Aken - the evil truth demacia (REAL CHAMPION IDEA NEED HELP)

2000shadows·4/13/2016, 11:35:42 PM·2 votes·901 views

Lore A Demacian army came to take over our village, killing anyone who went against them. Making us slaves, they marched us out to the mines and worked us to the bone. For a year we mined the cave until it collapsed. Rock and debris flew in every direction. Under the cover of dust I ran out as fast I could. Seeing a dead Demacian soldier on the ground, I stopped and grabbed his old looking dagger from his side. Finding a pick axe I started my hunt for the evil that started this. (still working on lore)


What she looks like Aken is a 16 year old female. She has brown hair and blue eyes. She escaped the mines wit a gray jacket and pants. For defense, she has a black gas mask that covers her mouth, a pick ax and an ancient dagger.

Moving on Ill give you the abilities


Passive VENGEANCE: Aken seeks vengeance for her people, empowering her basic attacks with bonus physical damage equal to 15% of her total AD. This buff can only be applied once every 10 seconds.

JUSTICE: When Aken kills a monster, minion, or champion her next basic attack is fueled by Justice, dealing bonus physical damage equal to 15% of her total AD.

Both Justice and Vengeance are self-buffs that do not stack with themselves, however both can be applied simultaneously, causing Aken to deal an additional 30% of her total AD on her next basic attack.

CRITICAL WEAKNESS: Aken's inexperience and fragility causes her critical strikes to 25% less effective.


Q -- to close Mana cost (50,100,150,200) (CD 13,11,9,7,5) Akens next auto for 2 seconds will knock back enemy champion (200 units) dealing (100,150,200,250,300)+ 50% AD + 25% of there armor physical damage

If the target is tethered, Aken does not knock the enemy back. Instead, she breaks her tether, slowing them 50% for 1 second if there below 15% health or stunning if above 15% health and deals physical damage equal to (10% of there armor and magic resist + 30%AD) in physical damage . If the target dies within or when the duration of the slow or stun, W's cooldown is decreased by 5 seconds


W -- loose ends (CD 20,17,14,12) Mana cost (100)

Active: Aken throws her dagger with a rope attached to it (500 units) tethering herself to the target and dealing 100 + (50% AD) physical damage. The tether has a maximum range of 1500 units, beyond which point the tether is broken. If Aken and her target remained tethered for 2 second she will pull herself to the target and gains 5/10/15/20/25 bonus armor and magic resist for 2 seconds


E -- downfall (CD 15,13,11,9,7) Mana cost (75)

Aken places a pit trap on the ground that spans a (100 units) radius, looks like a small star on the ground lasting for (4 min) When enemy champions step on it they are blinded for 1 sec and it slows them down by 90% for 0.5 sec. Dealing magic damage equal to 20/80/140/200/260 + (120% AP)

While a target is tethered this ability changes to SHAKE IT OFF: Aken rips the knife from her target, breaking the tether and dealing magic damage equal to (30% of there missing health in AP) ___________________________________________- R -- killer work (CD 250,200,150) Mama cost (150,200,250) last for 8 seconds

Aken switches her pick axe for her dagger, reducing her range by half (75 units) and getting 60% + movement speed. Her next auto attack will cause (100,125,150)% AD, 25% missing health, and +25% of there armor. Then she rolls backwards for (400 units). If Aken attacks nothing for 3 seconds the move speed buff will be replaced

replace - she will gain (+20% of her armor and magic resist) and slowed by (10%) for 5 seconds. passive will not be activate during the 3 seconds of the R buff, But when the 3 second R buff is over or is used both passive AD buffs will be up even if you didn't killed or waited 10 seconds to earn the buffs


Beginning Stats ( i used Diana stats becus i didn't really know what to put and they seam ok)

Health 589.0 (+90)

Attack damage 53.0 (+3)

Health regen. 7.425 (+0.85)

Attack speed 0.625 (+1.25%)

Mana 297 (+40)

Armor 26.048 (+3.6)

Mana regen. 6 (+0.8)

