Ataru, the Unarmed Combatant (New Mechanic)

ninjahX·9/11/2018, 2:19:13 AM·1 votes·1,772 views

HEALTH 573 – 2038 ATTACK DAMAGE 60 – 121 HEALTH REGEN. 7.4 – 19.7 ATTACK SPEED [*] 0.658 (+0% – 57.8%) ARMOR 28.0 – 77.0 MAGIC RES. 31.4 – 74.4 MELEE 125 MOV. SPEED 345

Passive ~ Ki Pool Ataru uses the ki resource which is tracked below his health. Basic attacks against enemy champions will generate 1 ki point killing a minion will also generate one ki point. He also generates 1 ki point every 10 / 9 / 8 / 7 seconds and can hold up to 10 ki points at a time. Ataru cannot gain MANA however for every 200 points of MANA he would would gain he instead reduces the rate at which he restores ki by 10%. Additionally his attacks can penetrate even the toughest armor, as long as he has 3 ki points his basic attacks deal 10 / 20 / 30 / 40 (+ 10 % AD) as magic damage. If an ability is every cast at 30% Ki or below it deals 50% less damage and buffs are 50% less effective.

Q ~ Iron Body ~ Cooldown 15 / 13 / 11 / 9 / ~ No Cost ~ Range 550 Passive: Ataru strengthens his body using ki. As long as Ataru has 7 ki points he reduces incoming damage by 10 / 15 / 20 / 25 / 30% Active: Ataru consumes half his maximum ki points and after a brief delay dashes forward dealing 40 / 80 / 120 / 180 / 220 (+ 80 % bonus AD) and knocking aside all enemies hit. If at least 5 ki points were consumed afterwards he reflects 10 / 15 / 20 / 25 / 30% of any damage taken for 3 seconds (calculated before passive and armor/magic reduction).

**W ~ Glow of Life ~ Cooldown 14 / 13 / 12 / 11 / 10 ~ No Cost ** Passive: Ataru passively uses his own ki to mend wounds. As long as Ataru has 4 ki points his health regeneration is increased by 1 / 1.5 / 2 / 2.5 / 3 % for each 1 % health missing. **Active: **Ataru consumes up to half his maximum ki points and 80 / 120 / 160 / 200 / 240 (+70%AP) health gains and 20 / 30 / 40 / 50/ 60 % attack speed for 3 seconds. If at least 5 ki points where consumed all healing and attack speed is increased by an additional 25%

E ~ Fleet of Foot ~ Cooldown 11 / 9.5 / 8 / 6.5 / 5 ~ No Cost ~ Range 600 Passive: Ataru can use his ki to enhance his speed. As long as Ataru has 5 ki points he gains 3 / 6 / 9 / 12 / 15 % bonus movement speed. Active: Ataru consumes up to half his maximum ki points and performs a mighty leap to target location. If he lands near an enemy he smashes the ground deals : 60 / 95 / 130 / 165 / 200 (+ 70% bonus AD) and slows surrounding enemies in a 300 radius circle by 40% for 2 seconds. If at least 5 ki points were consumed he gains 50% movement speed after landing for 2 seconds.

R ~ Ki Surge ~ Cooldown 100 / 90 / 80 ~ No Cost ~ range 400 Passive: Takedowns restore 6 / 8 / 10 ki points. Active: Hikari taps into the rest of his ki reserves and gains 40 / 60 / 80 armor and magic resist and 200 / 350 / 500 bonus health for 8 seconds. For the duration he may unleash a devastating punch against target enemy champion consuming all remaining ki and dealing 150 / 300 / 450 (+ 100 % Bonus AD) magic damage knocking them back 800 units and are also 20% of their missing health as physical damage if they collide with terrain. Enemies that are hit by the champion are knocked aside while enemies within 300 units of Ataru are also knocked back, but are dealt no damage. If at least 8 ki points are consumed they instead take 20% of this missing health as true damage

It should be noted that for his basic abilities they can still be cast even if he does not have enough ki points he just doesn't get the bonus effect if he doesn't have enough

Thoughts...?

4 Comments

Dan Schneider NA9/11/2018, 7:01:47 PM1 votes

I really enjoy this concept. It heavily reminds me of the monk archetype that I really wish league had. I'm not very good with balancing so I can lend no comment to the numbers.

One thought I do have is how can you encourage players to spend ki rather than just hoard it? I feel like the rate at which you get ki lends to the idea that one can freely spend it. It sounds like it is a mix of a fighter/assassin. If it is an assassin, I would definitely limit the amount of ki that one can generate to make sure it is not too overpowered. Overall though I feel this is a very unique champion design. I enjoy the ki system.

10001101110110119/12/2018, 8:36:10 AM1 votes

Generally; labeling something as no cost, and then giving it a cost in the ability description makes your design intent less clear; maybe consider listing the ki cost in the ability name line.

passive;

Imo this would be more interesting if it were a smaller pool with a more direct tie between how many points you have, and how strong the effects of his ki are. Also, giving a flat cdr from max mana is bad design, especially with current numbers; he only needs 700 mana before it takes 0 seconds to regain ki, and what happens when that time goes negative? The game will crash. I'd suggest a scaling % reduction instead, with mana over 400 granting diminishing returns and maybe a call-out that this doesn't stack with CDR items, or that CDR items don't affect the CD of this ability.

Q: It's your passive again! Champions should have 5 different abilities including their passive. Active is maokai's q---maybe try giving him some of his own flavor.

W: Very Lee Sin; still very passive with no real skill expression.

E: So this is lee sin's e-w combo with some slight adjustments... At least it has skill expression. It is a generic 'dynamic entry' ability; maybe find a way to incorporate some more of your character's theme.

R: It's kind of weird that minion deaths grant ki pre 6, but not champion kills; there's an opportunity here to clear up the direction of the kit. Generally this is really overpowered as-is (it's a much better lee sin ult), and has similarities to the q, which lessens the impact of your design. Maybe if they were meant to combo together or something.

More general thoughts; 'half current ki' is unclear if you're at a negative value; if I have 5 ki and use an ability, does that cost 2 or 3?

I think reworking the ki to be more like Rengar's rage mechanic would clarify things considerably; either with set costs for each ability, or working the same as rengar's, and granting an empowered effect at full stacks. I would shift the power focus on the abilities to the empowered form; they all have really low cooldowns (probably you should make the abilities have different cd amounts to promote skill expression, and also to better balance each ability); low cooldowns mean that the base ability is more powerful than normal, which is especially true in manaless champions.

I think the idea of a ki champion is cool, but more work needs to go into differentiating it from energy champions, and rage champions. What is the goal of introducing the new mechanic? What makes it different from other, existing mechanics? What does it incentivize the player to do? To not do? The kit should reflect the answers to these questions.

His playstyle currently is exactly Lee Sin's; dynamic entry -> auto twice, second ability -> auto twice, etc for 3 and 4, but unlike sin's, your abilities are all on the same cd, so your combo resets endlessly on a loop, with only a small opportunity for counterplay; this makes the kit very punishing to play against, and lowers the skill cap for the player of your character (they'll get bored with him faster). A more dynamic kit, where each player can think strategically would help with this. Currently, if you follow that gameplan, he will always be at or above 5 ki (depending on how you handle rounding), so he can always make use of all his empowered abilities/current passive/etc.

It's always neat seeing someone taking a stab at champion creation; it'd be even better if we saw some more things you thought up instead of things which already exist in game.