is healed for 50% of the damage.
Active: Vestguard leaps a short distance then slams his halberd down dealing 35/60/85/110/135(+80/85/90/95/100% total AD) to all units hit and reducing their movement speeds by 50/60/70/80/90% for 0.75 seconds. He then gains 150 bonus attack range for 1.5 seconds. The leap range increases by 25 every second after the cooldown, up to 250 bonus units. *Cooldown- 7/6.25/5.5/4.75/4 seconds Cost- ~~None ~~ 20/30/40/50/60(+2/2.5/3/3.5/4% of his current health) Leap range- 325 to 575 units Halberd stab range- 325 units Leap speed- 150% movement speed Cast time- Instant _
- Ability 2: (Unwinding Path):
Passive: Every 16/14/12/10/8 seconds Vestguard dashes 425 units on his next movement and increases his attack speed by 40/60/80/100/120% for 1.5 seconds. *Speed- 850 units per second
Active: Vestguard stabs forward dealing 55/95/135/175/215(+60/70/80/90/100% bonus AD) physical damage to the first champion hit and knocks it back 150 units. Vestguard is knocked back the same distance in the opposite direction if he is within 150 units of the champion. Minions and monsters hit by the halberd are dealt 75% of the damage and are knocked in the air for 1 second.
*Cooldown- 14/12.5/11/9.5/8 seconds
Cost- None 20/30/40/50/60(+2/2.5/3/3.5/4% of his current health)
Range- 425 units
Width- 35 units
Cast time- 0.25 seconds
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- **Ability 3: (Life Within): **
Passive: Vestguard reduces all damage taken by 2.5/5/7.5/10/12.5%. Once Vestguard’s health reaches 20% he removes the previous passive and reduces damage taken by 50/60/70/80/90% for 1.5 seconds. This passive then goes on a 45/40/35/30/25 second cooldown.
Active: Vestguard restores 7.5/10/12.5/15/17.5%(+1% per 10 AP) of his max health instantly then becomes invulnerable for 0.75 seconds.
*Cooldown- 20/18.25/16.5/14.75/14 seconds
Cost- None 20/30/40/50/60(+2/2.5/3/3.5/4% of his current health)
Cast time- Instant_
- **Ability 4: (Void Curse): **
Passive: Vestguard increases his attack damage by 10/20/30(5/10/15% total AD). This bonus is 1% more effective for every 1% of his health that is remaining. This passive is disabled for 7 seconds once he reaches 0 health.
Active: Vestguard bounds himself to an enemy champion for 20 seconds. Every second the unit is dealt 1/2/3% of its max health in true damage healing Vestguard by the same amount, has its attack damage decreased by 1/2/3, ability power by 2/4/6, armor by 1/2/3, magic resist by 1/2/3, and movement speed by 0.2/0.25/0.3%. At the end of the duration the unit is stunned for 3 seconds, having its stats restored over the duration.
Killing the champion while it is bound permanently increases Vestguard’s base attack damage, health, armor, magic resist, and movement speed by 5%.
*Cooldown- 150/120/90 seconds
Cost- None
Range- 550 units _
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= {Creator Note} Ability Description:
- **Passive: (Infinite Life): ** Vestguard cannot be killed by champions. Vestguard’s basic attacks deal 25/30/35/40% more damage. Every 1% of his health that is missing decreases his movement speed by 0.25%, damage by 0.75%, tenacity by 0.15%, and attack speed by 1%. Vestguard reduces all bonus armor, magic resist, and health by 50%. Once Vestguard reaches 0 health, due to champion damage, he is stunned for 3 seconds then is transported to the nearest ally turret or the nearest destroyed turret. [He can only transport to the same destroyed turret once every 4 minutes, but infinitely to ally turrets {Azir’s turret counts as ally}]._ [This also grants 150 gold to the enemy user, and the accurate amount of gold to users who assist] [the gold begins at 35 and increases by 5 every 10 seconds he is not at 0 health, until it reaches 150 gold]_ After the stun he instantly heals 70/75/80/85% of his max health. 10% of the damage dealt by Vestguard restores his health.
