[Champion Concept] Metus Timore, the Needle Wraith

TheHappyReaperz··3 votes·898 views

Other Peeps: Ebero, The Plague Herald Desruc Khai, the Abyssal Torrent Nurk the Void Magus Rivel, the Split Code

Looks wise, I couldn't find a good representation, but a hooded figure with sharp spines sticking from its back, and with hands like these. If anyone finds/has a good representation of that, please let me know.

Lore: Piltover Police Report, #1372: Patrolman Harris and his partner Patrolman Smith: My partner and I responded to a disturbance at a small village off the S/W edge of Piltover. Upon arriving, we noticed something strange. No one was there. Houses lay empty, and the streets were barren of life. The air was still, silent and foreboding. We stopped in and looked at several houses, finding signs of a panicked scramble, a desperate dash to escape. However, there was no sign of conflict, no bodies or blood. What could have done this? What could have forced these people from there homes? Determined to find some clues as to what had happened, we continued down the road, searching for survivors. My partner entered a house to the left, stating that he had seen movement. I hurried after, but I was to late. A strangled cry echoed from the house, and as I rushed in I saw it. A creature, all torn cloth and spikes. It held my partner in the air with ease, as if he weighed no more than a doll. It turned and looked at me. I have never felt such terror, and I hope never to feel it again. Its eyes were cold and dark, showing no empathy. It stood hunched, too tall to stand in the house. It let loose a shrieking sound of almost laughter, throwing my partner to the side, and fleeing through a window. Recovering my senses, I pulled Smith out of there, and left that accursed place.

(Patrolman Harris later left the force, claiming work related stress. Patrolman Smith has been in intensive care since the incident, and remains comatose)

Role: Controller/Diver Health: 526 - 1870 Health Regen: 6.5 - 15 Secondary: 100 - 400 Melee: 155 Attack Damage: 60 - 110 Attack Speed: 0.650 (+ 0 - 50%) Armor: 23.4 - 85.5 Magic Resist: 31.5 - 52 Move Speed: 345

Abilities:

Passive: Terror Passively, hitting a champion with an AA or an ability causes Metus to gain 10 Terror. Last hitting minions and non-epic jg monsters also gives Terror, at 2 for minions, and 5 for jg monsters. When over 50 Terror, capped at 100, Metus gains bonus effects on his abilities. Metus loses Terror when out of combat at a rate of 2/sec. Dying or returning to base returns his Terror bar to zero.

Q: Needle Strike: CD 8/7/6/5/4 Range: 250 in a 45 degree cone Metus swipes in a cone, dealing 20/30/40/50/60 + (60 - 100% of AD) as physical damage. Hitting an enemy champion with this skill reduces the CD by 2 seconds. Empowered Q: Range increased to 350, 60 degree cone If an enemy unit, applies to neutral mobs, is hit by this ability, they acquire the debuff "Needle Shards". While under this effect, enemies are slowed by 10/20/30%, and take 5/10/15/20/25 + (2% of AD) every second for 3 seconds, as magic damage.

W: Creeping Terror: CD 20/18/16/14/12 Passively, Metus passes through enemy and ally minions. Actively, Metus drops to the ground, gaining a burst of MS, 40/50/60/70/80, declining over 3.5 seconds. While the ability is on CD, Metus loses the passive effect. Empowered W: Range: 300 Adds the effect, "Burst of Horror". When Metus activates this ability, as long as he has 50+ Terror, it sends out a small burst, that fears neutral and enemy units for 1 second, and allows Metus to pass through enemy units for the MS bonus duration.

E: Needle Lance: CD: 10/9/8/7/6 Range: 500 Metus extends his needle like spines forward, damaging enemy units in a straight line. Deals 50/70/90/110/130 + 20% AD as physical damage. Empowered E: Range increased to 700 Needle Lance stops at the first enemy champion hit, and drains their max health, by 8/10/12/14/16%, dealt as magic damage. This applies in addition with the physical damage the skill normally does, but the bonus magic damage is applied only to the first champion struck, and not the other enemy units it passes through. Metus is healed for half of the damage done to the enemy champion.

