Passive; Dealing damage with skills and basic attacks generate 1 combo for every enemy hit. Your combo stays active permanently during combat, and for 7 seconds after leaving combat. For every 10 combo you have active, you gain X movement and attack speed. This effect caps at 50 combo.
Q; Cleaving Swing
(Active): Aran swings his mighty polearm in a series of powerful strikes, dealing physical damage to all enemies nearby. This ability can be activated a second time within 2 seconds, and a third time within 2 seconds of that. The third strike afflicts enemy champions with Snow Charge, decreasing their Lifesteal, Spell Vamp, and health regeneration by X% and increasing Aran's by that amount.
W; Body Pressure
(Passive): Aran gains X armor, and enemies that deal physical damage to Aran suffer a X% loss of attack speed for 3 seconds.
(Active): Aran consumes all his active combo to strengthen his body for 8 seconds.
Any; Gain X% Lifesteal and Spell Vamp.
25+; Gain X attack damage.
50+; Cleaving Blow slows enemy champions by X%.
E; Combo Smash (Cost; 20 Combo)
(Active): Aran calls upon the might of Maha to shoot a spectral blade in a target direction, dealing physical damage to all enemies in its path. Enemy champions that were struck will be judged by Maha after 3 seconds, dealing X magic damage.
R; Howling Tempest
(Active): Aran calls forth the howling tempest from within Maha, empowering himself and summoning a hailstorm. The storm rages for 6 seconds, dealing magic damage to all enemies in the area each second. During this time Cleaving Swing deals 30% more damage to champions, and if any strikes of Cleaving Swing damages 3 or more champions at once, the cooldown is refreshed.
Passive: Soar - With your Onyx dragon at your side you have no fear and move ahead faster than any other! (Bonus 10% movement speed towards enemies.)
Q: Blaze - Set a blaze your enemies dealing (60/90/120/150/180)*(.4(AP)) (Ignite effect-Dealing 40 dmg over 10 seconds per stack, stacks up to 4 increasing in 40 dmg intervals).
W: Frost - Slow your enemies in their path dealing (40/60/80/100/120)*(.2(AP)) (Slows enemies by 10/13/16/19/22% perlevel)
E: Onyx Guard - Hp increases based on your Mana and AP! (3/6/9/12/15 % of Mana + 5/10/15/20/25 % of Ap converted into HP) (Passive)
R: Dragon Rage - Attack in a fury with your Onyx Dragon dealing 6 strikes gliding slashes to [a] enemy champion[s] if possible! (120/240/360 * ((.3(Ap) + (.4(AD))))
Passive - NLC Discount - All potions cost a lot cheaper, heal for a lot more, cost less, and take place more quickly. More potions could also fit per slot.
Q - Naked Taunt - Clad only in underwear, Taunt enemy champions and minions in A/B/C/D/E range to attack you.
W - Hyper Body - Drastically increase HP and mana by A/B/C/D/E%. Allies receive F/G/H/I/J%.
E - Power Guard (or whatever it's called) - Reflect A/B/C/D/E% of all damage as magic attack back to the attacker.
R - Leech - Steal A/B/C% of the experience from an enemy champion when a nearby minion/monster is killed.
Okay, there's Aran. inb4 I messed up the spoiler by accident
Spoiler
Originally Posted by LiquidSwing
Passive; Dealing damage with skills and basic attacks generate 1 combo for every enemy hit. Your combo stays active permanently during combat, and for 7 seconds after leaving combat. For every 10 combo you have active, you gain X movement and attack speed. This effect caps at 50 combo.
Q; Cleaving Swing
(Active): Aran swings his mighty polearm in a series of powerful strikes, dealing physical damage to all enemies nearby. This ability can be activated a second time within 2 seconds, and a third time within 2 seconds of that. The third strike afflicts enemy champions with Snow Charge, decreasing their Lifesteal, Spell Vamp, and health regeneration by X% and increasing Aran's by that amount.
W; Body Pressure
(Passive): Aran gains X armor, and enemies that deal physical damage to Aran suffer a X% loss of attack speed for 3 seconds.
(Active): Aran consumes all his active combo to strengthen his body for 8 seconds.
Any; Gain X% Lifesteal and Spell Vamp.
25+; Gain X attack damage.
50+; Cleaving Blow slows enemy champions by X%.
