Salazar: The Tranquil Assassain.

DragonShea·7/28/2016, 1:40:12 PM·1 votes·378 views

Just for fun. Got this Idea for a true damage assassin that, lorewise is a wanderer that seeks to learn about the art of assassination for a noble cause: to use it for when evil can't be beaten by armies or is too powerful to confront in the open. so he travels the world in search of all masters in assassination so he can create his own secret order .

Gameplaywise he is all about dealing a bit of true damage with his crit's and can deal mini crit's to consistently proc the true damage, while also having some tricky mobility and being "glued on" to his target. meaning that he is committed to the kill or he will die trying.

anytime some I get better suggestions to his kit' I will edit this post to make a better concept of Salazar's kit.

(Passive)True-edge strikes: Salazar deals 5/7.5/10% (increases every 6 Level) of his base AD and 20/25/30% of his Bonus AD as extra true damage when he crit's

his true damage also benefits form 25% of his life steal.

(Q)Kunai hook. Throws out a Kunai for him to reel in a champion, if multiply champions are close to the target they are also dragged in. If Salazar casts it again before it hits anything or he misses, he can drag himself to it's location. Salazar will become Grounded for 4 seconds if he hits a target with Kunai Hook.

Note on his Q: The point of his Q reeling in more than one target or even the wrong target is to make sure Salazar abuse his Q. So if he reeling in an entire team. he is fucked. but with patience and precision. He can reel in a squishies and merc them. the reason for his grounding mechanic is to stop him from bailing with a dash or flash if he reels in the wrong target or number.

(W)Murderous enlightenment: Salazar for the next 6 seconds will apply his true damage bonus to his normal attacks and will only deal 50/57.5/65/72.5/80% of his passives damage, and he his crit's now 11/22/33% extra true damage but also reduces his critical strike chance by 50%, capping at 50%. Cutting his crit gain and cap in half for it's duration.

Note on his E: Salazar is all about His Passive's true damage and this ability will make it more consistent while his super crits makes his attacks hit like a truck. This means that you only have to remember to focus on AD and AS

(E)Should of Shadow's: Salazar shoulds nearby allies and himself in a stealth aura allowing them to deal X Extra damage based on his own AD before breaking stealth. Salazar remains stealth for 2/4/6/8/10 seconds when he himself attacks however. The cooldown will only start when he after he is not hit or attacking his enemies. and if he is at a distance. this ability unlocks at rank 5, allowing it's cooldown to resume

Note about his E: Salazar's E is meant to be his main get in get out ability. and at lower ranks. it's lock at to not allow him to slip out too easily.

(ult)Peace before death: Salazar knocks his target unconscious, suspends them while preparing a lethal blow that after 3 seconds, he swings at his target, dealing 100/150/200+250% Bonus AD, as true damage and deals 100/150/200+200% Bonus AD physical damage to nearby target's in a 55O unit 120 degree arc. and knocks anyone not his main target away to 700 units of him.(meaning that the closer you are to him, the longer you are sent back)

Note on ult: This needs a target to lock onto or else Salazar wouldn't use it. He also removes all the target form the map, stoping them from, pinging, communitcating or anything else until the last second of the cast, where salazar will breaks stealth regardless of his E's remaining duration.

Ideal items: item 3812item 3031 item 3046 item 3142 item 3078 item 3111

Trivia:

Salazar is Noxo-Shuriman.

He is still a "Journeyman" assassin.

Wise's to study the DuCouteau Art of assassination.

Has no loyalty to his root nations but is keeping his blades sharp for both of their rulers.

Although he shuns magic. He is capable of Superhuman feats due to following the Noxian Mantra to the letter. this has made him (and others in Noxus, superhuman warriors that are not empowered or needing of magic)

This is also part of the reason he has a "glued on" approach in his gameplay.

has mixed feeling about Jhin. On one hand he admires his skill and dedication to his art. but at the same time he is also sickened and disgusted with the lack of morals and sanity on his part.

5 Comments

SulkingKING7/28/2016, 6:02:52 PM1 votes

Salazar, the Salad Czar.

First of all, True damage ON TOP of other damages isn't how it works. You translate the damage to BECOME true damage. This is because it has a special "armor/magic resists" ignoring ratio. So if your passive was to work properly I would put it like this:

[Passive]True-Edge Strikes: Salazar deals a percentage of all damage he does as true damage. This percentage increases at level 6, 12, and 18.

This way his passive isn't locked by any single stat change, is a constant in his entire kit, is unique, and can be more easily balanced.

Secondly, the Q pull has too much utility, and not enough drawbacks other than "Oh no I pulled an entire enemy team to me, I must be dead-- unless I flash or have a teammate who can make me untargetable/invincible/move."

Thirdly, the "Shuri-Chakram" ability is basically what Sivir is supposed to do, but with less damage potential and utility.

Finally, lowering any "combat" stat is generally bad for the flow of combat itself. (IE, you stated that the W would reduce your critical chance cap to 20%) Movement speed and vision are generally the only two things you can safely lower in a kit.

Jhíneric7/28/2016, 8:16:48 PM1 votes

Really like the idea but his abilities need tweeking especially his passive. True damage = OP so if you don't balance it right you got a tank killing assasin which can output so much damage that no one can tank it. Which is just too unbalanced. Look at Vayne as an example of proper true damage useage or cho'gath.