[Champion Concept] Ankh, Guardian of Shurima

Candurill·6/10/2017, 7:41:08 PM·9 votes·1,997 views

Hey everybody!!! Here I am again, this time determined to rejoin the CCOS :D Today I have for you the product of something that has been in my "champion ideas" document for some time, namely: a Shuriman support!!! I made a support from Shurima once, but he was less well recieved, and I'm hoping that Ankh will fix that. Before you read, keep in mind that this is still a work in progress and that this whole post is subject to change. Give me your thoughts and ideas!!!

Special thanks to FlameHalbrdOkido for all the GREAT feedback and tips!!!

This concept is an entrant in the CCOS of June!!

Good neighbour bonus: Myrsky, The Climate of Change - FlameHalbrdOkido Feedback Follow-up Emma, The Hexsteel Sentinel - Raxistaicho Feedback Follow-up Follow-up 2

#Character:#

##Appearance:## Name: Ankh Gender: Male Birthplace: Ionia Residence: Shurima Status: Ascended

http://imgur.com/a/KzBgS

This picture pretty much sums up what I want him to look like (Not my art!!! See Link for artist!!). He should give off a powerful, but wise vibe. something that you would hide behind to shelter you from whatever means you harm. His voice should be steady and deep, with a warm undertone. No fear, no anger, only spiritual peace and willpower.

##Champion inspiration:## Like I said, I had wanted to make a Shuriman support for a while. I also wanted to make a support that, more so then other tanky supports, excelled in actually sponging damage for his allies. I made him the original ascended, because that fit the theme of wizened guardian.

#Kit:# Role: Support, Warden

Stats: Health: 674 – 2404 Health regen: 9 – 20 Attack damage: 42 – 89 Attack speed: 0.638
Mana: 282 – 962 Mana regen: 7.32 – 16.7 Armor: 28.3 – 92 Magic resist: 32.1 – 53.4 Melee range: 125 Move. speed: 315

##Passive, Behemoth:## As Ankh ascended, the immense wisdom and power of his soul was reflected into his new form. This sheer size gives him the “Immovable” status effect, making him immune to displacing effects (knock back/up and dragging). Instead of the usual effect, Ankh will be stunned for 0.75 seconds, no matter how long the original effect would have lasted. Additionally, as a guardian of life everywhere, Ankh’s power grows as the need for protection increases. For every total of 750 (lvl 1) / 1150 (lvl 6) / 1550 (lvl 11) / 1950 (lvl 16) points of any damage dealt to him through his Q, E or R, Ankh will gain a permanent stack of “Density” which allows him to affect the world around him more strongly. A stack can only generate once every 5 seconds.

From 5 stacks: Auto attacks gain a knock back (25 units) and effect range of Ankh’s basic abilities increases by 25 units. From 10 stacks: Knock up duration of Heavy Steps increases by 0.1 seconds, Taunt duration of Deep Breath increased by 0.1 seconds and Ankh gains 2.5% bonus health. From 15 stacks: Auto attack knock-back distance increased by 25 units and effect range of Ankh’s basic abilities increases by 25 units. From 20 stacks: Knock up duration of Heavy Steps increases by 0.1 seconds, Taunt duration of Deep Breath increased by 0.1 seconds and Ankh gains 2.5% bonus health. From 25 stacks: Auto attack knock-back distance increased by 25 units and effect range of Ankh’s basic abilities increases by 25 units.

And so forth and so forth, up to 75 stacks, after which only his health will increase with 2.5% every 5 stacks.

##Q, Focus energy:## Cooldown: 8 Mana Cost: 50 Mana (second cast only) Range: 750 units Angle: 50 Active: Ankh focuses his mind for up to 5 seconds, charging the damage that he takes, including damage redirected to him from allies. After at least 2 seconds, he can recast the ability and will send forth a blast of spiritual energy in a cone in a target direction, dealing 60 / 105 / 150 / 195 / 240 plus 15% / 20% / 25% / 30% / 35% of all the Health he lost during the charge. Any enemy unit hit by this blast will be slowed by 10% for every 200 points of damage he has taken during the charge time (If Ankh has taken at least 2000 points of damage, the slow will technically become 100%, effectively becoming a root) for 2 seconds.

