Aristas, Atlas of the Stars (CONCEPT)

Vettahn·3/26/2015, 2:28:27 AM·2 votes·737 views

OVERVIEW

DESCRIPTION: Aristas is, primarily, a mid lane mage, who might also fare well in the top lane. His kit is focused on using lots of spells in quick bursts, and making strategic decisions quickly via use of his . I think of Aristas as a champion who, despite his difficult playstyle, can potentially transform games with his abilities.

APPEARANCE/VOICE: Aristas appears as a small child inside a floating ball of cosmic energy. Despite this, he has the voice of a grown man, and often spouts deep, psychological advice to his summoner.

LORE: As a mortal man, Aristas was unsatisfied with humanity. Constantly in search of greater meaning, greater purpose, Aristas set out to the deepest corners of Runterra to discover what awaited him. After some time of searching, Aristas discovered a deep, secluded cave, untouched by mankind. Within this cave, he found a large monolith, and a mysterious spirit (Bard?) waiting for him there. The spirit said nothing to him, but motioned for Aristas to touch the monolith. Upon doing so, he was infused with knowledge and power, and transformed into a higher being (the star child). Using his new-found knowledge and ability to channel astral energies, Aristas has set out to inspire the minds of mankind, and destroy any who deny his word.

GAMEPLAY

RESOURCE: Aristas' resource is Clarity. Clarity self-regenerates and regenerates very quickly, due to the high costs of Aristas' spells and his low pool of resources. The idea here is to allow Aristas to cast a few spells very quickly, and then forcing him to wait a few seconds before casting more.

KIT:

PASSIVE - LIGHT OF DARKNESS: Upon taking lethal damage, Aristas is given three seconds to cast a final ability, which gains an empowered effect in addition to its original effect.

ORB OF THE STARS: Fires a field of orbs in front of Aristas (think Miss Fortune ultimate). STONE OF THE GROUND: Creates a large wall of stones, impassable by enemies, which lasts for three seconds. AGILITY OF THE MAN: Gives friendly units +30% movement speed and +10% damage for three seconds. WRATH OF THE DIETY: Resurrects Aristas after the completion of the ability's action.

Q - ORB OF THE STARS: (Cost: 40/30/20 Clarity)(Cooldown: .5/.5/.5/.5): Aristas fires an orb of astral energy, dealing damage to any enemies it passes through and slows them for 10% of their movement speed.

W - STONE OF THE GROUND: (Cost: 40/30/20 Clarity)(Cooldown: 2/2/2/2) Aristas places a fragment of the monolith on the ground before him.

Orbs that pass through the stone gain 5/10/15% damage and 20/40/(Stun)% slow depending on however many stones the orbs pass through. Up to three stones can be active at a time, and can be disabled by enemies by standing on them. Orbs can only PASS through the back end of the stone, and will RICOCHET if they hit the front end.

Aristas gains 30 movement speed each time he passes through a stone, stacking up to three times. Enemies are slowed for 10% for each stone passed through, stacking up to three times.

E - AGILITY OF THE MAN: (Cost: 50/50/50 Clarity)(Cooldown: 3/2/2/1) Aristas dashes to a friendly unit or monolith.

R - WRATH OF THE DEITY: Aristas surrounds himself with a large ring of stones and casts out empowered orbs. Enemies cannot pass through the ring of stones, and instead are subject to the ludicrous amounts of damage brought upon by these orbs.

CONCLUSION: Thank you for reading my Aristas champion concept. I hope you enjoyed doing so, and I would appreciate any feedback you have to offer.

3 Comments

lCantPauseltMom3/26/2015, 3:04:55 AM1 votes

Hi there!

So I liked the concept, especially the part on his manipulation of his Orbs and Himself around the Monoliths. It's unique. These are just my opinions on it, it's nothing against it at all but it's up to you if you wanna listen to this or not :)

Light of Darkness was a cool idea. One empowered ability after death is a fine idea! The cone effect is cool on Orb of the Stars. The Stone of the Ground just feels like an Anivia wall, not unique on that front. Agility of the Man seems okay, but if you are mid or top then you wouldn't really have anyone to do this with in the early stages unless a jungler was nearby. What is to stop people form just choosing the ultimate every time after death? It's just an instant revive AND an ultimate. Not sure on that one.

Orb of the Stars. Spammable move that slows. When coupled with a monolith that can stun, you can stun and slow enemies with one orb that is spammable. Might be tough to play against, and a bit unreasonable. Good idea for a mid mage though.

Stone of the Ground was an interesting concept. It's an interesting take on a focal point for a champion's abilities. I like it. If he can cast 3 balls through the monolith though, he then has access to unlimited stuns. Might just wanna consider that.

Agility of the Man Was a strange one to me personaly though, as other champions have increased effects when they dash to allies (Lee Sin Safeguard shield) or to innate objects (Katarina Shunpo reduced damage). It's a good concept for an ability, just feels like it needs more.

With his ultimate, Wrath of the Deity, again the concept is a unique one. It does feel like an inescapable Jarvan ultimate though, and its hard for teammates to assist if one of their allies gets stuck in the ring. Kind of like mixing an Azir ultimate and a Jarvan ultimate with Aristas' orbs.

That was just my piece, don't have to listen to me though haha. Was enjoyable to read all the same. Good work! :)

lCantPauseltMom3/26/2015, 5:47:46 AM1 votes

Just to throw some ideas at you: '

With the passive, the cone on his Orb of the Starts was good. The Stone of the Ground could be targetable on enemy champions, encasing them in stone and stunning them while dealing single target damage. With Agility of the Man... not sure on that one. His ultimate could just create one monolith that fires a ring of orbs out or something.

With Orb of the Stars, if two orbs collided they could explode to deal a little extra damage THEN apply the slow. So it's not a peramslow as such from apammable moves, but it's a good way to line up two shots for an effect. Still with that billiards effect haha. Perhaps if an Orb passed through a monolith and hit another orb, it could stun instead of slow for even more damage. With his Agility of the Man, as he dashes he could gather all the orbs lying out there around him, causing his next Q to fire all the gathered orbs for reduced extra damage per orb or something.

Just a couple of ideas, up to you :)