Aurelion Sol - The Little Dragon That Didn't {{CHARACTER REDESIGN CONCEPT}}

Starfletcher·6/22/2017, 4:12:28 AM·3 votes·560 views

Hey guys! I took a new outtake on a potential rework for Aurelion Sol, who suffers heavily from high mobility enemies (or at least, more than most champions do. At least ADCs can still auto attack). Please tell me what you all think of this! I'm very welcome to constructive criticism. However, I will be fair and warn you guys that stupid or angry comments will beget stupid or angry responses. Its par for the course. // Aurelion Sol is a control mage that takes the design of a stellar dragon. Well, right now, he isn't that 'stellar.' Instead, assassins and tanks get up in his face and prohibit him from using his design effectively, and mid lane is where most assassins appear. As such, this redesign is based around increasing Aurelion Sol's zoning and effectiveness on the battlefield against melee assassins (albeit minorly). This design is also meant to grant Aurelion Sol a few more combos in his kit. Author's Note: There are no exact numbers (other than duration or intensity of certain effects) in this design: this is mainly due to a lack of a testable environment where I could actually do numbers and make them balanced. However, I'm sure if someone from Riot actually wanted to use this kit (as if xD), then they could place numbers themselves.

Passive: Prepare the Heavens Aurelion Sol carries with him three small stars that are given form and power with his three primary abilities. If Aurelion Sol casts a spell, he tethers himself to the star as it flies out, and the tether will break if Aurelion Sol gets too far away from it. If an enemy contacts with the tether, they will take a small tick of damage every half second. So long as Aurelion Sol is tethered to the star, he can reactivate the spell every 3 seconds that the star is still alive to redirect it, causing it to move from itscurrent position as if he had cast the spell from the spot. Stars last for 5 seconds. The reactivation cooldown is affected byCDR. Lastly, if a star is redirected into another star, they will collapse and form a stronger effect based on the combination of spells. The collapse causes a burst of damage based on spells in an area around it after 1 second, in which the effect will take place. If Q+W combine: The collapse of the star causes a burst of gravitic energy, grounding enemies for 2 seconds and pulling them inwards towards the collapse. This does a moderate amount of damage. If Q+E combine: The collapse of the star goes out in flames and intense heat, doing damage to everyone and causing a large DoT effect every second for 2 seconds. The collapse does a higher amount of damage. (Enflamed: Debuff) If W+E combine: The collapse of the star splits out in several directions, firing two sets of 8-directional projectiles that do damage and slow enemies for 2 seconds. Subsequent hits do slightly reduced damage and refresh the slow. (Compressed: Debuff)

Q: Unfurl Constellation Aurelion Sol rolls a star towards a location in a line, doing damage to every enemy it passes through and stopping at its destination. Once it stops, it creates a small area of effect in which it will do damage every second. If this spell passes through an enemy, it will reveal them for 4 seconds while they are illuminated by the stardust (Illuminated: Debuff).

W: Gravital Pulse Aurelion Sol tosses a star towards a location, slowing enemies that it passes through and stopping at its destination. Every .75 seconds, the star will sink towards the ground slightly, causing nearby enemies in a respectable area of effect to take minor damage and be pulled slightly towards the star. Enemies that are in this area are Grounded.

E: Burning Decree Aurelion Sol lobs a star at an area, causing a damage over time effect in a small area where it lands. Every second, the star will fire four projectiles in an alternating 8-direction pattern (+ then x then + repeat). Any enemy that is hit by the projectiles take damage and take additional damage over time as they burn. This burn can stack up to 2 times, and stacks are refreshed whenever the enemy takes damage from this spell. (Kindled: Debuff)

R: Stellar Coercion Passive: Aurelion's stars last for 1/2/3 seconds longer. Active: Aurelion Sol becomes infused with the energy of space, forming the appearance of constellations on his body. When Aurelion Sol casts this ability, he gains increased movement speed for 5/6/7 seconds, and is able to recast the ability three times. Each time, Aurelion Sol fires out a long range projectile of unstable nebulaic dust, doing damage to enemies it hits. If the dust strikes a star, that star explodes in a moderate area of effect, causing it to massive damage to nearby enemies. If an enemy is hit by multiple explosions, the subsequent explosions do reduced damage. If two stars are combined together and are hit by this ability, the unstable combination will explode twice in two overlapping areas directly next to each other.

15 Comments

Samura Yukisuna6/22/2017, 4:19:45 AM3 votes

Why would Aurelion possibly need this? He's in a good spot. And honestly, this kit sounds rather... Boring, i guess? Compared to his current unique (though extremely annoying) playstyle, this is just extremely generic AP caster stuff. Nothing here says "Aurelion" to me - all i see is "a skillshot here, an AOE zoning spell here, another skillshot here, and a channeled ult with extremely little counterplay that wont be fun to play around for Aurelion himself OR his opponents.

Inting Pillow6/22/2017, 4:15:05 AM1 votes

This isn't Aurelion, this is a concept for a completely new champion. It's awesome, but does Aurelion need this?

volvagia466/22/2017, 4:23:53 AM1 votes

sol is perfect the way he is, completely unneeded.

Starfletcher6/22/2017, 1:50:31 PM1 votes

It seems that the original outlook is against this rework design. I'd like to ask for a few things in return, since you guys seem so disheartened by this. A) Help me figure out a better ult. I'm aware of the little counterplay to it. I simply didn't have a better idea of creating an intimidation based effect other than sight. B) Tell me what I did well, and what seems out of place. I thought the design behind Starfire was pretty neat, since its not really something that's been done before, and it would offer a lot of power in team fights if timed well. I also intended for there to be more interaction in his kit with itself, but because of the ultimate I couldn't really budget more power into the rest of his kit. Thanks for your time guys; multiple viewpoints are the best way to reach an answer! [slayer-pantheon-thumbs]