##W, Heavy Steps:## Cooldown: 12 / 11 / 10 / 9 / 8 Mana: 65 Range: 300 units Active: Ankh invigorates himself and uses his sheer size to shake the ground, becoming Ghosted and immune to slows for 3 seconds. During this time, enemies within a 300 unit radius of Ankh will be slowed by 20% / 22.5% / 25% / 27.5% / 30% for 2 seconds, renewing with every footfall (every 0.5 seconds of Ankh moving). When Ankh has at least 15 stacks of Density, he will knock up enemies that are exposed to 4 consecutive footfalls for 1 second. Afterwards the enemy unit is immune to the knock up effect for 5 seconds.

##E, Deep Breath:## Cooldown: 24 / 23 / 22 / 21 / 20 Mana: 50 Range: 425 units First cast: Ankh inhales deeply for 2 seconds, sucking in any projectile (Ranged Auto Attacks, Ranged Single Target Abilities, Tower blasts, etc.) within a radius around him, causing them to gravitate towards him in stead of an ally. Inhaled projectiles are partially absorbed and deal 10% / 12.5% / 15% / 17.5% / 20% reduced damage. Second cast: If Ankh has inhaled at least one projectile, he can recast this ability within 5 seconds to send forth a forceful bellow into the same area as the first cast, sending forth a blast of energy that will taunt all enemies within the effect radius.

##R, Guardians Will:## Cooldown: 120 / 100 / 80 Mana: 100 Range: 800 Passive: Ankh's thick skin reacts instinctively to taking damage. Every time Ankh takes damage, he gains a stack of “Savior's Hide”, reducing any further damage he takes by 2% / 3.5% / 5% per stack, up to a maximum of 5 stacks. Stacks will fall off one by one when Ankh does not take damage for at least 2 seconds, decreasing by one stack every second. Active: Ankh focuses on his inner power and ascends into a higher state of being. After a 1 second animation, he will tether himself to all allied champions in a 800 unit radius around him and gains 10% / 15% / 20% of his maximum health per tethered champion upon his normal health. For as long as the tethered allies stay within the 800 unit effect radius of this ability, 35% / 30% / 45% of any damage they take will be redirected towards Ankh. He will adapt his movement speed to the fastest tethered ally. This effect will last until Ankh leaves combat.

Visuals: When Ankh activates Guardians will, his body will grow a little (similarly to Nasus and Renekton ults) and he will start to glow faintly. He will also start to float a few inches above the ground (as if he was truly enlightened).

#Discussion:# Will improve further down the line.

Ankh is the guardian Shurima needed (mostly since there was no actual Shuriman support champion...). He is the very personification of a tank support, built to be the center of a teamfight and to literally take damage for his allies.

His power in lane mostly comes from his ability to repel and survive enemy engages, since he himself has little to no engage potential himself. With his E "Deep Breath" to protect his allies from enemy fire and Q "Focus Energy" to redirect incoming damage to his enemies. His W "Heavy Steps" functions as a way to keep enemies close, for his ally to take them down. Later in the game, making clever use of his ultimate "Guardians Will" can be pivotal. This all assumes that you are in the right place at the right time. Clever positioning is key for any Ankh player and maybe choosing some engage heavy champions on other lanes is strongly advised.

Building Ankh tanky is the obvious way to go. Items like Knights Vow item 3109, Locket of the Iron Solari item 3190 and maybe even Abyssal Mask item 3001 and Gargoyle Stone Plate item 3193 would resonate very well with his naturally gargantuan healthbar and above average defensive stats. He might also need some additional sustain in the form of Spirit Visage item 3065 and Warmog's Armor item 3083. The downside is however, that his offensive stats are only sub-par, which is fine for a support champion, but less so for a solo-laner.

#Lore:#

Even in the time of emperor Azir, Ankh was no more then a legend. Ionian by birth, Ankh is thought to be one of the first people to settle in the shifting sand of the Shuriman desert. He had grown up in one of the many monasteries that dart the island and was known to be a guru of great wisdom and clarity, even in his youth. People flocked to him from far and wide to bear witness to his teachings of discipline, sacrifice and the value of life.

