[CHAMPION CONCEPT] Dukh, the Bewildered.

Zekzo·11/20/2016, 7:27:57 PM·2 votes·404 views

Dukh, the Bewildered -- Pronounced "Dooq" Midlaner, AP, Tank Mage Basic Statistics Work IN Progress


//-Passive: The Clock Every 10 seconds, Dukh enters a daze for 3 seconds where he cannot use abilities or summoner spells. Dukh takes 35% increased damage while dazed. Upon leaving the daze, Dukh gains 45% (+2.5% per champion level) movement speed

Comments: The Clock is a negative passive, meaning it mostly effects Dukh's gameplay negatively. When playing Dukh, you must play around your own passive. In compensation, Dukh's abilities are much stronger then normal.

Power Budget: -15%


//- Q: Perplexing Wave - 30 CD Dukh shouts, creating a large shockwave in the area in the area infront of him, all targets within the wave are [Dazed] for 1.15 seconds and take (65/105/135/155/175/200) damage. + (55% of AP)

Dazed: The target wanders around in a daze, remaining invulnerable for the duration.

Comments: Targets will take damage before entering the daze (obviously). High cooldown to combat the extreme power it could provide in teamfights.

Power Budget: 25%


//- W: Siphonous Armor - 15 CD Passive: Passively, Dukh siphons all targets in a circle around him - stealing 35% (+1% per 15AP) Passive: Gain 1/2/3/4/5/6(+0.25 per 1AP) health per second NPassive: Upon taking damage that would reduce Dukh to half health, Siphonous Armor is disabled for 35 seconds.

Active: (Only castable while Siphonous Armor remains intact): Dukh fires a slow moving bulk of siphonous acid at a target direction, dealing (45/60/80/100/120/140) + (100% of AP) + (15 damage per champion level) and stealing a further 10% of their resists.


//- E: Confident Blast - 2 CD Dukh relentlessly blasts a nearby target dealing (40/60/80/100/120/140) + (125% AP) + (50% of Bonus MR) + (10% of Max HP) but reduces the cooldown of The Clock by 4 seconds.

Comments: Extremely high damage, must be used very carefully.


//- R: Strengthen Grasp - 175/140/100 CD Dukh strengthen's his grasp on his power, increasing The Clock's cooldown by 15/20/30 seconds and increases his movement speed by 50% for 7 seconds.

1 Comments

CrazyBear198711/21/2016, 7:25:59 AM1 votes

Passive: Having to react against your own passive is pretty annoying, both in and out of combat, if you still want to consider this passive, i would increase the timer to 60 seconds. you forget you gave yourself a buff afterwards, that can be abused in the jungle where it's easier.

Q - your dazed is like a fear, but now they are untargetable due to the invulnerability. Not that strong, the invulnerability trolls your allies more than the enemy. 1.5 is also not that long, the invulnerability state can be removed.

W - i like this if it was more of toggle on/off ability. I dont like the activate side to it.

E - i like the idea of playing with the passive timer, that should be implemented more into your other abilities.

R- if you follow my new passive change, the ult would just turn his passive off. doesn't really do much for such a high cooldown and also not game changing.

try to create a story and imagine him dealing with his passive IRL and using his abiltiies. does it make sense? Does it fit a theme?

So far he seems really irritating to play with and against, due to his passive being so annoying every 10 seconds and his abilities being really strong. you forget that there are items that can push him towards the overpowered side.