A champ concept of mine, thoughts?

ImABigBlackDuck·2/14/2020, 11:59:02 AM·2 votes·1,983 views

OlRabus, The Ancient Jailer

Very similar to Yorick, design could change for sure.

Hybrid-Juggernaut Champion/Top Lane/Jungle/Mid Lane Potential

Shadow Isles Champion, Weilds Hammer, Feet, and Mist for weapons

Passive: Walk of the Dread: While in combat with enemy champions or large monsters, every footstep OlRabus takes will deal Splash damage. Enemies hit by the splash are slowed for 5%. Stacks up to 6 times. The more movement speed, the slower the walking animation. The slower the animation, the more damage.

Q: Mourning Blows: OlRabus swings his hammer around him, awakening the hammer. Foes hit by the hammer will take increase physical damage done as magic damage. Awakening the hammer allows for three auto attacks, the third auto attack is a brutal AOE. (Think of old Mordekaiser's Q except each auto attack is an auto reset) If OlRabus does not hit a foe with Mourning Blows half the cooldown is refunded (The auto attack portion)

W: Wardens Foot: OlRabus stomps either of his feet in a cone direction dealing damage and one of two effects. Left Foot: Slows enemies and lowers resistances Right Foot: Stuns enemies and lowers damage

E: Lurking Sanity: OlRabus commands the mist to a target location dealing damage and fearing.(Think of Aatrox's W skill shot just a little thicker) Champions and large monsters hit are feared for 2 seconds If a champion or large monster is feared, OlRabus will lay his arm out in the direction of the feared target. Once OlRabus reaches the target, he will clutch his hand around their neck absorbing a percentage of their health as his own. If a champion were to escape his clutches, OlRabus will laugh and taunt as he will instantly regrab them resetting the duration of his life absorb. Additionally once the channel is complete, OlRabus will explode the champion, slamming down to the ground to be stunned for 1 second. (Only cc breaking will cause this to happen)

R: Echoes of the Damned: OlRabus screams, slamming his hammer down to the ground for a large AOE blast. Awakening his tainted soul by the mist of the isles for a duration. Foes hit by the blast will take increased damage from Walk of the Dread Wardens Foot will use both effects on foes hit by Echoes of the Damned OlRabus basic ability cooldowns are reduced by 20%-30%-40% Passive: Walk of the Dread will now heal OlRabus

EDIT: Somethings are not properly explained please keep that in mind!

2 Comments

Breizhillien2/14/2020, 5:22:17 PM2 votes

Every thing is Overpowered, it need a lot of work. First the name, that not a champion that's a candy brand.

Passive is a fun idea, seams like the old Alistar one in some way but damages should upgrades with level and health to be more "Juggernaut style" not with MS. It should start after a certain amount of time in combat and not every time, and apply the 5% slow on condition the enemy got already 5 stacks.

The Q is frankly shit. Choose : it's either a AOE or an attack reset. Because for now it is the most stupid shit I ever read. That's an AOE who increase damages done by your champion on foes hit plus 6 attacks on a row (7 with Titanic Hydra) with damages increase on the target, 2 boosted attacks and 1 AOE, that apply at each hits on-hit effects and, on top of that, have a CD refresh if it doesn't hit. Rework it.

For the W, use movements to imply actions on a spell is quite fun but it doesn't work, have you ever seen a champion walk? Sometimes you'll have to stop mid animation or you are starting to walk 3 time by the same foot because you were CSing. And what with the double effect? Damages + Slow + Reduced defenses OR Damages + Stun + Reduced damages, this is so unbalanced even Qiyana seems fair compare to that. Rework it.

And now the E. Oooooh boy... 2 sec fear. On a Juggernaut. Followed by a 1sec stun after stealing part of the target's health. With absolutly no counter-play. The fear shouldn't be part of his kit, the stun is unnecessary because you're punishing someone for being better than you by escaping your clutch. The drain part is the only one that make sense, but it's not enough to make a good Juggernaut spell. Rework it.

R need to be change as well. Nothing to keep.