All was not good in the world however and without even the slightest warning, a powerful evil force spread over the mainland like wildfire. This power was from another realm, known as the Void. Ankh did everything he could to keep it out of Ionia. A noble goal in which he succeeded. As quick as the danger had come, so did it subside, seeping back into the world it had come from. But the damage it had caused on the land was palpable even from across the sea… Worried about the mainland and its inhabitants, Ankh decided to cross the sea, to offer what help he could give. He travelled far and wide, learning as much as he could about the evil that had terrorised the land and helping the people wherever they suffered. But when he arrived in the blighted land now known as the Shuriman desert, he looked on in anguish. The creatures of the void had spared little, leaving the land desolate and bare, with nothing but shifting dry sand and no living thing to be seen. Ankh had seen this place back when it was still lush and green and couldn’t help but lament for the loss of such natural beauty. As regret filled his heart, somewhere, high up in the sky a ancient being saw Ankh and the incredible power and wisdom within him. Such sadness, for the loss of life, the loss of beauty, stirred something in this being. It had needed a champion, to carry his power and to give back life to the barren wasteland. Ankh felt a powerful force tugging at his soul and ascended his gaze up to the sky. It was as if the sun, with its blinding rays, spoke to him, but without words. He saw a vision, a golden city, lush and green, stretching to the very edges of the land that he stood upon. He saw a giant, familiar being, standing in front of it all, a bright light that guarded the city with its fearsome strength and willpower. As the light of the sun filled his soul, his body began to change. The vision moved him to weep a single tear. Where it landed, it grew and grew, spreading water through the barren earth and sprouting green wherever it went. Ankh stood up, towering higher then ever before and watched as the sun reflected from the surface of the great body of water that stretched before him. He named this spring “The Oasis of the Dawn”, so that it would always be clear to all those that saw it, that even in times of great darkness, hope can be found, and that the sun would rise again to reflect its rays off of these waters.

Awakening:Stirrings on the surface, but different from the drifters.’ Somewhere, deep within a stone chamber under the shifting sand of Shurima, a being moved for the first time in over 500 years. ‘Could it be? Has she awakened? After all these years?’ Its tough skin cracked as a crust of sand crumbled with every inch of motion. ‘I had thought her gone for good…after the fall…I was not fast enough…’ Flames started to flicker in a number of alcoves that lined the circular room that the being found himself in. As the light washed over the room, the gargantuan size of the being could be seen as he sat on the ground with his legs crossed and his hands on his knees. His thick grey skin was crusted with sand, but the golden bands he wore reflected the fire as if they shone themselves. ‘I had placed my trust in those who ascended with the purpose of protecting Shurima…Yet they were tricked…But now…I sense them, still active, one troubled…and others, a new protector, a renewed emperor…and a new threat, yet the same as then…’ Almost as if he weighed nothing, the big being stood up with unnatural ease. It’s eyes opened and glistened with the knowledge that stretched across millennia. 'It is time for me to help them, to join them in the protection of Shurima. This is no threat they can face alone…The people of Shurima…need a guardian…'

#Quotes:#

##When Moving:## "Too long, have I been idle..." "Time to make the earth shake once more..." "Shurima has awakened...So have I." "The sun rises every dawn." "New hope dawns." "My path is clear." "To protect Shurima....to protect life..."

##When Attacking:## "Do not run, you will only make this harder for us both!" "No one mourns the wicked!" "You force my hand!!"

##Taunting:## "Before the battle of the fist, comes the battle of the mind...and you are clearly lacking in the latter..."

Any Ionian champion: "Do they still tell of my teachings back in Ionia?" "I may have founded Shurima, but I still feel my Ionian roots..." "I do miss the island...it's blossoms...it's people...the festivals..."

Any Void champion: "Your kind is a blight on this world. Go back from whence you came!!" "It is time to cleanse this corruption from Runeterra!!" "You can not extinguish the fire of life...no matter how hard you try!" "I will protect Shurima agains any evil!" "Your kind has plagued this earth for long enough...."