Magic res. 32.1 (+1.25)

Melee 150 (75 with R)

Mov. speed 345

[slayer-jinx-catface] If you have any ideas please tell me

16 Comments

Darius Bøt4/14/2016, 12:23:02 AM1 votes

Lore-wise I just can't see Demacia as doing that, Noxus yes. That may just be a personal preference, I see Noxus as a darker force and Demacia as a lighter one. The passive to me seems way overloaded. +25% AD just from last hitting is extremely high, plus it's activated every ten seconds and stackable. I'd pick one or the other for a more balanced version and make the 25% bonus off of base AD.

Q-This ability seems WAY too strong. Take out the stun, replace with a slow maybe. Swap the CDs so it's shorter at max rank and increase mana cost per level. I think that would help for a bit of balance. W-I like this one, it reminds me of a Thresh hook. No damage? If you're throwing a knife I'd expect a little bit of damage. Also how long does this Armor/MR last? It matters for your other skill actives. E-*shorten name to "Downfall", it's shorter and if we assume it's in client, also easier to read. Remove AD scaling for AP scaling. R- I think the MS buff is too aggressive, maybe 60%. I don't care for the armor damage component. It's a dagger, so maybe %Health damage?

Elite4Runner4/14/2016, 12:36:09 AM1 votes

Looks good so far.

A few comments on the W + Q and W + E combos.

  • Maybe it's just wording, but I would recommend something like having W apply a mark for 2 seconds for the sake of this interaction. In the description for Q and E, state that the mark is consumed and the respective effect is applied. If the mark expires Aken then pulls herself to the target.
  • I would also set a maximum range for these effects to take place within. If a marked enemy leaves this distance from Aken, the mark would be removed. But this is up to you and how you want the abilities to work. I just think this would help to give the enemy a chance to counter play.
  • This may just be me, but I feel like a champion dealing % health true damage sounds a bit strong. May want to look into that.

For W specifically, how long does the additional armor and magic resist last, or is it permanent (I hope not)

Passive

  • Does a stack last for up to 10 seconds or can the player not use an auto attack for 20 seconds and gain 50% AD without getting a kill or if they get a kill with something other than an auto attack can they potentially get 75% AD . (I'm not sure I'm explaining my question well)

For E,

  • How long do these traps last?
  • Is there any kind of visual clue to the enemy that a trap is placed?
  • Is this interaction with W caused by placing a trap, triggered by the 'marked' target stepping on a trap, or does this interaction happen instead of placing a trap?
  • I am not sure I understand why killing an enemy with this ability would add time to the cooldown for W. Could you please explain your reasoning for this.

Ult

  • I am really trying not to focus too much on numbers in concepts because I understand that balancing is very difficult, and to be honest I am not sure I really understand how this works entirely, but a total of 15 seconds of bonus movement sounds kinda huge. Even the 5 seconds of +90% movement is massive.
  • Does the bonus %AD work in combination with her passive?

Overall, I like it, keep working with it.

hotarse4/14/2016, 1:39:11 PM1 votes

Q- Vayne much? W - Thresh much? E- for a trap ability, kind of interesting since it has an active. but blind is something I think riot is not going to be doing in lol again unless it's a really good solution to a certain kit. R - I wouldn't put the stance change on the ulti. It's also a bit much like Jinx

Elite4Runner4/15/2016, 3:17:43 PM1 votes

This is just a suggest for how I would word your passive a little differently, if I am understanding what you are aiming for. (Please feel free to take any suggestions, or not, change any names or stats I use, .. whatever you feel like. It's your champion, these are just ideas for you to consider.)


Passive VENGEANCE: Aken seeks vengeance for her people, empowering her basic attacks with bonus physical damage equal to 25% of her total AD. This buff can only be applied once every 10 seconds.

JUSTICE: When Aken kills a monster, minion, or champion her next basic attack is fueled by Justice, dealing bonus physical damage equal to 25% of her total AD.

