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[–]allen_bass[ProtonBeam] (NA) 8 points9 points ago

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Haha why does he look like Ajani from Magic the Gathering?

[–]LurkDerp29[S] 6 points7 points ago

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Haha I got this question in my original post too. It's Ajani Goldmane. I had the idea and am a terrible artist, so I took this art because it fit my idea so well.

[–]allen_bass[ProtonBeam] (NA) 4 points5 points ago

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Good choice for the tanky bruiser type. :D

[–]LurkDerp29[S] 2 points3 points ago

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Thanks, i thought so too. I'm working on his lore right now as well. I can post it if I get some requests.

[–]Skerh[Skerh] (EU-West) 6 points7 points ago

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I REALLY like the art and his spells but man, the numbers a just very fucking OP o_o

Just sor you can see, with a normal lategame bruiser gear ( average more than 200 ad and 3k health with Atmogs ), he would shield himself for more than 800 damage with his E. Basically you have Blitscrank passive up every minute. WTF ? Same goes for his health based damage and even his spells base damage. His ult does way too much damage way too easily especally for a bruiser. I'm not even talking about free spellvamp and free life steal, would be the most OP champion ever ^

But honnestly, balance concerns aside ( i know you just made a concept and probably didn't put much effort into balance ), he just looks so fucking cool !

I would definitely buy him if he was an actual champion. Great job man !

[–]LurkDerp29[S] 2 points3 points ago

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Thanks for the positive input man. I guess i made him too strong, my original post, people said his moves were WAY too weak. Any suggestions?

[–]Skerh[Skerh] (EU-West) 2 points3 points ago*

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If i were you, i would decrease some number and totally change others. I would also get rid of his E that is blitz's passive because it's not only opverpowered but also boring to have a passive spell, players won't enjoy having only 2 basic spells to hit, it's like the Vayne's "silver bolt" syndrome. Instead you should make something active that is fun to use.

Also, i think that with this much health focused spells ( health ratios everywhere ^ ) he would be too strong with only health ( imba rush warmogs :d ) compared to other bruisers, and then getting an Atma is going to hurt alot more.

I really like the health ratio thing tough, but maybe you could tweak them little bit so that health won't be one of his main damage source and throw some AD ratios in to make him scale into late game. AD ratios would depend on the spells and on the modifications on health ratios so i can't tell you exactly what they would/should be.

You made the concept so i don't want to tell you what it would be according to me. If i were to give you my opinion on the balancing matter i would like to have yours first so it keeps your vision of the champion.

It's kinda hard to discuss it by commentaries but if you want i'd be glad to help you man :)

[–]LurkDerp29[S] 0 points1 point ago

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Thanks for all the help man. When I revise him a third time, ill be sure to send it to you and ask for you're thoughts.

[–]Skerh[Skerh] (EU-West) 1 point2 points ago*

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My pleasure, i felt like i had to put my two cents in since i really liked the concept.

Looking forward to the third version and hopefully you would have changed his E into an active fun spell to use.

P.S: I edited my last comment quite a bit so maybe you missed some info there since you answered very quickly :d

[–]CommanderCool24 6 points7 points ago

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I got excited for a second. I thought this was real. It should be.

[–]LurkDerp29[S] 2 points3 points ago

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Hahah thanks! I want him to be a tanky bruiser who can initiate well with his ult and take a beating, while still having some utility. I figured that when enemy champs see him ult, they either have to burst him or stun him, or else their carry will take a beating.

[–]TheDarkWolfy 2 points3 points ago

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Meta golem With atmogs.. he is made for it

[–]RandomCoolName(EU-W) 5 points6 points ago

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25%, 35%, 45% of his current health in damage to 3 enemies.

6 warmogs ---> one shot the enemy carry. with the FIRST proc ಠ_ಠ

[–]Praxis1452[Praxis1452] (NA) 1 point2 points ago

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rather irrelevant. Poppy can pretty much 1 shot people if she can afford 6 warmogs.

[–]LurkDerp29[S] 0 points1 point ago

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My thoughts exactly!