Any stealth champion: "I don't bother with stealth...They feel me coming anyway..."

Enemy Ryze: "The search for wisdom is a great challenge; to act on this wisdom an even greater one...or so it seems..."

##Reactions:##

When activating Heavy Steps: "Feel the earth tremble!" "I shake even the shifting sands!!" When affecting a Void champion with Heavy Steps: "Even in the void, they shall feel my steps!!"

When casting Guardians Will: "I will share your burdens!!!" "Share your pain with me!!" "No need to suffer alone!!" "I will carry you to victory!!"

Enemy taunt: "If you cannot be positive...at least be quiet..." "Some people just need a sympathetic pat...on the head....with my first..." "When you talk, you are repeating what you already know. But if you listen, you might learn something new..."

##Quote Notes:## I'd love for him to have some quotes in "another language" similar to Karma and Yasuo. This would reflect some of his Ionian roots, even if it's language is more Shuriman.

#Potential Skins:#

##Surprise party Ankh:## Imagine a huge balloon animal...yes that's it. His trunk would be the nozzle of the balloon, he'd have a little more detail here and there. His E would be him opening and closing the nozzle....I think it would make for a hilarious april fools skin cus of his heaviness mechanic XD

##Primal/Freljord/Snowday Ankh:## Any one of these skin lines could work with Ankh being portrayed as a woolly mammoth in stead of a regular elephant. He'd have hair all over and matching clothing.

#Change-log:# Changed E "Inspire" to E "Heavy Steps" Changed W "Spirit Beacon" to W "Enduring Spirit" Added new passive (Density stacks) Moved Saviors hide passive to R

47 Comments

Raxistaicho6/14/2017, 1:27:51 AM3 votes

Big freaking elephant comes to kill protect us all with his hugeness!

Review time :D

Passive - I think it'd be better if his passive was in effect while and shortly after casting his abilities (all of his actives have long durations or cast times, so he'll still get this immovability when it counts), as it is now he incidentally messes up a lot of champion's abilities (off the top of my head, Vi and Sejuani especially don't like him) just thanks to being a big dumb elephant. His stacking is interesting, but the idea of rewarding a player for getting beaten up is kind of strange. Ankh, bizarrely, gets more use out of his passive while losing. I guess that's good thematically, but in terms of game health it somewhat punishes the enemy for doing well.

Q - This ability is absurdly strong late game. You could one-shot squishies with this. While I suppose that's fair if they're dumb enough to try hitting Ankh while he's charging this thing, I'd still suggest having the damage of the ability itself scale with the % of max health he lost while charging it. Ankh doesn't need easy access to damage when he's already good at disrupting enemies. The slow interaction is neat though, that can stay, though a 100% slow is both impossible (there's a soft cap on slows) and not the same as a root even hyopthetically.

W - This works. It's appropriate for the "BIG MOTHERFUCKING ELEPHANT D:" thing he's got going on and gives him a means to start fights and peel for his allies. Sadly, Ankh has to get his tusks ripped off before he can work up the effort to actually knock people up. Lazy elephant.

I would suggest nerfing the speedup and instead having it either ghost Ankh or give him slow reduction/immunity. Ankh clearly is supposed to be a warden, not a vanguard, and giving him engage can be very problematic when he's inherently displacement-proof. If he needs mobility then he needs it to stay in a fight, not start one.

You might consider moving some of the damage I had a problem with from his Q to here. You could safely put a moderate dot on this ability.

E - The passive isn't the healthiest thing out there. Tanks usually need to work or sacrifice something for their sustain, Ankh just needs enemies to stick around the big fat elephant without killing him quickly. I'm also unsure that giving him sustain at all is a good call when he gets free health from his passive and free resistances with his ultimate. The active is a BIT strong with his W, and I feel the ally movespeed is just more power to it that he doesn't need. Ankh usually won't be starting fights (his closest thing to engage is his W) so his allies should already be near at hand.

