Space/Time Control Tank Support made to support Melee Champions

Z3Sleeper·5/24/2018, 1:53:50 AM·6 votes·2,608 views

Edit: Lore drafted, if someone wouldn't mind dolling it up for me. I'm not good at writing stories. Comment that you'd like to help and I'll send you what I've got. Thanks in advance.

Meant to be played as support with top lane and jungle as possible secondaries. His role is to buff tanky allies with Inversion Field to grant flat damage reduction post-mitigation (scales with tankyness) for 10 hits while also granting melee allies that have trouble accessing opponents a way in via Spacial Rupture and Dimensional Shift. Lastly, his Q and passive allow him to apply a plethora of effects. Each rank lets him choose one effect to add to his arsenal based on the situation.

Tried to include some AP scalings purely for off-build normal game shenanigans. His strongest attributes are definitely CDR, Health, Armor and MR.

Temp Name: Drakk

Short Backstory: Every dimension has a single living being with the innate ability to telepathically communicate with other beings with the same ability as well as having some control over space-time. Several dimensions have been invaded and devoured by the Void and these beings are the chosen to stand against it on the fronts of all realities.

Appearance: Human armored Templar essentially. Has shield gauntlet things, basically like what Captain America has in Infinity War.

Range: 125 (melee)


#Passive: Space Shift (Basic Attack Modifier)

Drakk's next basic attack against a target outside his range grants +300 attack range and causes him to blink to the target to deal (50% AD) bonus magic damage and briefly slow them. His next 3 basic attacks within 5 seconds deal (25% AD) bonus magic damage and reduce the cooldown of Space Shift by 10%.

For every Q effect learned, this ability deals an additional (10% AD) magic damage on the initial attack and (5% AD) magic damage on the next 3 basic attacks.

Cooldown: 10 seconds (reduced by CDR) Initial Attack Bonus Physical Damage per Q rank: 50%/60%/70%/80%/90%/100% total AD Enhanced Basic Attack Bonus Physical Damage per Q rank: 25%/30%/35%/40%/45%/50% total AD Total Possible Damage: 75%/100%/125%/150%/175%/200% total AD

######Pretty useless on its own. Its entire purpose is to aid him in applying Q effects.


#Q: Interdimensional Assault (Line Skillshot / Passives)

Each rank allows you to choose from one of 5 abilities (by clicking on their portraits above the skill bar). Every ability listed shares the same cooldown as his passive (except Krakk's summoning). For every Q effect learned, Space Shift's initial bonus damage is increased by (+10% AD) and the following basic attack bonus damage by (+5% AD).

(3 of these abilities are him calling on his allies from other dimensions to assist him. The stunning one is him calling on a Frost Golem who punches through a dimensional rift while the lightning effect is a lightning mage casting an enchantment on his gauntlets.)

1: (Active) - Volatile Venom: Summons the Vastayan archer, Krakk (temp name), who fires a poison arrow in target direction after a brief delay that deals (40% total AD)(+70% AP) to all enemies struck and marks them with Volatile Venom for 3 seconds. Marked targets take 3%(+1% per 100 AP) maximum health magic damage from the first attack of each champion against them. (Range 600)

Cooldown: 10 seconds Mana Cost: 50 Mana

2: (Passive) - Glacial Crash: Next Space Shift deals its damage to the target and surrounding units, freezing (stunning) them for 1 second.

3: (Passive) - Inversion Shift: Next Space Shift grants Inversion Field (W) on himself for 3 seconds (effect scales with W rank, rank 1 by default).

4: (Passive) - Indra's Touch: Next Space Shift marks the target with Indra's Touch. After 2 seconds, spreads a chain lightning effect to up to 4 nearby enemies (prioritizes champions) that deals 15% of the post-mitigation damage dealt to the target during the delay to all enemies struck (not including the target). Units slain by this effect grant gold to the ally who dealt the most damage to the target during the delay.

5: (Passive) - Rupture Shift: Space Shift creates a destabilized Spacial Rupture (E) from his starting point towards his target (effect scales with E rank, rank 1 by default. Deals the initial magic damage of Spacial Rupture to enemies caught between him and his target).

How this skill will read in tooltip:

ACTIVE: Summons the Vastayan archer, Krakk (temp name), who fires a poison arrow in target direction after a brief delay that deals (40% total AD)(+70% AP) to enemies it passes through and marks them with Volatile Venom for 3 seconds. Marked targets take 3%(+1% per 100 AP) maximum health magic damage from the first attack of each champion against them.

