Artheur: The Shogun Of Ionia (Champion concept)

Zokie0·12/9/2017, 6:30:02 PM·1 votes·390 views

Before I talk about the Champion I would like to address a problem with tanks in League Of Legends that Artheur's kit tries to fix. A tanks primary purpose in most multiplayer games is to be the one taking the hits for his team. This can be harder to achieve in League because it is very common for a player to be able to ignore or fight around a tank. So often tanks are given a damage threat to make players have to deal with them. This can be problematic since tanks can survive for a long time, so a little damage can go a long way. I will introduce an interesting mechanic that poses a threat to the enemy without it being oppressive damage.


Basic Theme Artheur Is covered in metal armor sewn together with fabrics that allow him to maneuver without restriction. He wields a heavy metallic long staff with a bulb at the end of each side. Each bulb has wide holes all over with a flame on the inside seeping through. His fighting style is very rhythmic, after each swing from his staff he carries the momentum with it, does some kind of twirl and swings it back again, over and over. Like something you would see from a fictional fighting movie.


Passive (Building Momentum): When Artheur uses a basic attack on an enemy champion he carries over the momentum from the attack. He will swing his weapon around for 1.5 seconds before being able to attack again. If your next basic attack hits right as the 1.5 seconds ends it deals bonus damage, grants a 10% speed buff for 1 second, and gives him 1 momentum stack out of 5. If Artheur doesn't hit an attack on time he will lose all of his momentum stacks. At 5 stacks Artheur gains Ionian Physique And becomes immune to losing momentum stacks for 3 seconds Ionian Physique: Artheur's basic attacks will have 400 range and cause Artheur to dash towards them as he swings, knocking his opponent back slightly upon impact. (3 second cooldown per champion). Artheur stays in Ionian Physique until he loses his momentum stacks (via missing a timed basic attack)

This passive pushes Artheur's theme of a rhythmic fighter. In between each attack he then sways is weapon around him to keep the momentum going. This is also used to provide his primary threat as a tank in teamfights. If Artheur is CC'ed he will be incapable of basic attacking thus he will be unable to maintain his momentum stacks. This is how he plays the tank role for his team, the enemy team must deal with him before he reaches 5 momentum stacks and gains crazy CC and mobility. The 3 second cooldown is used to prevent him from chain CC'ing one target and puts his focuse on bounching between multipliable opponents. Its worth noting that the bonus damage on his attacks is there to make up for his slow attack speed as well as rewarding the player for timing his attacks.

Q (Scorching Embers): Artheur dips his staff down to then swing it up, flinging out embers from the bulb of his staff dealing damage in a small area around the targeted location. If this ability is cast right as Artheurs basic attack is coming back up, it will grant him a stack of momentum and will start the count down for his next attack, continuing the cycle.

Ranged attack with minor damage, as well as giving some waveclear. Its biggest attribute is its ability to keep Artheurs momentum building when he is not currently in auto attack range. This is used to make enemies mobility slightly less punishing to his kit, but since it is uncast-able while under CC, The enemy team can still deal with his passive just the same.

W (Nimble Tactics): Removes all slows on Artheur and grants armor, magic resist and slow resist for 2 seconds. Cooldown is lowered by 2 seconds whenever Artheur successfully keeps up his momentum.

_Simple ability to add durability to his kit. The slow resist and removal allow him to be less hindered by soft CC, putting more pressure on the enemy team to use hard CC on him, not just slows. Additionally the cooldown lowering on attack with a high base cooldown makes it so that putting more focus on Artheur and CC'ing him will also punish his defensive ability. _

E (Remarkable Sweep): Artheur dashes a short distance, Pulling the closest enemy (within 250 range) with him and dealing damage. Artheur E

If Artheur is standing next to an enemy while using his short-range dash the enemy will travel with him. Its a strange dash / pull mechanic. I imagine that as Artheur dashes he sweeps his opponent inward with his staff, pulling them with him.

R (Rhythmic Flurry): Artheur takes a target on, one on one. Artheur will hit the opponent consecutively for each momentum stack he has. Each hit dealing minor damage, knocking them slightly backwards and pushing Artheur forwards pursuing the attack. During this time the enemy is untargetable to Artheur's allies, and both Artheur and his opponent are unable to attack. Artheur may cast Q during this attack. Artheur R

_This ultimate is situational but has many different uses. It can be used to reposition Artheur (and his enemy), Or used to temporarily take him and an enemy out of a fight, as one is CC'ed and the other is channeling the attack. Or the ability can be used just for damage. The ability itself will deal damage but It could also be used to force the enemy to stay nearby while Artheur is waiting for his next basic attack to come up. The amount of hits being based off of his momentum is used primarily to prevent the ability from being used as an engage. Additionally, enemies can hit Artheur with hard CC to cancel the ultimate, Or use something like Tahm Kench W to save their ally from the attack. Last of all the ability to cast Q during this attack is just to allow players to keep their momentum during the attack, Forcing the player to only use this right after an attack (in order to keep momentum) sounds too limiting. _


Im pretty happy with this design. It creates a tank who poses a threat to a team forcing them to make sure he is in check every few seconds of a fight. He is focused on timing and has a (potentially) fun rhythmic pattern that contains interaction between the player and the opponent. And he has his own unique play style that plays into his theme really well.

Tell me what you guys think, and have a nice day < 3

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