R - No, waaaaaaaaaaaay too strong. The passive is fine as long as his ultimate changes (more later) or he loses one of his innate durability aspects, but he doesn't need 3 different sources of innate tankiness (free max health, free regen, and free damage reduction) all in the same kit when he doesn't need to build any damage to get some damage off.

His ultimate is incredibly strong in that it gives him a 4th source of innate tankiness while also giving an ally free durability for the duration of an entire battle. What this game doesn't need is a support who can give his adc diver-level durability just for hitting R on them and staying in a fight (especially when Ankh punishes enemies for trying to hit him in the first place)

Passive is fine, Active needs to be changed. The ability is thematic, but it's problematic.

Otherwise, his kit's great. Ankh nicely captures the idea of an immovable guardian who protects his allies by putting himself in harm's way.

His lore is interesting, how did he become an Ascended?

I hope this helps! :)

Would you do me a favor now and review Emma for me? :D Thanks!

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/VAf7aEt2-champion-concept-emma-the-hexsteel-sentinel

FlameHalbrdOkido6/13/2017, 2:10:47 AM2 votes

Passive notes, since Bard is a gud example of a support with a stacking playstye I think you should look at how his is modeled as an example 1stly Bard nor any other stacking champ (Nasus, Vinegar, Kindred) gains their stacks without working for them. Bard must roam to get the stacks. Nasus has to kill units with Q. Same with Vinegar. And Kindred have to get their marks. Ankh should have to do more than just soak dmg. He should have to be smart about the way he does it otherwise you maybe encouraging risky play with him because players may bring themselves to to the brink of Gray Screen trying to get their stacks, its also kind of boring. You have a chance to show skill as well as meet a minimum requirement for a stacking champ. Firstly who would try to attack Ankh if it was just going to make him stronger? Theres gotta be a window of power for this kind of thing. I think he should only gain stacks from damage absorbed through Q or E. This allows enemies to know when they can attack him and when they just made a mistake. It also allows Ankh players to show their skill by activating the right ability at the right time.

From 5 stacks: Auto attack range and effect range of Ankh’s basic abilities increases by 25 units. From 10 stacks: Slowing effect of Heavy Steps increases by 5%, taunting duration of “Enduring Spirit” increases by 0.1 seconds and Ankh gains 2.5% bonus health. From 15 stacks: Auto attack range and effect range of Ankh’s basic abilities increases by 25 units. From 10 (u meant 20?) stacks: Slowing effect of Heavy Steps increases by 5%, taunting duration of “Enduring Spirit” increases by 0.1 seconds and Ankh gains 2.5% bonus health.

These bonuses are nice, but I should mention that Bard and the other stacking champs dont have a max number of stacks, it take away from the fun. And unlike the other champs Ankh doesn't really have to divert his attention to get his stacks he actually has to do his intended job effectively to gain his stacks, so thats really healthy for game play. Now I understand that you dont want the range of his abilities getting out of hand or the effect either. But there are other things you can do. Bard being the most similar stops gaining effects at 105.

BUT, his meeps still gain extra damage for every 5 beyond the max.

For Ankh u would have to study around what number u want the normal stack effects to stop and calculate the maxes for each effect at when the stack stop. I am curious as to whats the highest range his AA go to. But u can do something else like his AA gain an AoE and that AoE increases by 25 units.

I should also note that Bard only gains 1 effect per 5 stacks but u dont have to do the same. Id also advice making the full list probably at the bottom for clarity's sake and putting the total value for the effects instead of the added value.

I think it would also be cool if W knocked enemies up. That could be a heavines/density stack perk. at X stacks Ankh knocks up enemies for x sec during W every 1 sec of moving. The knock up duration could increased at later stacks up to 1-1.25 sec or something.

I also want t know about Q. Because u changed E, the only way Q takes in dmg from allies is through R right?

can u tell me what the original E was.

Also Id like to suggest my inhale ability as an initial cast for E, and making the current E a second cast

Terozu6/11/2017, 6:43:50 AM2 votes

Please do not have a character called Ankh resemble Ganesha. That would be stupid and a blatant insult to Egyptian and Hindu culture alike. His E is Ultimate ability level Strong. Beyond that I'm fine with this. -EDIT- This is at the NA responses; your cultural insensitivity is why people hate us... It'd be like designing a character who looks like Satan and calling him Jesus... Because people who practice a belief and believe in gods, believe other faith's gods to be false gods and lies(generally speaking).

