Attack Damage Support - What do you think of this basic concept?

lCantPauseltMom·3/30/2015, 4:16:26 AM·3 votes·1,136 views

So I had been rattling my brain for a support/assassin and a support/marksman, and kind of thought of a bare concept that may develop into something. Tell me what you think of it!

Passive: Not Sure Yet Champion causes every 6th shot to fire two extra arrows that converge on nearby targets from the same team to deal/heal 40/60/80/100% (every level 1/6/11/16) of their normal damage/heal. If there are no additional targets, the additional two arrows converge on the same target to deal 40% of their value to the target (Maximum of 180% per lone target). If you didn't get the heal part of that, look below at Ability (R).

Ability (R): Unsure Ill explain why I brought this ability in first. This will affect the rest of his ability kit so it is easier to explain first. Champion switches his ammunition with ethereal arrows. These arrows can only target allies and, instead of dealing damage, heal instead. Every basic attack heals the targeted ally for (+0.10/0.15/0.20/0.25 Attack Damage) health per hit. Unsure is automatically available at level one without spending an ability point on it, and can be upgraded every 6 levels like a normal ultimate.

Ability (Q): I-Don't-Know Champion fires an arrow in a line that explodes upon reaching maximum distance or hitting a champion. If fires with normal arrows from Unsure, it will deal 70/120/170/220/270 (+1.10 Attack Damage) physical damage to nearby enemies and cause the shrapnel to reduce their armor by 12/14/16/18/20% for 3.5 seconds. If fires with ethereal arrows from Unsure, allies are healed for 35/60/85/110/135 (+0.55 Attack Damage) health and cause loose spiritual energy to bond to them to increase their armour by 12/14/16/18/20% for 3.5 seconds.

Ability (W): Uhh... Champion passively gains extra 2.5%/5.0%/7.5%/10.0%/12.5% attack speed on-hit, stacking up to 4 times. Champion flips backwards up to 400 distance away, leaving behind a zone for 5 seconds on the ground where he flipped from. Enemies in the zone take 4.0/4.5/5.0/5.5/6.0% increased damage and allies in the zone gain increased healing and regeneration effects by 20/25/30/35/40%.

Ability (E): Hmm... Champion throws out a projectile that lands 0.25 seconds after cast. *(While with a normal quiver)*Enemies struck take 60/100/140/180/220 (+0.50 Attack Damage) physical damage, increasing up to 80/130/180/230/280 (+0.7 Attack Damage) physical damage and stunning enemies for 1.25 seconds if they are caught directly in the blast zone. (While with an ethereal quiver) Allies struck gain a shield for 30/50/70/90/110 (+0.20 Attack Damage) damage that lasts for 3 seconds, increasing to 45/90/135/180/225 (+0.40 Attack Damage) shield for 5 seconds and 22/26/30/34/38% increased movement speed for 1.5 seconds if struck directly.

**This was a really, really, reeeeeeeeally basic concept and are found to be bugs, but if you look at the overall concept... Would this be worthwhile to a new champion? An Attack Damage Support that can double as an Attack Damage Carry. What do you think? **

Comment below on your thoughts please!

Taucentauri

6 Comments

IcyPepper3/30/2015, 4:22:16 AM2 votes

Problem is that attack damage scales into late game, which is why adc's (the most gold dependent class) get supports early game. Supports are the least gold-reliant, and their utility is relevant no matter what phase in the game you're in.

Nothing wrong with having utility on an attack damage champion, but it wouldn't really be a traditional support imo. Maybe a support with aa modifiers like Lulu and Sona, but I really don't have anything else to say.

lCantPauseltMom3/30/2015, 4:26:33 AM1 votes

This champion concept was to address a Support that can scale on AD and use her AD without being an actual ADC. At the same time, an additional playstyle CAN be ad an ADC, but is primarily focused as an ADSupport. As a support and like most supports, she won't be getting farm like an ADC but wil have to rely on traditional support ways to get gold. Admittedly, she could include a passive that gives her increased gold intake in some way, but the focus was to make him/her/whatever a support with AD scalings that can still support even with basic attacks in conjunction with her AD scalings.

Not sure if that even made sense, but yeah that's my thoughts on that.

ElysMustache3/30/2015, 12:35:07 PM1 votes

Ashe

AMYS GRAVE3/30/2015, 1:11:59 PM1 votes

Ashe Braum Gangplank Gnar Jinx Olaf Shen Sion Thresh Trundle Urgot

can all be played as ad supports for differing reasons.

LankPants3/30/2015, 1:45:19 PM1 votes

There's a good reason why AD supports don't work, AD items are very expensive and there's no way you can save up for things like BF sword or an IE on a support salary.

The only way you'd be able to get any sizeable amounts of AD is to gamble on a Sword of the Occult but being forced into gambling on a stacking item is horrible, even more so because you need to move within (presumably) 550 range to auto attack.

The reason it's possible to have an AP based support is because of the way AP items build up, I'm almost never going to have to sink more than 860 gold at a time (for many items not even that much) and I have a good variety of items to build with strong utility effects. AD items on the other hand have lager components, most have a single cost of 1k or greater somewhere on their path and they lack the strong utility of AP items.

lCantPauseltMom3/31/2015, 1:51:57 AM1 votes

You guys make good points, cant compete haha. Okay fair enough, ill leave the concept alone, thanks for commenting your thoughts though. Was just me trying to change what is haha. Thanks guys!