Both Justice and Vengeance are self-buffs that do not stack with themselves, however both can be applied simultaneously, causing Aken to deal an additional 50% of her total AD on her next basic attack.

CRITICAL WEAKNESS: Aken's inexperience and fragility causes her critical strikes to 25% less effective.


Okay, so why do I suggest to do it this way? First of all, I want to say that I kind of agree with AmericanZach that having two conditions in which an additional 25% AD on her next basic attack is a little extreme, but I'm doing my best to work with your idea. I think it is best to make these two different buffs so that they can be better tracked by the player on their buff/debuff 'bar' as to which one(s) is/are enhancing their next attack. Also, by making them two different buffs, they do not stack with each other.


Q -- Too Close Mana cost: 50 mana at all levels Cooldown: 5/7/9/11/13 Aken's next basic attack within 2 seconds will knock back enemy champion (200 units) dealing 100/150/200/250/300 + (50% AD) + (25% target's armor) physical damage

If the target is tethered, Aken does not knock the enemy back. Instead, she breaks her tether, slows them for 1 second and deals physical damage equal to 5/6/8/9/10% of the targets current health. If the target dies within the duration of the slow, W's cooldown is decreased by 5 seconds


I removed your cooldown mechanic for failing to kill the target. In most cases, failing to kill an enemy should not improve an abilities effectiveness. If you want the base cooldown to be lower, that is up to you, but I personally think they are plenty good as they are. I assumed that this would be physical damage because it is scaling on AD, but that is not necessarily always true. Be sure to specify. It is actually not necessary to have a second, named effect to this ability, instead just make the effect of the empowered basic attack be different if the target is tethered. I also think using the 'stay close' portion of this ability should break the tether. Mostly because you are already on top of the enemy so there is really no need for it to pull you closer. Also, since it will no longer deal the additional damage from the pull, you can even consider making the 'stay close' effect stronger. Maybe even bring back the stun.


W -- Loose Ends Cooldown: 20/17/14/12 Mana cost: 100 mana at all levels Active: Aken throws her dagger with a rope attached to it (500 units) tethering herself to the target and dealing 100 + (50% AD) physical damage. The tether has a maximum range of 1500 units, beyond which point the tether is broken. If Aken and her target remained tethered for 2 second she will pull herself to the target and gains 5/10/15/20/25 bonus armor and magic resist for 2 seconds


I removed the tether breaking due to terrain. For the most part, leashes aren't effected by terrain. Leave it up to the player to decide if they want to cancel the gap close portion of this ability with Shake it off.


E -- Downfall Cooldown: 15/13/11/9/7 Mana cost: 75 mana at all levels Aken places a pit trap on the ground that spans a (100 units) radius, looks like a small star on the ground lasting for (4 min) When enemy champions step on it they are blinded for 1 sec and it slows them down by 90% for 0.5 sec. Dealing magic damage equal to 20/80/140/200/260 + (120% AP)

While a target is tethered this ability changes to SHAKE IT OFF: Aken rips the knife from her target, breaking the tether and dealing magic damage equal to (10% of there armor/ magic resist + 10% AD) OR (30% of there missing health in AP)


There is really no reason to have any kind of animation with this ability as they are usually meant to give the enemy a chance to react to avoid damage, and they would not really be able to with 'Shake it off' because they are tethered. As for the damage, I'm saying 'OR' because I think you're going to have to pick one. Two phases of damage is a little redundant, and to be honest, both would be pretty strong. If you go for the 10% armor/magic resist + 10% AD, does this deal damage based on armor AND magic resist? Please specify. I also removed the cooldown mechanic to from this ability because you generally want to reward a player for getting a kill.

I actually don't have much to say about the rest. I am not really sure how I feel about the ultimate in general, but it looks okay. The stats look okay too since you are basing them on an existing champion.

Keep it coming friend.

2000shadows4/15/2016, 10:42:31 PM1 votes

[slayer-jinx-unamused] /////AKEN THE EVIL TRUTH DEMACIA \\\\ WHERE IS THE =OF= BETWEEN TRUTH AND DEMACIA