E; Combo Smash (Cost; 20 Combo)
(Active): Aran calls upon the might of Maha to shoot a spectral blade in a target direction, dealing physical damage to all enemies in its path. Enemy champions that were struck will be judged by Maha after 3 seconds, dealing X magic damage.
R; Howling Tempest
(Active): Aran calls forth the howling tempest from within Maha, empowering himself and summoning a hailstorm. The storm rages for 6 seconds, dealing magic damage to all enemies in the area each second. During this time Cleaving Swing deals 30% more damage to champions, and if any strikes of Cleaving Swing damages 3 or more champions at once, the cooldown is refreshed.
From what I can see, "Aran" would be a duelist champion of sorts - very good at 1v1s with other melee or AD based champions. The combo resource system is pretty cool, but with the numbers you listed it would fill up far too slowly - I think it makes more sense to cap it at 10 instead of 50 and reduce the Combo costs accordingly.
Q:The health regeneration steal on Snow Charge wouldn't be particularly useful unless it lasted an extremely long time. Stealing 15 HP5 off some guy for a few seconds isn't going to do you much good.
W:There would probably need to be a cooldown of sorts on the passive AS% slow, as well as a duration reduction, otherwise it would just be too damn good. For anyone who relies on auto attacks, it would reduce their total damage output by x%.
As for the active, consuming your entire resource bar to gain a slow on Cleaving Swing feels like a bit much. Given a max combo of 10, I think a cost of 3/5/7 makes more sense.
E: The delayed damage effect is neat. Do you mean for this to be a skillshot or a targeted spell?
R: The 30% damage boost to Cleaving Swing is probably a bit too high. Do you mean for the hailstorm to be centered around Aran, or do you cast it on a targeted location?
Passive: Berzerk- When Dark Knight's HP is below x %, the attack power increases by x damage.
Q: Dark Impale- Using the power of their weapon, the Dark Knight is capable of dealing up to 5 rows of damage in front of them and x damage. When Berzerk is active, Dark Impale may ignore defense.
W: Rush- The Dark Knight quickly does dashes forward to push back enemies, dealing x damage.
E: Sacrifice- Using some of his/her own HP, the Dark Knight uses a costly move to deal x amount of damage to an opponent.
R: Beholden- The spirit within the Knight has came out of the darkness to aid them costing x MP per 3 seconds. EDIT ADDITION: When the Dark Knight is resting, Beholden will x HP at a steady rate (Just like Garen's) The following effects also apply when certain skills are used: PASSIVE When Berzerk is in play, Beholden increases the Dark Knight's defense by x. Q When Dark Impale is used, x amount of life steal is dealt. E When Rush is used, Beholden will redirect x% damage dealt to him/her back to the opponent(s) but reduced by x amount. E When Sacrifice is used, Beholden will enable Power Stance in which prevents the Dark Knight to be knocked back for x seconds.
Last edited by Nion; 2012-06-12 at 01:48 PM.
Reason: @LiquidSwing; had some great advice.
^BTW I really like Beholden interacts with the rest of the kit. The only thing I would be worried about is pre-BB DrK syndrome, having trouble keeping berserk active. You might want to include some sort of passive healing that doesnt go over the threshold to keep it easier to maintain.^
Originally Posted by Phoenix Wright
Okay, there's Aran. inb4 I messed up the spoiler by accident
Spoiler
From what I can see, "Aran" would be a duelist champion of sorts - very good at 1v1s with other melee or AD based champions. The combo resource system is pretty cool, but with the numbers you listed it would fill up far too slowly - I think it makes more sense to cap it at 10 instead of 50 and reduce the Combo costs accordingly.
Q:The health regeneration steal on Snow Charge wouldn't be particularly useful unless it lasted an extremely long time. Stealing 15 HP5 off some guy for a few seconds isn't going to do you much good.
W:There would probably need to be a cooldown of sorts on the passive AS% slow, as well as a duration reduction, otherwise it would just be too damn good. For anyone who relies on auto attacks, it would reduce their total damage output by x%.
As for the active, consuming your entire resource bar to gain a slow on Cleaving Swing feels like a bit much. Given a max combo of 10, I think a cost of 3/5/7 makes more sense.
E: The delayed damage effect is neat. Do you mean for this to be a skillshot or a targeted spell?
R: The 30% damage boost to Cleaving Swing is probably a bit too high. Do you mean for the hailstorm to be centered around Aran, or do you cast it on a targeted location?
