Drust, The Shattered (Champion Concept)

smurfeater25·2/6/2020, 3:33:43 AM·1 votes·846 views

I've seen recently that Riot was looking at buffing up the current set of enchanter supports, in an attempt to remove some of the hard engage meta. So, here is a concept for a new 'Enchanter'.


Drust, The Shattered summoner 13 ** [Passive: Temperance]** - When Drust receives damage from any source, he builds **Temperance **(up to a % of max health). When healing or shielding an ally, the boon is increased by an amount equal to his Temperance. Temperance decays at a rate equal to_ Drust's damage dealt to champions_. At maximum Temperance, it is consumed and instead empowers the next damaging ability cast within (4) seconds.

item 3113 [Q: Wrath] - Cast an orb of righteous wrath, damaging all enemies in its path for_ (40/60/80/100/120 + 0.4AP)_ and slowing the first enemy hit by (20%) for (1.2) seconds. [Empowered]: Instead, stun the first enemy hit for (1.5) seconds and deal [% of Temperance] bonus damage. If the orb hits an **Ally ** it is consumed, the damage and slow (or stun) is applied to their next attack within (2) seconds and they receive a shield for _ (50/65/90/110/130 + 0.2AP)_ + [% of Temperance] for (2.5) seconds - [16/14/12/10/8] Second Cooldown

summoner 21 [W: Forgiveness/Retribution] - On Ally: Surround a target Ally in an aura of forgiveness for up to (6) seconds, transferring (20%/22%/24%/26%/28%) of damage dealt to them to yourself. This effect can be cancelled by casting again or moving out of range. (Works on Towers) On Enemy: Surround a target Enemy in an aura of Retribution, the next damaging attack or ability cast within (2) seconds will be reflected back, negating it and dealing (80%/85%/90%/95%/100%) of total damage. [Empowered]: The aura instead reflects all attacks and abilities cast while it is active and deals_ [% of Temperance] _damage when it expires. - [18/16.5/15/13.5/12] Second Cooldown

summoner 1 [E: Hateful Blessing] - Drust channels in place for up to (2) seconds, Allies within (275) units of Drust receive healing equal to (30/45/60/75/80 + 0.3AP) + [% of Temperance] each second and gain a (21%/22%/23%/24%/25%) movement speed bonus within the area and for (1) second after leaving. Enemies near Drust are slowed by twice the amount while within the area. [Empowered]: Enemies take damage equal to (30/45/60/75/80 + 0.5AP) + [% of Temperance] each (0.5) second. - [18/16/14/12/10] Second Cooldown

item 3514 [R: Smiting Gaze] - Drust draws the eye of a greater being, channeling up to (3) seconds to focus its gaze on an area up to (3500) units away. Once released, the gaze fills an area from (700 - 50) units and deals between (100/150/200 + 0.2AP) and _ (200/300/400 + 0.8AP)_, depending on channel time, after a (0.6) second delay. Additionally, Smiting Gaze grants true sight on all units in the area for (6/8/10) seconds, revealing wards. [Empowered]: The gaze deals [% of Temperance] bonus damage and slows all enemies hit by (70%) for (1.6) seconds. - [100/90/80] Second Cooldown


Concept: Drust was once a monk of an Ionian order who made a life vow of peace. During the Noxian invasion, a stray soldier stumbled upon his monastery. The soldier began slaughtering the monks, who would not raise a hand against him. Drust was the last victim. Finally, unable to ignore his anger any longer, Drust called upon the wrath of his deity to strike back. His payers were answered, but his worse nightmare came true, he had killed a man. Now constantly torn between the dual guilt of doing nothing and committing an act of violence, Drust takes his Shattered ideology to the Rift. He hopes to find his bearings once again, by walking the edge between peace and war and finding an answer to the question that has haunted him since he first found his power.


(I had other icons but it wont let me link them in item 3070 item 3070 item 3070 ) And of course, values are really just there to fill in the gaps. I'm not a balance wizard.

2 Comments

Crescent Dusk2/6/2020, 4:10:32 AM1 votes

We don't need a nerf to hard engage supports, as they're not the problem.

The problem is ADC's are doing way too much damage way too early. Every single ADC in one skill rotation can do over 50% of the enemy's health; that should not be happening.

ADC's are supposed to ramp up to the late game, but the fact is their early game is not weak anymore and by mid game they're already strong.

Shave off early game damage from ADC's and bot lane won't have problems with hard engages getting a kill in a single all-in.