Malachi - The Devout Templar (Paladin Concept - Abilities)

lCantPauseltMom·10/9/2015, 1:23:16 AM·5 votes·828 views

Malachi - The Devout Templar

Primary Role: Fighter Secondary Role: None (Player decides)

Primary Lane Role: Top Lane Secondary Lane Role: Jungle Changes depending on how the player decides.

Innate Ability: Eternal Sanctum Ability One (Q): Searing Judgement Ability Two (W): Blinding Contempt Ability Three (E): Righteous Execution Ultimate Ability (R): Heaven's Fall

Innate Ability - Eternal Sanctum Passive Malachi replaces his resource mana with a dual resource gauge: Devotion and Contempt. Each gauge possesses up to 75 points, with a maximum of 150 points combined. Both Devotion and Contempt lose points while not in combat. The grey gauge, Devotion, increases by 2 on every auto attack, and by a certain amount for every spell used. Each point of Devotion increases Malachi's base health regeneration by 0.25/0.50/0.75/1.00% (Levels 1/6/11/16), up to a maximum of 18.75/37.5/56.25/75.00%. When it reaches 75 points, the Devotion gauge will lock in and turn blue, preventing Malachi from losing Devotion for 5 seconds. The brown gauge, Contempt, increases by 2 every time Malachi is struck by an auto attack or spell (half increase for minions), and by a certain amount for every spell used. Each point in Contempt increases Malachi's attack speed by 0.2/0.4/0.6/0.8% (Levels 1/6/11/16), up to a maximum of 15/30/45/60% bonus attack speed. When it reaches 75 points, the Contempt gauge will lock in and turn red, preventing Malachi from losing Contempt for 5 seconds. Every Critical Strikes generate 5 Devotion and Contempt. If Malachi locks in both gauges at 75 points at the same time, he enters the Righteous state for 5 seconds, locking out both bars. While in the Righteous state, Malachi increases the bonuses from each gauge from 100% to 125/150/175/200% and gains a bonus 10-25% movement speed over the duration. After exiting the Righteous state, both resource bars cannot be locked and he cannot go into the Righteous state for 45 seconds (affected by Cooldown Reduction).

Ability One (Q) - Rising Avenger Active [Skillshot, 450 range] Malachi dashes in a direction and strikes out at enemies as they move, causing them to begin to bleed out for 10/15/20/25/30 (+0.2 Attack Damage) physical damage per second over 5 seconds. After completing the dash, his next strike within two seconds will be empowered by his flaming twin blades, dealing 20/35/50/65/80 (+0.10 Attack Damage, +0.25 Ability Power) magic damage and knocking them airborne for 1.25 seconds.

Cooldown: 13/12/11/10/9 seconds. Devotion Generation: 10/10/10/10/10 Devotion

Ability Two (W) - Searing Judgement Passive/Active [Self cast] Malachi passively gains 12/24/36/48/60 (+0.15 bonus Attack damage; 0.1 Ability Power) bonus magic damage on-hit. Malachi gains +20 movement speed on-hit and his blades burn with the Holy Fire enchantment for 4 seconds. While he has the Holy Fire enchantment, Malachi's passive on Searing Judgement is increased to 25/50/75/100/125 (+0.25 bonus Attack Damage; 0.25 Ability Power) magic damage that burns over 2.5 seconds. While active with Holy Fire, Malachi gains a bonus effects on his other abilities: If any enemies are bleeding out from Rising Avenger's dash, the first attack on them will cause all of the remaining bleed damage to be dealt as bonus magic damage on-hit and to cauterize the wound. Cauterizing the wound removes the bleed effect and afflicts the target with Grievous Wounds for 4 seconds. If any enemies are affected by Blinding Immolation's Judged debuff, this bonus damage is changed from magic damage to true damage.

Cooldown: 12/11/10/9/8 seconds. Devotion/Contempt Generation: 10/10/10/10/10 Devotion/Contempt

Ability Three (E) - Blinding Immolation Active [Self cast, 400 area of effect] Malachi immolates with a golden light, afflicting all enemies struck with a 25/30/35/40/45% slow that decays rapidly over 1 second. If Malachi's Contempt gauge is above 50%, the slows duration is increased to 1.75 seconds. Additionally, all enemies facing Malachi when Blinding Immolation gain the Judged debuff. Those affected by the Judged debuff are blinded and have their vision reduced by 75% (the "reduced vision" effect is a white screen instead of a black screen like usual vision reductions) for 1.5 seconds.

Cooldown: 18/16/14/12/10 seconds. Contempt Generation: 15/15/15/15/15 Contempt.

Ultimate Ability (R) - Heaven's Fall Active [650 cast range, 350 area of effect] Malachi leaps into the sky after a 0.25 second delay, becoming untargetable for 0.75 seconds. After that time is up, he comes crashing back down at the location in a burning fireball, slowing enemies hit by 20/25/30% that decays over 1.5 seconds and dealing 110/220/330 (+0.5 Attack Damage, +0.5 Ability Power) over 3 seconds as it burns them. If Malachi lands directly on top of them, they are stunned for the duration and take 125% damage instead. Malachi gains a 8/10/12% bonus to his bonus armour and magic resist for every enemy champion he hits, decaying slowly over 6 seconds. Malachi must be in the Righteous state to cast Heaven's Fall, but adds 2 seconds to the duration of the state while he's in it.

Cooldown: 140/120/100 seconds.

2 Comments

filipino4tune10/9/2015, 6:05:17 PM1 votes

Looks nice

Pantheon + Olaf +Garen

Fauix10/10/2015, 8:23:40 AM1 votes

tldr; His numbers are way too high for how overloaded his kit is.

Lets see now: Passive: Dual resources, one grants health regen (built by attacking), the other attack speed (built by getting attacked). Superman mode if both become full. Q: Dash with AOE DOT followed by an on hit knockup W: On hit damage passively, and active movespeed and extra damage to ignite the DOT from Q, turned into true damage if combo'd E: Circle Cassio Ult with a Nocturne effect instead of a stun. R: Mandrop with a stun at the center and free durability for each hit. Only castable during superman mode.

I mostly see him as being a bruiser/juggernaut, he dives into the enemy team as a damage and CC threat with the hopes of killing one of the carries in the process. He can do his own initiation similarly to Gnar, where he has to build up his passive for a short window to engage. The main problem I'm seeing at the moment is that his numbers are far too high for how overloaded his kit is. He literally has everything he needs at lv 1, 0 weaknesses when he starts Q. A dash, 50 (+1 AD) aoe dot (that is the total damage from it) with 20 (+.1 AD) extra with an on hit knockup. If he starts the game out with a basic AD item and runes+masteries, he will have around 70 AD. This means that this 1 skill alone gives him mobility, 120 damage AOE on top of a dash and 97 damage on hit with hard CC. He then has an instant AOE slow, That is basically guarenteed CC against anyone who tries to turn on you to catch you out, and that is not even including the blind. Twitch's old slow was a problem, and he's an immobile squishy, and it was only 30%+6 with no blind, and now it has more CC on a character who is basically guaranteed to get into the middle of the team and hit everyone with it. His W is alright, the dot ignition is a good idea, but I think you may be going a bit overkill with the true damage.