Spoiler
Ya I envisioned him to be a really good duelist. My overall view for aran is this tanky AD caster guy, like Riven. He wants to get up in pomegranate, turn on his ult, and cleave the ever living pineapple out of everything (like real aran in ms does).
I feel the combo system from MS to LoL could translate quite easily. Q hits everything, so if youre hitting a creep wave (6 minions without a cannon), youre generating 18 combo per Cleaving Swing cycle. The damage at low lvls wouldnt be enough to kill them, so with a few auto attacks in between, you can get 50 combo in the span of about 20 or 30 seconds.
Q; The health regen thing sounded cool on paper to me, because no one else does it. Im not super attached to it, so Id have no problem seeing it changed. I had thrown ideas around of making the third strike crit or slow. Im trying to make Swing as different from Broken Wings as possible, so a knock up or stun for third strike is out of the question.
W; I can see your concerns for the passive attack speed reduction. However, it really would not be a problem if left at a low percentage. If I was to make numbers for it right now, Id probably have rank 1 passive be 5% reduction, and go up by 5% per level, ending at 25%. Keep in mind, the effect only triggers when he is hit. Malphite and Lee Sin have active atk speed reduction, malphites being 30% at r1 and 50% at r5, lee sins is 30% at r1 and 60% at r5. Aran also has 0 defense aside from passive armor, so the "mini frozen heart" he gets is literally the only defensive thing he gets. He doesnt have a shield like Lee Sin, Riven, Jarvan or Udyr, and aran has 0 mobility and gap closing. I am very aware of how potent atk speed reduction is, especially passive. I feel it would mostly just be finding a nice sweet spot with numbers.
As far as the active, the slow is really good. Its an aoe slow that hits all things, but unlike skarner who has the forward range of a ladybug, Aran would hvae a very big auto attack range, because his PA is just so long. I want the player to feel powerful when he pops his W for 50+ combo, thats why I made the third effect cost so much. Putting a slow on Cleaving Strikes is something aran needs, but im not sure if it fits an awesome feeling.
E; Ya, its a skill shot. You aim the reticule, and shoot. Think of Sivir's Boomerang Blade, that distance and width. I had trouble fitting all the combo finishers in, so I liked the idea of fitting Combo Smash/Fenrir in with Judgement :)
R; The way this works is like this. You know crowstorm? The AoE radius and damage? Tempest is exactly like that. You just summon your storm, and go to town.
Also, for aran's kit I really wanted to emphasize Cleaving Strike. In MS, the animations are pretty and cool, and it does alot of damage. Aran is really all about Cleaving Swing and I wanted to make it about that. Auto attacks for aran are only good for sustaining combo between Cleaving Swings and dueling. I do not want cleaving swing to fall off at all during late game, and when I see Riven's Broken Wings I can't help but feel that would happen with Cleaving Swing. So to keep it relevant, it does more damage to champions.
Overall for aran I really need him to stay focused on his Cleaving Strike. E would mostly be used for team fighting or trying to finish off running players. I put no cooldown on his E because he has no gap closers, so having a ranged Nuke is good for him, and since it consumes combo youre gimping your mobility further by using it. The combo and spending combo itself acts as a cooldown of sorts. My biggest concerns for him are that having now gap closers and no consistent slows will tear him up, especially because his Q does not move him forward like Riven's. He also has no escapes, and no CC.
How would you change his kit to address the problems? :S Keeping with the aran theme, of course.
Last edited by LiquidSwing; 2012-06-12 at 08:25 PM.
Passive: Fake. (Passive) The Shadower has an 5% chance to dodge basic attacks or take 15% reduced damage from an Area of Effect skill. The Shadower will gain 25% movement speed for 10 seconds after he Fakes.
Q: Shadower's Instinct. (Passive) After using a basic attack or an attack skill, the Shadower gains a Killing Point, maximum of 5. (Active) Pressing the skill key will give the Shadower increased Attack Speed, Attack Damage, Armor Penetration, and Critical Chance depending on how many Killing Points he had when Shadower Instinct was activated for 5 seconds. If the Shadower is out of combat for 10 seconds, his Killing Points will disappear, one every 5 seconds (unless he is stealthed).
W: Boomerang Step. (Active) The Shadower temporarily blinks out of view, dashing towards the cursor and returning to the cast point dealing damage going forwards and coming back, stunning all enemies at a (30/40/50/60/70)% chance for 2 seconds.