R: Terror Dash: CD 180/140/120 Range: 900/450 Upon activation, Metus cloaks himself, becoming camouflaged for 15/20/25 seconds. Activating the ability again allows Metus to dash forward, dealing 150/250/350 + 40% AD, as physical damage, and fills his Terror resource bar by 20% if an enemy champ is hit. The Terror gain from champions doesn't stack Empowered R: Passively, whenever Metus is above 50 Terror, his 4th AA will fear the target unit for .25/.3/.35 seconds. Actively, empowering Metus' R makes it deal an additional 50/75/100 + 20% AD, as physical damage, and increases the AOE by 40/80/120 units.

Quotes:

Upon Selection: They will die, on my hands

Attacking: STAB STAB STAB

Don't be afraid... BE TERRIFIED

BE IMPALED

POKE

Did that hurt? My bad, I'll kill you next time

Still screaming? More stabbing!

My jaws don't bite, but my claws will catch

Run, if you can

Using Q: SLICE

I think I broke a needle

Slice them to ribbons!

Movement: Terror advances!

Step, step, step, STAB

Skitter skitter, run and hide

Can't run fast enough, can you?

You can't run, you can't hide

Taunt: Stands still, exposing hands, and strikes them against each other You shouldn't play with needles

I've got a needle for you, and you, and you

Sharp, just how I like them

Enemy Nocturne: Afraid of the dark? Pitiful.

Enemy Fiddlesticks: You don't scare me you sack of straw!

Enemy Hecarim: Oh no, a scary pony.

Enemy Shaco: That's not even funny

Enemy Urgot: I'm sorry, I furgot to be afraid

Enemy Caitlyn/Vi: You can't save Piltover from me!

Enemy Jayce: What a blunt weapon, these are for killing

Joke: Touches one hand with the other, then recoils in pain

Ouch! Stabbed myself

Dance: Metus holds his hands out in front of him, shaking them, producing a slightly musical metal on metal noise

Laugh: Sounds like this

Changelog: W range removed R damage changed from 150/200/300 to 150/250/350. AD scaling reduced to 40% from 50% Reduced empowered E damage by 2% across the board, clarified the damage. Reworked Passive

4 Comments

Brutalitops011 votes

First, the passive. 5/7/10%, increasing every time you put a point in his ultimate: does it not stack up at all before he gets his ultimate? Or does level 16 not change anything?

As for the W, what is the range it says on it? 1000/1500/2000 is quite a lot, and again why only 3 numbers? To put this into perspective, most ADCs have 550 basic attack range. 1000 is nearly double that, 1500 nearly triple, and 2000 can probably be considered semi-global (I believe it's about the size of a rank 1 Nocturne ult's range, but I'm not sure).

The empowered E damage, is it % current health or % max health? Either way, it has potential to be pretty broken (18% at rank 5? YEESH!)

Lastly, 150/200/300 is pretty inconsistent for the ult damage, having it increase by 50 for rank 1 to rank 2 and 100 for rank 2 to rank 3. It can pretty easily confuse people. I would suggest either making it 150/200/250 or 150/225/300 so that it remains consistent. Also, does 400 Terror mean that his empowered abilities still cost 50 Terror? 10% means that every 2 autos will be filling it enough to get him an empowered auto, and the third gives him a second empowered ability. I would say to have it either be a flat increase, to have the max amount of Terror not increase, or to have it not increase as much.

TheHappyReaperz1 votes

Passive stacks separately from his ult, increasing at levels 7/14 I'll change that, so it's clearer. W needs to be changed, thanks for catching that. It used to be that the passive interacted with enemy champs, but I changed that, but forgot to remove the range. E is max health damage. I realize it is pretty damaging, but it is dealt as magic damage, something that the people most heavily impacted by it, tanks, have a pretty large base stats. Comparatively, Poppy Qs do 14% max health as an AOE, and Sion's shield deals AOE max health damage as well. This ability is single target, so less damage overall, and is meant to be a good poke tool in lane, but losing effectiveness late game, as MR reduces its effectiveness by a pretty decent amount. I can see why you think the ult damage was inconsistent, but it's a +50 from level 1-2, then +100 from level 2-3. Passive wise, the late fame increase is meant to be high, as you won't do much AA. Most of your damage will come from your Q, with CDR being a more important stat than AS. Lategame, it's highly likely you won't have much in the way of AS, so the increase is necessary, to keep players from being forced to build AS. Empowered abilities will always cost 50 Terror. However, that's 2 empowered ability casts from levels 1-5, 4 levels 6-10, 6 levels 11-15, and 8 16-18. 8 empowered abilities. That's not that much, in situations when you're poking/defending, you won't be able to do much, as you'll have few ways of refilling your secondary bar.