{Idea: This passive was a fun one to think of. We've had Sion which is capable of attacking for a few seconds after being killed, but what about a champion that you know you can't kill out in open combat? Now don't get this wrong, Vestguard CAN be killed. If you fight Vestguard near a tower, minions, or even monsters, they can deal the final blow to finish Vestguard and give you the kill.
Combat: This passive allows for some amazing opportunity for the user. He can easily engage units that are travelling in the jungle to become an immediate threat or face champions in the lane to keep them away from CS. Although he can be killed by minions, that should not deter you from attacking champions while in lane. If you time your attacks right you can apply some serious damage while not taking any minion damage. If you battle an enemy champion and your health becomes dangerously low, merely leave the battle and restore health on minion damage.
Stats: I played around a lot with each of the debuffs and buffs he gets based on his health. At first he didn't get the bonus damage on his basic attacks. So that would mean that the damage he deals with a basic attack lvl 1 would be extremely low (45 damage + runes [typically 11 bonus AD] + masteries [3 bonus AD] = 58 basic attack damage. After playing around with the damage his basic attacks deal, I finally came to the resulting amount. While at level 1 with a 25% bonus he can deal some serious damage while at full health, but for every 1% of his health that is missing he reduces this amount by 0.75%. So if he is at 65% HP then he would deal 52 damage (which increases to 72.8 while at max and 26.8 while at 10%). If you think of the numbers like this then it only made sense to give him bonus damage at higher health and much lower damage while at low. The rest of the stats were diagnosed the same way.
Balance: Since the chances of a champion killing Vestguard are low, I needed a reason for the enemy to attack Vestguard and a reason for Vestguard to not be overaggressive. So I added the gold functionality. In order to make it so that the enemy doesn’t get an infinite amount of gold I made it increase every 10 seconds after his revival. It took me a long time to figure out how to make him not OP. Since he can’t die from champions a smart player would take Vestguard to the enemy jungle and basically not allow them to farm, which is annoying for the enemy jungle and quite devastating for the enemy team. So I added the teleportation mechanic. This allows the enemy jungle to take down Vestguard and not feel in infinite threat. In the late game, he can give off that never-ending vibe since he is transported to the nearest destroyed turret. So a team with good objective taking, will allow for some more aggressive gameplay. }
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- **Ability 1: (Halberd Strike): **
Passive: Vestguard’s basic attacks deal 3/3.5/4/4.5/5%(+0.25% per 20 bonus AD) of the targets max health in bonus magic damage. Vestguard is healed for 50% of the damage.
Active:Vestguard leaps a short distance then slams his halberd down dealing 35/60/85/110/135(+80/85/90/95/100% total AD) to all units hit and reducing their movement speeds by 50/60/70/80/90% for 0.75 seconds. He then gains 150 bonus attack range for 1.5 seconds. The leap range increases by 25 every second after the cooldown, up to 250 bonus units. *Cooldown- 7/6.25/5.5/4.75/4 seconds Cost- None Leap range- 325 to 575 units Halberd stab range- 225 units Leap speed- 150% movement speed Cast time- Instant _
{Idea: This ability was made in order for Vestguard to even out his maneuverability while at lower health. It was also made to allow Vestguard some AoE damage to deal with minions. The bonus attack range allows Vestguard a few basic attacks with this abilities passive and apply some quick damage.