[–]RandomCoolName(EU-W) 0 points1 point ago

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huh? poppy has to build full sqishy to one shot, she deosnt 1 shot people by going full tank.

[–]CBSniper[!] 1 point2 points ago

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if she can afford 6 warmogs.

Yeah, I missed it the first time I read through too.

[–]RandomCoolName(EU-W) -1 points0 points ago

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didnt miss it :P. you missed my point. the point is that if you can build only tank and still have more damage than the enemy AD carry, that's OP. in order to do damage you should have to build damage, in orded to be tanky you should build tanky. the numbers are jsut kinda way off.

[–]LurkDerp29[S] -3 points-2 points ago

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Current Health, the charge speed would be relatively low, so the enemy team would have a BIG window to CC him before he can start the 3 dashes, or at least burst him down to mitigate some of the damage. Also, his shield will be useless with 6 warmogs. But I will take this consideration into account and work with the numbers

[–]RandomCoolName(EU-W) 5 points6 points ago

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To be honest i would consider reworking this heavily. Maintaining the 3 dash thing is cool, the idea is pretty awesome. But there are a couple of points.

  1. An ulti interruped by a single CC sucks. The reason katarina is such a weak champion is because a single CC completely shuts her down. If you really want Riot implementing him, someting should be done about that, I dont think they would want to pull another Kat... :P Think about it. A single stun, silence, knockup etec from any source completely nullifying your ulti. (IT's worth noting that what Nunu's and Galio's ults do is they deal damage proportionate to the amout of time the channeled. Maybe something like this?)

  2. Iin general, the way Riot wants the game to be is that if you see a spell once, you pretty much understand exactly how it works. If you compare LoL to DotA, in dota there were a lot more noobstomp champions that would really punish not knowing what an ulti does. In short, Riot wants a moderate learning curve. Seening Razel channel it would have to be clear both how it works and how to counter it. The way it does damage, as far as i can imagine, is not easily convayable through the channeling animation.

  3. Generally you have to be really carefull about the skills that give you offensive benefits for building defensively. Building pure tank and doing a bunch of damge is reserved for nasus (:P). I understand that you like the current health mechanic, but what if it has a normal AD scaling but does a percentage of that damage equal to the percentage of health that you have. Somethign like Riven's ult but in reverse. Also there has to be an inscentive to build damage for your shield if you already get damage from building a permanent shield (hp).

I think it would be awesome if Riot included a community-made champion (I'm a Page, the missing one fanboy). But there is a lot of competition, and if you realistically want it to be yours, you have to give them a reason to chose it, you have to make it THE BEST.

Just my two cents worth

[–]LurkDerp29[S] 2 points3 points ago

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Thanks for your really positive and helpful suggestions.

[–]Kicken -1 points0 points ago

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Riven's ult in reverse is Xin's ult.

I would suggest switching the E and passive around, and making what used to be the passive an activate-on-proc skill (ala jax dodge).

[–]RandomCoolName(EU-W) 0 points1 point ago

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What im suggesting is even more reverse, seeing as as it reverses who's HP it does damage based on :P

[–]Arcanoi 3 points4 points ago*

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Q - Is Olaf's E but better in every way. 1.0 AD Ratio and a 4.5 second cooldown on True damage? Nope.

W - Almost as good as Maokai's ultimate. Team autowins fights on it.

E - Poor design. A skill that has no user input whatsoever and only does anything when you hit 25% health? Why would you make Blitzcrank's already boorish passive almost word for word into an ability?

R - Ridiculously powerful. All of the best aspects of Alpha Strike and Brand's ult. Better than both in every way, too, and Brand's ult is already outrageously strong. Gap-Closer that will do 1300+ damage on the first hit, 1650+ on the second hit, and 2000+ on the third. Will destroy an entire team instantly.

In short, this is everything that is wrong with the Tanky DPS concept, plus a basic failure to understand how numbers work in this game. Scales directly off health at a 1.05-1 ratio and gets True damage for it (Sad Olaf scales at .01:1 per attack and has an E that doesn't scale at all, Sad Vlad scales at .08:1 or so over his whole combo), so Atmog's is absolutely gamebreaking, even though it's already broken. His Q is true damage that scales off AD, so Triforce is just ridiculous.