Brutalitops012 votes

It being a +50 damage increase from rank 1-rank 2 and +100 damage increase from rank 2-3 is exactly why it's inconsistent. Every other ability in the game has a set amount of increase in the base damage per rank, and there isn't one that breaks from this. Why is because the power spike from level 15 to level 16 is pretty insane and it won't be expected at all. People expect a constant increase by the same amount, not to have to learn 3 different base damages. This is why I suggested you make it 150/200/250 base damage (increase of 50 per rank) or 150/225/300 base damage (increase of 75 per rank). I don't do this, but I should, but calculating your opponent's damage is very important at higher ranks, and when base damages change at random amounts, it becomes a lot harder to remember how much damage you have to take into account.

As for Poppy's Q and Sion's W, which you compared his % max health damage to, first off, they are both full tanks. Poppy's Q is her only way of dealing damage late game, and Sion's W is very difficult to get off for the damage since it's based on how much of the shield is left, with a 3 second delay between when the shield is activated and when he can proc it. Also, Poppy's Q is a skillshot that deals 7% over 2 waves, with the second being on a long delay and pretty easy to miss if she doesn't ram the enemy into a wall with her E to stun them first, and Sion's shield dealing 14% of the opponent's max health is also pretty easy to miss. You cite them as being AoE, and that's why yours is balanced, but you have to realize that yours deals more damage than either of them and, while it is single target, it also heals him and I wouldn't imagine it would be that difficult to hit unless you had it be a super thin missile width and a fairly slow missile speed. Even with that, if he gets into melee range of the target, he pretty much shouldn't ever miss and that's a lot of damage and a lot of heal, even against squishy targets. Imagine you're playing an Ezreal or something, level 18, you have no magic resist items, this guy just throws his E at you and it hits. You have 1844 base health, + let's assume you built Trinity Force instead of Iceborn Gauntlet, but that's your only item that grants health, so you in total have 2094 health. This ability's 18% max health damage will deal 376.92 damage before resistances, for 506.92 damage (that's if he has 0 AD, which he obviously won't). Even that right there is over 1/4 of an Ezreal's health. Now, again, this is all calculated without variable values, like Magic Resistance on Ezreal and AD on Metus, but including what you would expect for a full build on Metus's damage and Ezreal's Magic Resistance at level 18 without runes, it would likely be dealing even more damage. Compare this to Vayne's W, Silver Bolts. It has more interaction with her opponents than yours, because she needs to hit a target 3 consecutive times where yours just needs to land a single skillshot, and it deals 12% max health in true damage. It also doesn't have a base or a scaling. So, using the same example from earlier of the 2094 health Ezreal, it's dealing 251.28 damage, that's it, end of story, with no way to make it deal any more or any less (I don't think that masteries that increase damage affect true damage; as Riot has said, "True damage should be just that, true damage, nothing increases it, nothing decreases it, it deals exactly the amount it says it will, no more, no less"). So, you're telling me that a tank can chunk an Ezreal who doesn't dodge his E faster than a Vayne can chunk an Ezreal who lets her hit him 3 times. Yes, I know that the basic attacks will also be dealing their own damage that, depending on the build, can more than make up for the difference in damage, but as I said, this is excluding all variables.

The point that I'm trying to get across here is that any abilities that deal % max health damage deal less than this and have more interaction with their opponents. Even in late game, a Sion will almost never get off the shield for damage, and if he does, the damage from the rest of the shield will be significantly reduced; that 14% will be all of the damage it deals. A Poppy Q deals less damage than this in 2 separate waves, the first being fairly difficult to dodge but the second being absurdly easy without another easily avoided interaction being triggered on you. This has a skillshot with a very easily obtained resource.

CrazyBear19871 votes

Dementor: http://vignette1.wikia.nocookie.net/harrypotter/images/4/49/DementorConceptArt.jpg/revision/latest?cb=20150928152038

Passive: "returning to base returns his Terror bar to zero." i dont think this is needed, give him a chance to recall then TP, and still keep his remaining terror

His entire kit is really great, synergies and interacts with his passive and sticks to his theme. very good.

You could give his R an empowered form, deal more damage, another fear or silence, doesn't feel impactful with just damage.

very strong concept, with a nice kit. hope to see you develope this idea further

[slayer-pantheon-thumbs]

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