[Champion Concept] ~ Ridd - The Lost Manic

stone the blacks·3/27/2017, 11:16:06 PM·2 votes·571 views

Purple glowing smile with no eyes emitting from a torn while cloak with steaks of neon's changing color on a massive body with floating limbs and no left leg.

HP: 650-2400 Regen: 6 - 30 per 5 AD: 70 - 120 Armor: 55 - 95 MR: 30 - 60 MS: 300 AS: .62 - 1.10 Range: 125

Passive: Inter-dimensional Laughter - Being near an enemy champion places a stacking debuff [Trauma] on them that influence his other abilities. If seen by enemy a stack is added every 1 second, if unseen every 0.5 seconds.

Q: Panic - Passive: While moving to enemy champions Ridd gains 1%/2%/3%/4%/5% MS for each stack of [Trauma] on the closest enemy champion. Active: Ridd consumes all stacks on nearby enemy champions and rushes at a target enemy champion while blinking in and out of existence [becomes untargetable and invisable for .1 seconds] repeating on a loop. Upon contact of the enemy champion all other nearby enemies are feared while Ridd and the target are pushed back 600 units. The target is dealt 50/110/170/230/290 (+20% AP)(+50% AD)(+5% MAX HP) [Trauma] Bonus - gain 3% movement speed until out of combat for each stack of [Trauma] consumed.

CD: 12/11/10/9/8 Cost: 10% MAX health

W: Unknown Domain - Ridd marks the area around him. All enemies cannot leave nor see outside of the area until Ridd deactivates it, leaves it or dies. While inside the area enemy champions are dealt 2%/2.5%/3%/3.5%/4% of their maximum health as Magic damage. Rid heals for all the damage dealt by [Unknown Domain] while inside the area. [Trauma] Bonus - For each stack of [Trauma] 5% of the damage is converted into true damage

CD: 30/27/24/23/20 Cost: 20% current Health each second

E: Sadist's Hunger - Passive: Ridd gains .5%/1%/1.5%/2%/2.5% increased healing for each stack of [Trauma] on nearby enemy champions. Active: Ridd delays all damage dealt to him for 1/2/3/4/5 seconds. At the end of duration he takes 110%/105%/100%/95%/90% of the damage prevented. Ridd also releases all the damage absorbed in a large AOE as magic damage. [Trauma] Bonus - Heal for 2% of damage dealt to enemies by sadist for each stack of [Trauma]

CD: 20/19.5/19/18/18.5 Cost: No Cost

R: Rift Shatter - Ridd sinks into the ground becoming invunrable. After 2 seconds he reappears around the most damaged nearby enemy champion fearing them for 2 seconds. [Trauma] Bonus - For every 5 stacks of [Trauma] on nearby enemy champions, an uncontrollable clone of Ridd is created. The clones will attack champions with the most stacks of [Trauma]. They also cast weaker versions of his basic abilities on the closest enemy when he Ridd does.

CD: 150/135/120 Cost: 25% maximum HP

Playing Ridd - awful lane, just done you farm and sit under town you cant fight them. you kill yoursef faster than they can. once you can group do so you are a situational bust tank. Late game walk into a 1v5 beat the fuck out of adc while they refuse to hit you with your e up and out heal their damage in your w.

2 Comments

Friendly Ram3/27/2017, 11:32:02 PM1 votes

someone's been playing too much darkest dungeon. P: Max stacks of trauma? W: way too strong. recommend removing the lockdown and then it'd be fine. E: i love the idea behind this ability just not too sure on the execution. R: maybe swap this and your w? TY for sharing but still needs lots of work.

Baransu3/29/2017, 5:03:51 PM1 votes

Fun champ - looks like it took lots of work! Abilities are themed well and it paints a good picture. Lets get some lore!

Passive:

With all the buffs on his abilities based on trauma stacks, I'd say this needs a bit of a debuff. Something like "stacks endure for 2 seconds, and only stack on the closest enemy champion." Rather than gaining 5 stacks every second in a teamfight. Either that, or have a maximum number of stacks you can have (not more than 5 or 10). You did make most of the trauma bonuses pretty low -which is good- but they would REALLY add up quickly in a teamfight. I like the concept, it would just take some careful balancing.

Q:

This one looks fun, but I would definitely make it a skillshot, rather than targeted (especially because he goes untargetable while rushing them). There needs to be some kind of counterplay to get him off the carry, and if he just clicks on them and isolates the carry (and they cant even dodge it), it will add a bit of antifun to the carry's game.

W:

This either needs an extremely short duration, or to have the cc removed. As it stands, it is about 10 times stronger than a Camille Ult, because hers is single target, has no DOT, doesn't deal true damage (i think) and provides no shroud. (and its an ult, rather than a W).

E:

The only counterplay to this is to avoid hitting him for the duration, which is OK but 5 seconds is way too long. I would max it at 2, or remove the damage in the AOE. For an assassin champ - even without the AOE - if it lasts for 5 seconds its basically a nerfed Tryn ult (he is able to keep dealing damage to the carries for those 5 seconds). He takes the damage eventually, so I think might be OK, but not with the AOE damage added to it.

R:

What is the range on this? Careful of adding a % of max HP ability to someone, it would be very frustrating to kill yourself by activating your ult (and 25% is a huge cost - if he builds tank, that's like 1000 damage, and if he builds assassin, that's precious HP he can't spare). It also looks like this ability works much better then trauma stacks are high, which means he will have to be engaged for a while to use it effectively - which further adds to the fact that he wont be able to spare HP. Also, this is another untargetable/fear ability - which is a little broken when he has the same effect with his Q.