PASSIVE: Drakk's next space shift is enhanced for the following effects:

  • Applies Space Shift's damage to the target and surrounding units, stunning them for 1 second.
  • Grants Inversion Field for 3 seconds.
  • Marks the target for 2 seconds, causing 15% of all damage dealt to them to chain to 4 nearby targets. Kills with this ability grant kill gold to the ally that dealt the most damage.
  • Creates a destabilized Spacial Rupture from the starting point of the attack towards his target.

######As you can see the tooltip looks nowhere as complex as my above descriptions and easy to read. Those descriptions above will be on the individual upgrades themselves when hovering the mouse over them before ranking up.

######I think this ability is really unique and adds a ton of depth to his gameplay. Being able to choose between which effect you want next lets you adapt to the situation. Need initial CC for engaging or peeling? Take Glacial Crash. Need to hasten your allies from a longer distance? Lead with Rupture and Spacial Rupture to help them cover ground quickly. All you really need right now is survivability? Take Inversion. Etc.

######Effects 1, 2 and 5 are almost always going to be the first choices, since without them he is rather pathetic in the CC department. But even then, each one presents a different choice for how you want to play the early game.


#W: Inversion Field (Ally/Self Cast) (Target Range: 550 units)

Drakk's conjures a dimensional distortion around target ally that connects to a reality where natural law is inverted for 4 seconds. During this time, the next 10 attacks against the target heals them for 10/15/20/25/30(+2.5% bonus health)(+5% AP) to a maximum of 100/150/200/250/300(+25% bonus health)(+50% AP).

Cooldown: 12 seconds Mana Cost: 100 Mana

######Much stronger effect on champions with higher resistances (since it acts as flat damage reduction essentially). High mana cost.


#E: Spacial Rupture (Vector Cast) (Length/Width of Rupture: 700/200 units)

Creates two rips in space for 3 seconds that allow a single ally to pass through one side of it. Upon an ally champion passing through the rift or after 3 seconds, it destabilizes, dealing magic damage to all enemy units caught between the rifts. The distortion continuously damages enemies in it for magic damage each second and slows their movement speed by 20% while granting 30% movement speed to allies in it.

Initial Magic Damage: 60/100/140/180/220 (+80% AP) Per second Magic Damage: 25/40/55/70/85 (+30% AP) Cooldown: 16/15/14/13/12 seconds Mana Cost: 50 Mana

######Allows him to either blink himself in to engage with a Glacial Crash or blink an ally in to lead the fight. Best use is to place it over enemies, causing them to be caught in the rupture effect.


#R: Dimentional Shift (Ally/Self Cast) (Target Range: 550 units)

Grants 30% movement speed to target ally and makes them untargetable for 1 second (effect ends if the target basic attacks or uses an ability).

Cooldown: 60/40/20 seconds Mana Cost: 100 Mana

######Very strong but brief ultimate. Allows your allies a very decisive single second to take action either to engage or escape.


Thoughts?

2 Comments

FlameHalbrdOkido5/24/2018, 6:38:10 AM1 votes

theres no reason to have one ability be split into 3 thats much 2 complex.

What you need to do is focus on the disadvantages that melee champs have to deal with when in fighting against ranged champs and focus on that and how your theme helps solve the problem.

Melee champs have to close the distance while tanking dmg, and they have to worry about poke without being able to return much on their own. There are other issues but these are the main ones.

Ur best ability is ur E. W won't work because its toxic, but also enemies will learn to just not attack ur ally and just back off or stop attacking until it wears off.

here take a look at 2 champs I've designed that help melee champs fight ranged champs

Ame Her Spirit Transfer and Spirit Resonance would create a spiritual copy of the the enemy that follows the enemies movements, but would always be closer to Ame and her melee ally if the Ame player uses their ability in the right place at the right time. This means that the melee ally could AA the spirit without being in range of the enemy and the enemy would have to run really far back in order to keep the melee champ off of their spirit. This is really good, because it solves the problem of poke and the melee's champ need to close the distance all at once

Crypt This guy's by best melee support champ design. He's got an ability that blocks AA with a spell shield, for fighting against poke and ranged AA. He also has the ability to Nearsight enemy champs that fight him for too long, if the enemy wants to avoid being Nearsighted they will have to walk 1500 units out of range for a while and that would give the melee champ some breathing room to farm. Crypt can also taunt the enemy pulling them into range, allowing the melee ally free dmg. And his ult is great for tanking dmg and boosting the ally's dmg, it also helps you get in position to help your ally better.