Even with a complete numbers overhaul, his direct health-to-damage scaling would have to be so weak that it would be incidental at best.

[–]LurkDerp29[S] 1 point2 points ago

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A bit harsh, but you got you're point across. Any suggestions?

[–]Arcanoi 1 point2 points ago

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Hum. Put a bit of thought into this because you were actually quite gracious with my blunt (and maybe slightly impolite) commentary. So I'm going to go off on a limb here...

  • Make him a Rage-based Tank. Every time he's struck by an auto-attack, he gets 1 rage. A spell or ability gives 5 rage.

  • Revamp his W to reduce damage taken to allies based on his Rage, grant him a small amount of rage based on damage taken by allies, and slow enemies the longer they spend in the AoE (Say, 7% of his Rage in damage reduction and a 2/2.5/3/3.5/4% slow per second for 6/7/8/9/10 seconds).

  • Maybe make Q a slight knockback in an arc in front of him on a short cooldown that does bonus damage based on rage and reduces an enemy's armor by 2% or so every time they're struck, stacking similarly to Starcall.

  • Make his E an AoE similar to Gangplank's Raise Morale, with a smaller radius, that gives a slight movement speed boost and grants a small (60/70/80/90/100?) damage shield to all allies affected. Maybe also grants him additional damage reduction (or reflection maybe?)

  • Not really sure what to do with his R.. Something I was thinking about was something active/active like Riven's which would grant him some stats and deal a burst of physical damage based on his Rage in an AoE while knocking back around him.

Meh. That's all I've got.

[–]setoffanexplosion[enkimdu] (NA) 0 points1 point ago

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I think the Rage idea is fantastic. It would be really interesting to have a tank with the resource, and it kinda sorta fits with the champ's lore.

[–]booII 0 points1 point ago

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This^ W would give the aura of an Emblem of Valor and with the AD buff, any AD carry becomes unkillable.

[–]Lot2rocks 1 point2 points ago

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Atmogs would be way too overpowered, imo, and his ultimate is simply over the top. 45% of his own current health, on a bruiser scaling with health? Also, the base damage on his ult is probably way too high aswell - it has almost the same damage as Annie's Tibbers but three times.

I like your ideas, but you gotta slap him with the nerf hammer a few times :)

[–]LurkDerp29[S] 1 point2 points ago

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Alright will do. Thanks for the feedback.

[–]SuperNerd1337 1 point2 points ago

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Rly nice champ, although, i believe this kind of mechanics would be kinda op...

[–]LurkDerp29[S] 1 point2 points ago

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Numbers OP? Yes I agree, I need to work on them. But the mechanics I think are fine. He lacks any sort of CC or gap closer and relies alot on Health, so items like Madreds would rip him to shreds.

[–]SuperNerd1337 0 points1 point ago

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Well, you have a point, and re-thinking, I think his mechanics would be monstruous at a team fight, but he would be a pretty weak laning champion (at least it seems).

Overall, i would love to see this champion on the fields, best of luck for u!

GL n HF!

[–][deleted] 1 point2 points ago

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Way too much damage for being so tanky. He would scale insanely well with warmog's atma's.

[–]elykG 1 point2 points ago

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That ult is way, way too strong. Triple kill with every ult.

[–]Tabzzz[WW Tabzz] (EU-W) 1 point2 points ago

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The ultimate seems extremely OP, and his skillset aside from his ult is just way too strong.

cool concept but wouldn't fit in with the rest of the champion roster, unless you nerf the numbers heavily

[–]LurkDerp29[S] 1 point2 points ago

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I'll tweak some numbers. Do remember it is his current health, not maximum health.

[–]elykG 0 points1 point ago

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You said you wanted him to be an initiator, so it shouldn't be too hard for him to ult with max health. With just his ultimate alone he is doing way more damage than most characters ever will in a teamfight, seriously, it's a good skill with just the first dash. Combine that with how much survivability and damage you give him on his other skills, and he would be a permaban.