E: Shadow Partner. (Active) The Shadower summons a copy of himself that mirrors his every movement and attack with reduced damage for up to (15/20/25/30/35) seconds. The Shadower can activate the ability again to make the clone split off, drawing aggro and taunting nearby enemy champions for 2 seconds and then exploding. Cooldown of (25/30/35/40/45) seconds.
R: Assassinate. (First Cast) The Shadower temporarily hides himself for (4/8/12) seconds, gaining 50 movement speed for the duration. (Second Cast) The Shadower emerges from his stealth, striking an enemy champion for (100/190/280) damage 3 times, critically hitting on the third strike. Assassinate will do 30% increased damage if the Shadower has 5 Killing Points. Cooldown of (180/150/120) seconds.
Spoiler
Possibly incredibly OP. Obviously an AD assassin. pineappleing scary ganks.
Last edited by Raul; 2012-06-13 at 12:41 PM.
Reason: toned down a bit
Passive: Cut max combo to 25, reduce combo costs and such accordingly.
Q: Give the last hit a heal over time, but only if it strikes a champion.
W: Cut the attack speed debuff duration to 1 second. 3 seconds is a long time for something like that. Change the active to not consume your entire combo bar, too. With a max of 25, have a cost of say, 10/15/20.
E: This is fine. Perhaps cut the cost to 10.
R: This ability is fine, except for the massive damage boost to Cleaving Swing. 15% sounds better.
Passive: Fake. (Passive) The Shadower has an 5% chance to dodge basic attacks or take 15% reduced damage from an Area of Effect skill. The Shadower will gain 25% movement speed for 10 seconds after he Fakes.
Q: Shadower's Instinct. (Passive) After using a basic attack or an attack skill, the Shadower gains a Killing Point, maximum of 5. (Active) Pressing the skill key will give the Shadower increased Attack Speed, Attack Damage, Armor Penetration, and Critical Chance depending on how many Killing Points he had when Shadower Instinct was activated for 5 seconds. If the Shadower is out of combat for 10 seconds, his Killing Points will disappear, one every 5 seconds (unless he is stealthed).
W: Boomerang Step. (Active) The Shadower temporarily blinks out of view, dashing towards the cursor and returning to the cast point dealing damage going forwards and coming back, stunning all enemies at a (20/40/60/80/100)% chance for 2 seconds.
E: Shadow Partner. (Active) The Shadower summons a copy of himself that mirrors his every movement and attack with reduced damage. The Shadower can activate the ability again to make the clone split off, drawing aggro and taunting nearby enemy champions for 2 seconds.
R: Assassinate. (First Cast) The Shadower temporarily hides himself for (5/10/15/20/25) seconds, gaining 50 movement speed for the duration. (Second Cast) The Shadower emerges from his stealth, striking an enemy champion for (100/210/320) damage 3 times, critically hitting on the third strike. Assassinate will do 30% increased damage if the Shadower has 5 Killing Points.
Spoiler
Possibly incredibly OP. Obviously an AD assassin. pineappleing scary ganks.
That is really extremely OP, not just possibly, it just is. First off his damage is pretty insane with 3 steroids. Then he has 4 seconds of ranged AoE hard cc. He's really mobile with his passive and ultimate. He has long stealth. Think, Evelyn with a superpowered stun with the killing power of Riven on steroids. Tone down the CC to 1 second and the stealth to a maximum of 3 seconds and it's more balanced at least... I don't know, I'm no expert :D. Or balance him with extreme energy/mana costs and cooldowns
That is really extremely OP, not just possibly, it just is. First off his damage is pretty insane with 3 steroids. Then he has 4 seconds of ranged AoE hard cc. He's really mobile with his passive and ultimate. He has long stealth. Think, Evelyn with a superpowered stun with the killing power of Riven on steroids. Tone down the CC to 1 second and the stealth to a maximum of 3 seconds and it's more balanced at least... I don't know, I'm no expert :D. Or balance him with extreme energy/mana costs and cooldowns
I think his main thing is he'd be EXTREMELY squishy. The stealth might be overdoing it though. Wait, lol, just realized I put 5 levels on the stealth. Making it 4/8/12 now. Did some more changes to make it less stupidly OP. He could go top, jungle, or bot depending on how you wanted to play him. He'd be a scary bruiser, that's for sure.
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