Balance: Overall, the only balancing I did with this spell was its range and cooldown. I feel the damage is well balanced due to the decreased damage he deals with his lower health (keep in mind this also applies with the passive). To allow this ability to leap over walls comfortably I added the bonus range for every second he doesn’t cast the spell. }
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- Ability 2: (Unwinding Path): Passive: Every 16/14/12/10/8 seconds Vestguard dashes 425 units on his next movement and increases his attack speed by 40/60/80/100/120% for 1.5 seconds. Speed- 850 units per second _Active: _Vestguard stabs forward dealing 55/95/135/175/215(+60/70/80/90/100% bonus AD) physical damage to the first champion hit and knocks it back 150 units. Vestguard is knocked back the same distance in the opposite direction if he is within 150 units of the champion. Minions and monsters hit by the halberd are dealt 75% of the damage and are knocked in the air for 1 second. _Cooldown- 14/12.5/11/9.5/8 seconds Cost- None Range- 425 units Width- 35 units Cast time- 0.25 seconds
{Idea: Allow Vestguard some distance from the enemy along with an engage.
Balance: This ability will allow Vestguard some lee-way from threatening enemies. This combo-ed with Halberd Strike and the passive allows for some good maneuverability and damage. Since this ability has good base damage, it isn’t as reliant on ratio’s. Additionally it allows a brief disruption form monster and minion damage (that could potentially kill you). }
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- **Ability 3: (Life Within): ** Passive: Vestguard reduces all damage taken by 2.5/5/7.5/10/12.5%. Once Vestguard’s health reaches 20% he removes the previous passive and reduces damage taken by 50/60/70/80/90% for 1.5 seconds. This passive then goes on a 36/33/30/27/24(-cooldown reduction) second cooldown. _Active: _Vestguard restores 7.5/10/12.5/15/17.5%(+1% per 10 AP) of his max health instantly then becomes invulnerable for 0.75 seconds. *Cooldown- 20/18.25/16.5/14.75/14 seconds Cost- None Cast time- Instant {Idea: I CANNOT DIE!!!! Since Vestguard cannot die, and he is reliant on his current health, it only makes sense to allow him to recover to a state which he can deal some significant damage. Once his health very low, it is hard for him to recover to a state which he can begin dealing sufficient damage, without getting poked by the enemy champion. This will allow him to get back into the fight. Balance: It took me a pretty long time to balance this spell. First it started out as an invulnerability spell where u turn invulnerable for about 2/3/4/5/6 seconds, but that was OVERLY op. So then I resorted to healing over a duration (around 3 seconds) then turning invulnerable. That turned out to be to long so I finally resorted to a quick heal then invulnerability (for a very short duration). This will allow Vestguard to dive under turrets, minions, and possibly monster fights and be able to kill champions and escape without death. The passive allows a better reaction time for the active. = = =
- **Ability 4: (Void Curse): ** Passive: Vestguard increases his attack damage by 10/20/30(5/10/15% total AD). This bonus is 1% more effective for every 1% of his health that is remaining. This passive is disabled for 7 seconds once he reaches 0 health. _Active:_Vestguard bounds himself to an enemy champion for 20 seconds. Every second the unit is dealt 1/2/3% of its max health in true damage healing Vestguard by the same amount, has its attack damage decreased by 1/2/3, ability power by 2/4/6, armor by 1/2/3, magic resist by 1/2/3, and movement speed by 0.2/0.25/0.3%. At the end of the duration the unit is stunned for 3 seconds, having its stats restored over the duration. Killing the champion while it is bound permanently increases Vestguard’s base attack damage, health, armor, magic resist, and movement speed by 5%. _*Cooldown- 150/120/90 seconds Cost- None Range- 550 units _ {Idea: Patience is key. Since Vestguard cannot die, this spell allows you to either entirely remove a champion from the lane or slowly but surely make them weak enough for a Vestguard engage. The passive allows him to balance out the changes in his health loss for the late game. It also rewards you for building attack damage.
Balance: The main thing to balance was the stat quantity decrease every second. Too fast, and the champion would be killed in every team fight. Too slow and the effect would be unnoticeable. I feel at 20 seconds it allows time for the enemy champion to feel he can stay within the lane for a period of time, but also enough time for Vestguard or other allies to kill it. }
**If you enjoyed the champion concept and wish to see more improvements, ideas, etc. Upvote or leave a comment! **
Here's a little work in progress drawing I'm coming up with. The base is credit to this drawing.