[–]InfinitusOdium[InfinitusOdium] (NA) 0 points1 point ago

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after watching the pic i feel like in The Chronicles of Narnia

[–]tankertotz[I2egscopaaa] (NA) 0 points1 point ago

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Very good, but with his passive should others be added to the cc's? Like snares and such.

[–]VPav 0 points1 point ago

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Some constructive critique, if i may?

Passive lasts too long Id say 6 seconds top.

I love the Q idea, but i liked the original one more. However, you should have a steady 2% scaling at lvl 1 to 5, just lower the CD. And on lvl 5 it should be real low (3-4 sec), for the trinity to proc, E is passive, W should have some high CD. He can really use a low CD skill here.

W is somewhat complicated and therefore hard to talk about it until we see how it works in game

E is awesome! Should be ~600 HP with that atmogs. Looks real nice.

R should be something like Akalis, you charge towards first one, than have 2 stacks left, but shouldn't be able to charge on the same person more than once. Also, numbers must be nerfed, by A LOT. lets say he has 4k hp. That is 450 + 2k damage. Dont you think that 45% HP for initiating skill is a bit too much? He would 1 shot every ranged carry.

I LOVE the idea. Would totally play this guy!

[–]sonicdeathmonkey2132 0 points1 point ago

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Seems pretty cool but every ability is waaay OP. Scale the numbers/percentages down... like a lot.

Edit: Nasus on a Charlie Sheen crack binge

[–]soulekar 0 points1 point ago

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I love the concept but I feel the champ has way to many "passive" parts to his abilities. He can do literally everything. Either, everything needs more nerfs or these passives and multi-abilities need to be changed.

[–]Tetchy[Tetchy Tact] (NA) 0 points1 point ago

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I'm sorry you have more comments than upvotes :P

[–]LurkDerp29[S] 0 points1 point ago

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Half of them are my own, so its understandable

[–]Nooble1145 0 points1 point ago

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Don't like his E, give it a use and reduce the proc.

[–]-Polynomial- -1 points0 points ago

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I think the ult is very cool, but from a gameplay perspective it is kind of awkward. As I am reading it now, it looks like you choose a target, then choose another, then choose another, almost like a very short window Akali ult, or a Xerath ult that lets you cast two more times within a certain window.

The problem I have with it is that if you can choose the same target over and over, it becomes a truckload of damage for very little cost. I think it was meant to be a "hit one, charge another, charge a third", which doesn't feel all that great. Think if there are only two targets in range and you are chasing someone down. You can hit the first target, then dash to the second,... and then you feel like you wasted a giant nuke on nothing.

I'm also not so sure about his ult scaling of current health. It has the potential to feel awesome if your are at 100% health, or terrible if you are at 10%. Couple that with the idea that the ult makes you initiate, then I'm not so sure. Perhaps scaling off max health and making it smaller, or scaling on some sort of "while this is up, Razel takes incoming damage and turns it into X bonus damage for his dash, up to Y bonus damage."

His passive is definitely a lot of fun, but feels like it should be put on a champ that is built like granite. Also, against permaslow champs like Ashe, 12% damage reduction is pretty huge. Also, in the same case, I think the bonus damage would only trigger after he stops being slowed, at which point he can't go kill Ashe with his new awesome power any more. I noticed you actually took those numbers down from the original, but I still feel they are too high. That's more of a mathcraft thing though, and I'd rather comment on concept.

But anyway, back to the passive being on him. Razel feels like a bruiser-like carry, with a bunch of Atma's (and reverse Atma's) mechanics built in. The passive feels a lot like a tank's passive with the words "attack damage" tacked on the end. I still like it, however. Maybe I'm just not understanding it.

Also: That Q is sexy. Looks like a lot of fun.

Here are my suggestions (and again, just suggestions):

Have the ult be a three part dash, like Renekton. When he activates it, give him a good 20 or so second window. Have it do a set amount of base damage that is reduced for every target hit, like MF's ult (or a bajillion other abilities), but still let it scale up with each new dash. After dashing, he has to wait X (probably 3-5) seconds before he can dash again. If he hits a target, reduce that wait time by half, similar to Renekton. This will hopefully work with his passive to make him feel more like a giant freight train rushing through people.

