Champ concept: Tattv, the elemental master

midnight oil24·2/6/2017, 4:32:24 PM·1 votes·534 views

Lore: Legends of Runeterra speak of an ancient monk with mastery over the elements. One who could move mountains, summon vortexes, and bathe the world in fire. Little do they know the legends are true. Tattv, an ancient master of elements who became enlightened, now walks among us, with six arm flowing with magical power, and he prepares to fight a coming threat to Runeterra.

Passive: Elemental mastery.

This passive is split into two parts. The first part is called way of the 4 elemental paths. This passive makes it so that all his abilities are basic abilities, and can combo together. The second part is proof of Mastery. He has gained four additional arms as a result of his elemental mastery. This allows him to go three seconds without switching his stances, and allows him to fire three abilities in quick succession before all his abilities go on cooldown.

Q: Crushing earth/Way of earth.

Upon casting this ability, Tattv fires a skillshot that will slow the first target hit and deal magic damage. When it hits the target, it will leave a chakra path that will increase his move speed when he walks towards it, and a conduit stone, which will come into play later. He will then switch to his earth stance, and have the passive effect "way of earth".

Stance of earth: his basic attacks become melee, and each attack slows the enemy by 10%. His armor increases based on his max hp as long as he's in this stance.

W: Crashing Tides/Fluid form

Upon casting this ability, Tattv sends a wave of water down part of the lane, dealing magic damage scaling with ap to all enemies it hits. He will then switch to fluid form.

Fluid form: While in fluid form, Tattv's attacks are melee, and each hit heals him equal to 5/6/7/8/10% of his max hp.

E: Sky vortex/will of the wind. After selecting an area, a wind cyclone will appear in that area, slowing enemies by 10/15/20% and speeding up allies by the same amounts. This will then switch him to having the passive effect, "will of wind."

Will of Wind: as long as Tattv is in this stance, his attacks become ranged and his movespeed will gain a temporary increase scaling with ap whenever he hits an enemy.

R: Wild fire/fist of flame. After targeting a large circular area, a fire will begin to form around the area, collapsing in and dealing magic damage scaling with 20/25/30/35/40% of Tattv's ap. He will then switch to the passive "fist of flame."

Fist of Flame: Tattv's basic attacks become ranged, and deal a burn effect on each enemy hit that deals magic damage over time. The effect can stack up to three times.

What makes Tattv unique?

Tattv has combo potential that no other champ has. His abilities can all interact with each other to make fancy plays. His q leaves behind a conduit stone, which will then combo his other abilities. A conduit stone will remain for until 1 minute has passed or your combo is over.

Using sky vortex on a conduit stone will create a sandstorm, dealing magic damage in addition to the slow.

Hitting a conduit stone with crashing tides will then create muddy terrain, which will lower the enemies magic resist as long as they remain in the area.

Using wild fire on a conduit stone will create magma terrain, dealing ap damage that increases the longer the enemy remains in the area.

Using crashing tides on a conduit stone that has been mixed with sky vortex (or vice-versa) will create a healing mist, that will heal allies in addition to the speed boost, replacing the other effects.

Using wildfire on a conduit stone under the influence of sky vortex (or the other way around) will create a fire cyclone, which deals damage over time and will slow the enemy while pushing them towards the center.

Using crashing tides on a conduit stone that has been affected by wild fire (or, as I'm sure you can guess, the other way around), it will create steaming terrain, which will block vision of the surrounding area to enemies in the cloud.

Friends: Karma, Shen

Rivals: Syndra

Quotes:

Karma: you do not yet know true balance

Shen: the spirit world has not yet been mastered by you, Shen.

Syndra: you have potential, yet you squander it.

Upon getting a pentakill: balance is restored.

Upon killing a void champ: This threat shall not destroy runeterra.

8 Comments

FloRaider422/6/2017, 5:36:00 PM2 votes

Passive: Ultimate being treated as basic ability could be mentioned as a small text on the R tooltip (udyr doesn't give any info either) and isn't really a passive effect.

Q: Slow + MS (maybe mention conduit stone effects in the abilities) AA slow + AR

W: AOE wave (+MR debuff) Turtle stance

E: AOE MS buff and slow (+ damage) Rage effect + ranged AA

R: Brand W (+ Morgana W) Dot + ranged AA

QEW or QWE = healing AOE QRE or QEE = added drag effect QWR or QRW = nearsight

Udyr says hi (stancebased monk with good chasing potential) The fact that he is overloaded with effects doesn't help either as he seems to lack a clear identity or playstyle apart from throwing out combos.

The Dreamwalker2/7/2017, 12:25:19 AM1 votes

Honestly, the champ's abilities could be matched to anyone, yet have aspects about them that are different. Also, besides what FloRaider42 pointed out, there isn't much else that I can critique. Yet, I do like the champion. Personally, he is not my style, but I am sure someone would enjoy playing them.

I just have to say that I like that his abilities switch his stance. Not sure if that is similar to Udyr, since I've never wanted / have played as him.