Character Concept: Stamina Warrior

Morotikiasis·10/17/2019, 6:34:56 AM·1 votes·1,097 views

I should first say that my design philosophy is rather straight forward. Everything has a tradeoff. The higher any particular stat is (mobility, damage, defense, etc.) the lower other stats will be as well, some more than others. A character designed for teamfights (aoe damage and effects) can't handle the 1v1 rather well and vice versa. A character who can take a beating can't at the same rate dish it out without taking hits to their mobility. High damage means a higher likelihood of dying from a passing slap to the face. And so on.

Also, I don't design characters that end fights in a matter of seconds and expect multiple rotations of ability to be used in order to take out an opponent. No design of mine ever one-shots or half healths at early to mid-game and even at late game it takes a bit of work to secure a kill on one's own. Outplay's occur when players have time to react and adjust, rather than just a split second before getting blipped from the map.

Btw, I don't call my characters champions because I don't picture them in league.

With that out of the way, this is a teamfight based physical melee fighter of mine that utilizes a unique resource and specializes in buttering up enemies before slapping them with a giant axe and making them regret allowing him to run rampant for an entire fight. Numbers can always be changed.

Passive- Your spells consume stamina. The less stamina you have, the less hp regeneration you have. When your stamina is too low, your hp becomes your resource cost. Also, your aa's reduce the targets max hp by 1% for 5 seconds (can be refreshed). Your spells reduce their hp by 3% and heal you for half.

Ex. You smack an enemy twice and they cannot heal above 98% hp until the debuff runs out.

Ability 1- Cause your next aa to deal additional damage in an aoe and reduce the target's damage for a few seconds.

Ability 2- Toggle- Off- AA's restore some stamina. On- Double hp reduction, but double stamina cost and aa's cost stamina as well.

Ability 3- Charge forward a set distance and pull nearby enemies with you. Then launch forward with the grabbed enemies and slam them into the ground, dealing aoe damage based on the number of enemies pulled.

Ult- Slam your axe in the ground with such force that you damage enemies based on the amount of hp you reduced on them from your passive.

The gameplay is simple but rewarding for those who like to be in the enemy's face for extended periods of time. Dash forward and sweep up all your foes and fly into your team and proceed to slam everyone's faces into the dirt, provided you don't get kited away from your team and focused down. He has some sustain to help him, but he isn't about taking on the squishies as they have no hp to heal from and without proper management of stamina as well as help from your team, he ends up becoming reckless and starts using his own hp to perform attacks. He prefers a nice coat of armor and mr and only a little bit of damage as he doesn't scale too hard, but without some damage, his passive + ability 2 don't do enough to aid his team, especially if the enemy isn't constantly clumped.

Anyway. If you like it, cool. If you don't, hey. At least it ain't in the game right?

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