Also, remove the bonus damage from the passive. It feels klunky. Maybe add a "if he's been CC'd for X seconds, his damage increases by Y."

Other notes:

He feels much more like a tank then a bruiser, especially with the passive and the W. In some ways he feels like a Shen and Malphite combo, but for some reason he has a bunch of "Let's get more AD" mechanics that don't really suggest that he is meant to tank. I'd love to see more stuff, perhaps on his E, that trigger off of CC, slows, and the like, but I'm not sure if it will fit.

I feel his kit is a bit conflicting. His passive, R, and W suggest being really tanky, but his Q and E suggest bruiser or AD carry.

Overall, he looks like tons of fun. Definitely OP in his current state. Atmogs would push hit ult to a point that's no longer a bruiser or a tank, but a giant AD nuke, and I don't think that's what you are going for. Great job though.

[–]LurkDerp29[S] 0 points1 point ago

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This is the exact kind of feedback I was looking for. Thank you so much for you input. I will make some changes and re-post in a week or so. Once again, thank you!

[–]-Polynomial- 1 point2 points ago

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I love making new champions, so the pleasure was all mine!

When I eventually get around to posting the one I'm working on now I hope you take a look and tear it up!

[–]wailing -1 points0 points ago*

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My feedback. Generally speaking I don't care about the numbers just the effects and overall design.

Passive: I like it. Interesting effect to discourage mobbing one target.

Q: Unexceptional single attack booster. Has some mark riders that make it nuts. Not sure what 'besiege' has to do with his theme as the primal guardian.

W: Some kind of mark thing that also grants a massive lifesteal and spellvamp bonus if enemies stand on it. This spell basically wins teamfights if enemies stand in it. The thing I don't like about this is that you've got a mark as a spell, but only the Q does anything with the mark. Also, granting lifesteal / spellvamp is pretty boring (and hard to notice) for effects.

E: A non-skill. Serves only to improve this dude's survivability. League of Legends in general seems to prefer that all champions have 3 real skills, even if one of those skills has a passive effect.

R: Targets 3 characters, not sure how that works UI-wise. The dash in general doesn't seem to fit with his kit, since he seems like more of a 'stalwart' bruiser, tanky DPS guy than a quick and mobile assassin or initiator. I'd suggest something else entirely.

In general, his kit doesn't seem to have much of a theme, and aside from his ultimate, he's basically just way vanilla and boring. He throws down W and hopes the enemy stands in it while he mashes Q.

The R is really overpowered and turns him from an uninspired tanky DPS bruiser sort of character into a tanky DPS assassin with great sustain. Basically guaranteed 2-3 kills initiating in any teamfight, then you toss down W and either enemies run or you destroy them singlehandedly with insane lifesteal and resistance to focus fire.

[–]LurkDerp29[S] 0 points1 point ago

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I figured R would be an activated state that grants you a window of about 10 seconds to dash at enemy champs, up to three champs. I wanted this not to be a burst type thing, but more initiating. For his W, i wanted it to be a small AOE that enemies who are caught in it or walk though it are marked. If they leave the AOE, they are still marked. I should work on the lifesteal numbers, I agree. Hoping to change his E into an active skill in the future.

[–]NeverfailMode[SteeziN] (NA) -1 points0 points ago

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Awesome art, seems like a cool champion. My one comment would be change "Rooted" in his passive to "Snared".

[–]Theledin[Theledin] (EU-W) -3 points-2 points ago

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Not sure why current health and not maximum health? Also ulting 3 times the same person lol

[–]LurkDerp29[S] 0 points1 point ago

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Ahh, forgot to mention, You must target a different enemy everytime. HOWEVER, you can go, for example, Annie, to Nasus back to Annie for the third dash.

EDIT: percentage of current health is unique and is something Riot has tried yet. Therefore, he can tank well because he commands your attention, sorta like a in-active taunt, like Leona's shield.