(champion idea) Rovar, The Versitile Knight

Yenwai·4/2/2018, 9:28:14 PM·1 votes·300 views

LORE: As a Noxian boy, Rovar dreamed of being as great as the warriors he looked up to, Darius, Sion and other Noxian Warriors. He even reveared some Demacian and Ionian warriors to an extent. This desire motivated him to train with all conventional weapons of war and to master them. He found none to be more useful than another so it dawned on him, to use all the weapons at once rather and seperatly. With this idea in mind he trained further, combining what he had learned and devising new ways to use each weapon with another. Now as a trained and proud Noxian fighter, he sets out to the feilds of war to take a place in history for himself.

CLASS/ROLE: Rovar is designed to be a melee ADC/jungler with very rapid damage output. His play style was meant to be akin to Ryze or Zed, where precise, calculated and fast input are necessary to play him properly.

DESCRIPTION/PERSONALITY: Rovar is slim and around 5'9 with med length light brown hair, sporting more flexible and lightweight leather armor with some metal plates on the shoulders, hips and shins. He is somewhat neutral towards war itself but he loves the chance to test his mettle, he bears no ill will to any person and still idolizes those he did when he was younger (Darius, Sion and other famous/skilled fighters). His weapons are not unique nor special, each is a simple weapon that he uses as he needs before disposing it. Following his dreams he never really matured fully and still enjoys things like sweets and even some toys.

STATS: HP - 575 to 1900 HP regen - 6 to 20 MP- 280 to 900 MP regen- 8 to 20 AD- 60 to 115 Armor- 34 to 88 Mag res- 30 to 37 Attack speed- 0.651 Movement speed- 330 Attack range- 150

ABILITIES: PASSIVE: Weapon master Your abilities change what weapon you are using, granting bonuses to abilities and auto attacks. By pressing and holding the ability key you will not change weapons.

  1. Sword - 6+(0.5 per level) life on hit
  2. Dagger- +0.12 base attack speed, -50 range
  3. Hammer - +15% Damage, -0.1base attack speed
  4. Spear - +50 range, -10% Damage

You start the game with the sword and respawns with the last weapon you had before you died.

Q: Swift bladework Dash to a location within 600 units then damage all enemies within 200 units for (80/85/90/95/100+50%BonusAD) Physical damage. This ability gains bonuses based on the weapon you have when you cast it.

  1. sword - slow champions hit by 30% for 2 seconds
  2. dagger - refund 2 seconds of the cooldown
  3. hammer - knock enemies 200 units away
  4. spear - +150 range on the AOE After you use this ability, change to the next weapon in your weapon cycle. Cost: 55/60/65/70/75mana Cooldown: 9/8.5/8/7.5/7 seconds

W: Extreme focus For 10 seconds gain 30/35/40/45/50% critical strike chance and convert all critical strike chance over 100% into AD at 1/1.25/1.5/1.75/2 AD per 1% excess strike chance. Kills give you 1 more second on the duration of this effect. After this ability is cast change to the weapon after the next in your weapon cycle. Cooldown starts when effect ends. Cost: 80 mana Cooldown: 30/27/24/21/18 seconds

E: Trained hands Empower your next attack to do bonus damage and have a special effect based on the weapon you had when cast. Deal 120/140/160/180/200 physical damage and apply an effect based on what weapon you had when you cast this ability.

  1. sword - your next attack deals (10/20/30/40/50+5/10/15/20/25%BonusAD) bonus physical damage.
  2. dagger - gain 300% attack speed for 2 seconds.
  3. hammer - reduce the enemies armor by 30% for 2 seconds.
  4. spear - leap up to 200 units to your target with your next attack within 5 seconds. After damaging an enemy with an auto attack, change to the previous weapon in your weapon cycle. Critical strikes, champion kills and assists reduce this abilities Cooldown by 1 second each. Cost: 60/70/80/90/100 mana Cooldown: 18 seconds

R: Master of arms Your next attack is empowered based on what weapon you had when you cast it.

  1. Sword - deal 100/150/200 bonus physical damage and heal for 30% of the total damage dealt.

  2. Dagger - reduce this abilities Cooldown by 10 seconds and deal (5/10/15%AD) bonus physical damage

  3. Hammer - deal 100/150/200 bonus true damage

  4. Spear - gain 200 bonus range and 10/15/20 lethality

    If you do not preform an auto attack within 10 seconds the effect ends and you recover half the mana spent This abilities Cooldown is reduced by 3 seconds on champion kill, by 0.5 seconds for a critical strike and by 2 seconds for changing weapons. At rank 3, Killing an enemy champion resets all of your basic abilities Cooldowns. Cost: 70/85/100 mana Cooldown: 60 seconds


FAQ: i made this spot for parts i feel are confusing but couldnot be explained without a question.

Q) how do i know what the "next weapon" is in my weapon cycle? A)the next weapon is the weapon whose number is 1 higher than the one your on, the same goes for the previous and so on. Going to the next weapon after (4)spear gives you the sword and the cycle loops back.

Q) when do the cooldowns start counting down? A) for each of his abilities the cooldowns begin immediately after they are used, in the case of the "empowered attack" abilities they dont start counting down until you use/lose them.


Thats about all i have, feel free to comment and suggest below, i welcome pointing things out that i missed :)

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