[CHAMPION CONCEPT] Savage, the Savage Savage

WarWork·5/5/2015, 12:05:06 AM·1 votes·521 views

Savage, the Untamed

Lore I’ll keep it short and simple. Savage is a fierce warrior, he stands up and has slaughter all that has tried to challenge him. Nobody knows the true origin of Savage. Some say that he was abandoned in the Komungu jungle as a child. Some say that he is a beast that too the shape of a man. Some say he was a king who was lost everything and was cursed. Savage knows not his origin nor does he care.

Role Primary: Fighter Secondary: Tank

Passive Unchainable Fury Whenever Savage is afflicted by crowd control, he gains 8 / 10 / 12% bonus Armor and MR for the duration of the effect. This ability does not stack.

Q Savage Strikes Range: Self-Cast Cooldown: 13 / 12 / 11 / 9 / 7 seconds

ACTIVE: Savage's next 2 basic attacks deal 20 / 40 / 60 / 80 / 100% bonus damage and inflict Grievous Wounds. These attacks cannot critically strike. PASSIVE: Savage gains 2 / 4 / 6 / 8 / 10% life steal.

W True Savagery Range: Self- Cast Cooldown: 3 seconds

TOGGLE ON: Savage enters a primal state. While in this state his basic attacks cost 5 / 10 / 15 / 25 / 30 (+5% bonus AD) health but deals 2.5 / 5 / 7.5 / 12.75 / 15 bonus physical damage, in a 120 degree arc in front of him, plus magic damage equal to 3 / 5 / 6 / 7 / 8% of the targets’ current health. TOGGLE OFF: Using a skill causes Savage to dash 210 units to the cursor location.

E GET BACK!! Range: 200 Cooldown: 14 / 13 / 12 / 11 / 10 seconds

**ACTIVE: ** Savage delivers a mighty back-handed strike dealing 30 / 60 / 100 / 155/ 180 (+10 / 20 / 40 / 60 / 80% of his AD) as physical damage in horizontal like in front of him. Enemies Struck are stunned for one second and are spun around 180 degrees. Additionally Savage is takes 40 / 50 / 60 / 70 / 80% reduced damage and is immune to knock ups, knock backs, stuns and suppressions for the execution of this skill. (Savage takes 1.75 seconds to execute this skill and has an ending lag of 0.5 seconds for which he does not have the benefit of this skill) Passive: Savage gains 5 / 7.5 / 10 / 15 / 20% bonus movement speed, ramping up over two seconds to 10 / 15 / 20 / 25 / 35% when moving towards enemy champions that have their backs turned to him.

R Thunderous Roar Range: 700 Cooldown: 200 / 160 / 115 seconds ACTIVE: Savage releases his fury in a roar dealing damage to enemies in a line in front of him. Enemies take True Damage 4 times over 2 seconds. Enemies damaged from the first tick of damage are silenced for 1.5 seconds. Damage per tick: 40 / 110 / 220 Max Damage: 160 / 440 / 880

2 Comments

ModThe Djinn5/5/2015, 3:45:16 PM1 votes

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Passive Unchainable Fury Each time Savage is afflicted by crowd control, he gains 5 Armor and MR for 2 seconds, this ability stacks up to 4 times.

You're unlikely to ever get hit with enough CC in a 2-second period for this to matter. Might be better as "Unchainable Fury: Whenever Savage is afflicted by crowd control, he gains 8 / 10 / 12% bonus Armor and MR for the duration of the effect. This ability does not stack." Numbers can be tweaked but, as a Fighter/Tank, this encourages him to build defenses, and makes him a little more resistant to being kited through slows, for example.

Q Savage Strikes ACTIVE: Savage's next 2 basic attacks have a 100% chance to strike critically and inflicts Grievous Wounds. PASSIVE: Savage gains 2/4/6/8/10% life steal. Enemies near Savage are slowed when inflicted with Grievous wounds or are bleeding.

COOLDOWNS ARE IMPORTANT. Especially with an ability as powerful as that first one. I'd be very careful here -- that Q looks like a 100% automatic win at low levels, due to the incredible dueling power it gives (especially if it's also an auto-attack reset). The passive also needs a duration and strength on the slow.

I'd consider revamping this one pretty intensely, specifically to address the early level power case. Even something as simple as "ACTIVE: Savage's next 2 basic attacks deal 20 / 40 / 60 / 80 / 100% bonus damage and inflict Grievous Wounds. These attacks cannot critically strike.", which gets you the same end damage value (minus the possibility for Crit damage runes or Infinity Edge) but at least puts a power curve on it.

W True Savagery TOGGLE ON: Savage enters a primal state. While in this state his basic attacks cost health but deals bonus damage, in a 120 degree arc in front of him, plus magic damage equal to 1/2/3/4/5% of the targets’ current health. TOGGLE OFF: Using a skill causes Savage to dash a short distance to the cursor location.

Health costs are somethat important, as is bonus damage. I sort of like the idea for the toggle, but I can't see this guys cooldowns or the distance he dashes, so I have no idea how powerful it will be.

**E GET BACK!! ACTIVE: ** Savage delivers a mighty back-handed strike dealing physical damage in horizontal like in front of him. Enemies Struck are stunned for one second and are spun around 180 degrees. Additional Savage is takes 40/50/60/70/80% reduced damage and is immune to knock ups, knock backs, stuns and suppressions for the execution of this skill. Passive: Savage gains bonus movement speed when moving towards enemy champions that have their backs turned to him, ramping up over two seconds.

How long does the active take to execute? That part isn't clear, and is VERY important, since that reduced damage is really high (as in greater than Alistar ultimate high at later levels). Once again, damage and cooldowns.

That said, I like the flipping the target's facing mechanic paired with his passive...although it's so easy to adjust your facing that it really won't make a difference. Would have a lot more effect in DotA than in League, 'cause we don't have turn speeds. Probably unnecessary complexity, sadly.

R Thunderous Roar ACTIVE: Savage can charge this skill for up two seconds. Savage release his fury in a roar dealing damage to enemies in a line in front of him. Enemies take True Damage over 2 seconds and are silenced while in the roar. Charging this skill increases the damage and range of this skill.

Duration / Damage / Range / Cooldown. Also, charging skills don't work because of how his W toggle works: using a skill causes him to dash, so he'd pretty much break the charge immediately.