Ohminn: The Aligner of Fates

Reyndria·4/14/2016, 4:06:12 AM·2 votes·565 views

I will put this before my actual concept: I'm not a good artist, nor am I particularly fond of trying to make my own balancing equations, so I'm going to leave the scalings and art to the people of this community who would be interested in trying their hand, or to rioters who think this might actually work. This concept, from my perspective, is just that: an outline of an idea that will take its its shape by being forged in the fires of the riot boards criticism, because that's honestly about the most hardy, heated forge for it. If this, through your efforts, feedback, and additions, survives here and becomes something great, then it's a concept well worth it.

Lore: It's long been said that the top of Mount Targon holds an ancient treasure. Though many have died climbing its peaks, and many more finding power, or even nothing, at its peak, all legends must originate from somewhere, and the same goes for the legend of Ohminn. A boy looking to proove his manhood was the first to climb Mount Targon, centuries ago, and it was from his time that the legends began. Most will say he found nothing, some others the treasure of legend...and a few of the oldest Targonians will tell another story. They say that the stars aligned that night, when a young boy named Orin peaked the summit of Mount Targon, and that the gods themselves respected his bravery and tenacity that led him through his trials up the mountain. And on that night, a blinding flash of lightning struck the peak, transcending the boy into godhood. They say that the gods gave him the power to change fate itself.

From that day forth, he was not the same boy, nor even fully human. The townsfolk began calling him Ohminn, as seeing him was a sign of fortune changing. Not always was this change for the better, and the townsfolk grew to fear him.

Ohminn has appeared soon after Aurelion Sol started taking part in the League of Legends, and those who know the legend can't help but wonder if his presence, and his part to play in the League, is an omen of terrible destruction, or the light of a new found peace.

Abilities: Passive - Beacon of Fate: Ohminn gives nearby allies 1% bonus armor and magic resist of each nearby enemy champion. Nearby enemy champions lose 1% armor and magic resist for each nearby allied champion. Q - Inner Light: Ohminn ignites an ally with a flame of judgement for 6 seconds. Aggressive actions against enemies spread the flame, burning them for 3 seconds (scales off magic damage) W - Fate Mark: Ohminn marks a target for 2 seconds. Ally cast: blocks the next incoming spell. If the mark blocks a spell, gives them a small shield and movespeed boost. Enemy cast: Ohminn or his allies can basic attack the marked enemy to root them in place for 1/1.1/1.3/1.4/1.5s and deal some extra magic damage. E - Saving Grace: Ohminn sacrifices half of his current hp, creating a shield for an ally for 5 seconds that blocks 100/105/110/115/120% of the hp sacrificed. After the shield ends, the ally is healed for its remainder. **R- **Alignment: Ohminn, after a brief delay, damages and knocks up all enemies in a large AoE and forces them into a line based on where in the AoE they were hit.

Playstyles and general thoughts: Ohminn is best as a tanky/ap support, who utilizes his kit to bolster his ally in lane while working from the sidelines. His versatility in lane is great, but he's immobile and relies on his allies to make the most of the windows of opportunity that he can give them with his marks and his sacrifices with Saving Grace.

During skirmishes, he's an indirect but significant threat with his kit, particularly his spellshield through Fate Mark and his MASSIVE shielding ability with Saving Grace, which makes his ally temporarily strong enough to rival even the most daring of challengers. In full on teamfights, Beacon of Fate both boosts your allies' defenses and lowers your enemies' defenses significantly, making things subtly more of an uphill battle for the enemy. If that's not enough, Ohminn's ultimate literally lines up wombo combos with all sort's of people, such as lee sin's dragon kick, A-Sol's Voice of light, the Lux lazer's Ez barrages...you name it. To knock an enemy in the air is cool, but the strength of lining up kills while making your true playmaker and pentakill artist rival a god is surely a sign that fate is on your side.

Closing regards

As I stated above, this is purposefully incomplete to allow you all to input thoughts freely, be it wanting to make fineries, or just throw in 2 cents on something you don't like. Also, I pictured Ohminn as a melee support, and his ulti much like amumu's, originating from the center of him, to force him to have to play closer to the fight instead of sitting back like old school soraka and buff-botting his carries, since I know that's going to come up after looking at this again. :P

Add your thoughts and ideas, it's a community board for a reason. Thank you!

2 Comments

Vorazun4/14/2016, 6:11:55 AM1 votes

You reviewed mine, so I thought I'd return the favor!

Passive: So, is this a transfer of resistances from enemies to allies? I'm not quite sure what it means, where it transfers 1% of the bonus magic resistance and armor to an ally (where they only lose 1%), or whether the effect is cumulative (a total of 4%). In any case, I feel that it's a very weak ability, particularly due to the scaling off bonus, but not total, meaning you will, at best leech from the support, jungler and top laner. There is definitely a place for an ability with more gameplay behind it, such as 'Ohminn's autoattacks and abilities transfer 3% of the enemy's armor and magic resist to him , while also granting the bonus to allies around him (stacks up to 3 times)

Q: By spread the flame, does this mean that the attack/offensive action will splash in an area around the affected enemy? This is actually quite an interesting concept for an ability. I like it.

W: The ally cast seems pretty good for me, I find it curious that you give a spellshield first, before giving them a shield. The enemy cast seems somewhat abusable, but that depends if Ohminn is ranged (ie. firing an autoattack, then marking them so that they are rooted when the AA hits). The counterplay for this ability does seem a bit lacking. Perhaps a single target skillshot instead? They're pretty overused, but it seems like a good fit for this situation.

E: This ability is far too powerful and impactful to be on a basic ability. Most abilities of this caliber are often on ultimates. If you are set on keeping the ability like this, I recommend lowering the %age of health expended in order to make the shielld.

R: I'm curious as to how they would be rearranged into a line. Could you elaborate?

Overall, I'm not too sure of the role this guy fills. He certainly has hallmarks of a protector support ala Soraka/Taric, but his ultimate just doesn't really click for me. It feels like something that would otherwise be found on an engage, and doesn't fit the general theme which the rest of the kit gives off.

hotarse4/14/2016, 1:11:06 PM1 votes

R is too much like the plant lady's ulti + a bit of Oriana re-positioning. It's not very original is it? I like the idea of a shield that heals with the remainder. I can definitely see this on a sustain support, but unfortunately for you, sustain supports are a model that Riot probably will never touch again. W is like nami passive plus braum Q. I just don't seem much original gameplay coming out of this kit. We'll contact you soon about this champ design. See you on the rift!