Ýones6/16/2017, 12:55:04 PM1 votes

I was just making a "first ascendant/builder of the Sun Disc" champion who is a support (enchanter). He is a turtle, though, and I'm glad his kit isn't too similar with Ankh. :d

FlameHalbrdOkido6/18/2017, 5:01:03 PM1 votes

HEEEEY turns out 100% slow is a thing in the right circumstances!!

https://www.youtube.com/watch?v=HvpZhXOlU2U

gemini3336/10/2017, 9:24:32 PM1 votes

I like the idea of an AoE sponge soaking up damage, but the gameplay feels lacking. RIght now, Ankh is basically a tank version of Sona, with only big auras and only one skillshot to use. All he does is sit there and soak up damage. He needs something to do during a teamfight (other than charging up his Q, because that's pretty much a one-press button). I also agree with Echoing's suggestion that Ankh needs some sustain, so there might be something that you can change to solve both problems at once. For example, replacing a current ability (W or E preferably) with something that grants sustain provided that you hit enemies with it.

As a side note, I think the aura ranges in Ankh's W/E/R abilities are quite large, and need to be tuned down (unless you're stating the diameter, and not radius).

FlameHalbrdOkido7/5/2017, 11:39:30 PM1 votes

YAY u did it!!!

FlameHalbrdOkido6/11/2017, 5:59:26 AM1 votes

Imma be honest... BEST kit ive reviewed so far. Ive only read the passive and I gotta say I am really digging the immovable status idea AND the adaptive tankiness part as well, I can tell you really worked hard to set him into the intended role.

I am also biased because I LOVE interesting support kits. GO be fruitful make the support role great again (triggered :D)

Sigh I got excited for this support. While the passive seemed ground breaking the rest of the kit to me was not, and feel into the cliche trope that has landed supports in their current state of community sentiment.

I think Gemini333 states it pretty well. All you do is sit around and soak in damage.

You clearly had a goal in mind and its not up to me to determine whether or not u succeeded. I shouldn't being trying to shove my own fantasies on other champion concepts and their creators, so ill focus on the kit as it is.

If your goal was to create a tanky warden support then in my eyes u achieved that will FLYING colors. One could say u almost overdid it. It seems that you focused so hard on the job that Ankh is supposed to do that you didn't leave room for anything else.

The passive is great and I think u did a good job on it, the Q is a unique staple and I think it should stay as well as the R, but W and E feel uninspired I think you can do more. What if you played around with a second theme; Examples Azir is a sand mage, but his kit is inspired by his emperor status so he crafts the sands into soldiers Skarner is a scorpion, but his body is also made of crystals Amummu is a mummy, but he's also sad and longs for friends Nasus isnt just a tanky warrior, he's a librarian who stores knowlege from previous battles and gets stronger as time progresses Renekton is a reptilian warrior driven mad by rage

some examples are better than others, but do you see how ur kit design is one dimensional

you said something about repel what about an ability that doesnt let enemy champion get closer than a certain range, as long as Ankh focuses a beam on them.

u called an ability spirit beacon, what if the ability drew in allied and enemy spirits (spectral copies) and caused them to slowly walk towards his location and made 50% of the movements that the target unit made. Allied champs could only take 50% dmg if either they or their spirit was attacked and enemies took more dmg if their spirit was attacked. If allied spirits reached Him the spirit got invunerability and if the enemy spirit reached him they took DOT, in either case he gains some HP regen

how about you continue to play on his heaviness, does the ground shake and slow (or periodically knock up) enemies, what else can u go with it? or play on his wisdom or his anti-corruption.

I think if u work with one other theme you can have them work together and that will increase the uniqueness that you can produce.

WW ll Veteran6/16/2017, 3:42:41 AM1 votes

His passive really confuses me, but i do like his kit and his feel. He is like a Thornmail on steroids lol Great concept Its really interesting for a supp.