Klaws 2.0

Terukav·1/3/2018, 10:43:38 PM·2 votes·439 views

I recently came across a post about the need for a trap-oriented support ( https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/TZQkLl9B-in-a-group-bot-meta-we-need-a-support-with-traps ), and thought I would post a re-work of a kit I previously posted a few days ago ( https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/9pABEkQ0-champion-concept-klaws-the-rearguard-of-noxus ). Since I already gave a brief lore synopsis in the original post, I'll just sally forth with my suggested suite of abilities. Also, note: I did not append energy costs to these abilities. That's purposeful, since I haven't worked out which costs would fill the most fair to laning opponents.

EDIT: Made a couple of minor changes to W and reworked the Ult.

Weapon: Fists und Traps Auto-Range: 175 Base stats: You start out with stats similar to Taric (sans the mana) Secondary Bar: Energy (200) Armor look/feel: Noxian-themed high-boots with an old-style heavy duster coat. Looks more build for mobility, but rugged.

Passive: Unrestrained Momentum -> As you use your abilities and your energy bar depletes, you gain 1 MS for every X missing energy (4/3/2, changes with Ult rank-up). Doing damage with your auto-attacks or being damaged refills your energy bar faster. [You wanna go fast? Use your abilities. You need to use your abilities? Hit something (or get hit). This passive makes you very sticky if you keep using your abilities throughout and gives you a means of gaining more energy through direct combat.]

Q: Backhand-> You strike enemies in an arc in front of you for X% of your health, sending them further away. Enemies in the center of the arc take more damage and are sent further back than those on the edges. Backhanding while on an active Claw Trap will instead send the trap flying out, stunning enemies that it hits for Xs (based on rank). [A bit of peel, a bit of engage]

W: Toss Claw Trap -> You toss out a claw trap that bounces once before coming to rest and activating. Hitting an opponent directly with the trap immediately appends a brief snare (1s), hitting them on the bounce appends a longer snare (1.5s ) and deals attack damage equal to X% of your health. An opponent that walks into a stationary trap instead triggers a small explosion that knocks enemies in a small area away from the center of the blast and grants true vision of everyone hit by the blast.

Claw Traps do not go away after being stepped on, but will remain inactivated until you walk over and reactivate them. You may right-click a trap and channel for 2s to remove it. A maximum of three Claw Traps can be placed at any given time. [Bread and butter way of controlling your neck of the woods. Traps do not have to be manually picked up, but it's an option to avoid running up against the three trap limit and removing a trap you want to remain in a particular position.]

E: Trench Slide -> You slide into enemies, doing modest damage (based on %MR) and grounding ( http://leagueoflegends.wikia.com/wiki/Ground#Ground ) all enemies in a small area and the path from your starting point to your ending point. If you end in an area containing one of your traps, you immediately reactivate it and can use Trench Slide again for free. [Your main engage tool and a potent combo for slowing opponents down.]

R: Reckless Heroism -> You begin charging at an ally at long distance, expending energy as you gain speed and knocking aside and stunning (0.5s) enemies that you collide with on the way. X% (based on rank) of damage taken by your ally is transferred to you, with each energy expended while on transit to your ally refunding X% (% MR %Armor) of your health lost from this effect. Upon arrival, you knock back all enemies at 400 range or less to a distance equaling the max distance of your Q and stun them for 1s. If your target dies before you reach them or if you recast this ability, you stop short and this ability goes on a slightly reduced cooldown. Any Claw Traps passed over also immediately get reset. [This is an alternative initiate/save, and could be thought of in terms of a Sion, Galio, or Kled ult. The %damage-redirection gives your target a powerful reprieve from incoming damage until you arrive to provide some breathing room from the knock-back to either go after a single opponent or retreat.]

Potential combos: ** _Q --> W** _: Quick peel and snare **W --> E --> Q --> E **: Prep snare, slide in, bat it at your opponent to stun, slide into engage or out to disengage E --> Q --> W --> E --> E: Slide into a trap and activate it, bat it into an opponent, throw a new trap, slide into it using the free slide from the first trap, slide out with the free slide from the new trap [this one presupposes that the free slide is tied to unique traps, meaning you could chain them together. Might be better as a one time thing for balance.] R (short range) -->E--> Q: Break apart a formation, Slide to a target, and bat them in the preferred direction. R(long range) --> AAx2--->W(point-blank): A lot of damage-redirection followed by enough spacing for a peel, auto attack to gain energy, point blank trap to (ideally) snare the most dangerous opponent. Add an E if you have the energy to slip out with your ally.

Comment if you wish!

3 Comments

JarodDempsey1/5/2018, 2:32:18 AM1 votes

very unique for a support. It seems like all of his support aside from ult focuses on enemy movement. I'd either class him as unique or diver hybrid warden for that ult. I like that he'd be an ad support since they are rare and also that he'd be basically a fighter support since they are also quite rare in todays support meta of controllers/wardens.

P: energy resource + speed boost passive, not world changing but not bad either

q: primary engage/disengage skill good for peeling with potential good for catching, if this skill+trap is easy to proc the stun with a moderate range then Klaws will definitely be a catcher as his primary subclass.

w: not a bad skill, depending on range and stun duration it could also cause catching to be the primary subclass. Whats the point/significance of the bounce? if none exists then maybe remove it. It would also be nice if you could pick up traps so you could better control which ones get removed if youre at the cap and want to place another.

e: good skill primarily for movement but the added utility of trap rearming and enemy cc help to bolster its supp effectiveness

r: not bad, solid defensive ult good for supporting. Since your ally is left defenceless until you arrive i think you should also provide a moderate knock back to enemies in an aoe upon arrival or perhaps give the targeted ally a major speed boost. comparing to galios ult which gives a 50% damage reduction plus a knockup and magic damage, only ending with a heal is relatively lackluster. Also, instead of fears it should proc knocks since fears dont fit thematically and knocks do.