Passive is waaaay too good. Yi's passive means every 7th attack hits twice (200% damage)-This one means every 8th attack stuns for 1.5 seconds and does around 150% damage. Yes, it's a flat damage bonus, but generally the highest AD you ever get is 200-250 (if you build smartly). Also, 1.5 second stun is waaaaaay too good for a passive, especially since you have spell damage multiplication.
So what do I suggest you do with it? (My opinion)
I'd remove the stun, lower the early game damage, make the damage a DOT over 2 seconds and have the damage multiplication work while they're taking that DOT.
Q: Sort of seems weak. I'd change the mark damage from current HP to max HP, and raise the base damage for the higher levels of the spell.
W: Again, a little weak. I'd make the bleed damage scale with something, raise the armor pen % a little, (only by 2 or 3 percent) and maybe lower the cooldown slightly.
E: I'd remove the bonus damage gained and make it so the auto attack that knocks them up does more damage.
R: Up the base damage, lower the stats reduced, don't make minions deal double damage (useless) and don't recude your own damage against the target.
OOOooootherwise....
The concept is interesting. It's a Tanky DPS assassin? I'm not even sure if he's an assassin, seems like a combo of Akali and Xin. If he has a defined role, he could be very cool, however.
So what do I suggest you do with it? (My opinion)
I'd remove the stun, lower the early game damage, make the damage a DOT over 2 seconds and have the damage multiplication work while they're taking that DOT.
Q: Sort of seems weak. I'd change the mark damage from current HP to max HP, and raise the base damage for the higher levels of the spell.
W: Again, a little weak. I'd make the bleed damage scale with something, raise the armor pen % a little, (only by 2 or 3 percent) and maybe lower the cooldown slightly.
E: I'd remove the bonus damage gained and make it so the auto attack that knocks them up does more damage.
R: Up the base damage, lower the stats reduced, don't make minions deal double damage (useless) and don't recude your own damage against the target.
OOOooootherwise....
The concept is interesting. It's a Tanky DPS assassin? I'm not even sure if he's an assassin, seems like a combo of Akali and Xin. If he has a defined role, he could be very cool, however.
Quoted:
Passive is waaaay too good. Yi's passive means every 7th attack hits twice (200% damage)-This one means every 8th attack stuns for 1.5 seconds and does around 150% damage. Yes, it's a flat damage bonus, but generally the highest AD you ever get is 200-250 (if you build smartly). Also, 1.5 second stun is waaaaaay too good for a passive, especially since you have spell damage multiplication.
So what do I suggest you do with it? (My opinion)
I'd remove the stun, lower the early game damage, make the damage a DOT over 2 seconds and have the damage multiplication work while they're taking that DOT.
Q: Sort of seems weak. I'd change the mark damage from current HP to max HP, and raise the base damage for the higher levels of the spell.
W: Again, a little weak. I'd make the bleed damage scale with something, raise the armor pen % a little, (only by 2 or 3 percent) and maybe lower the cooldown slightly.
E: I'd remove the bonus damage gained and make it so the auto attack that knocks them up does more damage.
R: Up the base damage, lower the stats reduced, don't make minions deal double damage (useless) and don't recude your own damage against the target.
OOOooootherwise....
The concept is interesting. It's a Tanky DPS assassin? I'm not even sure if he's an assassin, seems like a combo of Akali and Xin. If he has a defined role, he could be very cool, however.
So what do I suggest you do with it? (My opinion)
I'd remove the stun, lower the early game damage, make the damage a DOT over 2 seconds and have the damage multiplication work while they're taking that DOT.
Q: Sort of seems weak. I'd change the mark damage from current HP to max HP, and raise the base damage for the higher levels of the spell.
W: Again, a little weak. I'd make the bleed damage scale with something, raise the armor pen % a little, (only by 2 or 3 percent) and maybe lower the cooldown slightly.
E: I'd remove the bonus damage gained and make it so the auto attack that knocks them up does more damage.
R: Up the base damage, lower the stats reduced, don't make minions deal double damage (useless) and don't recude your own damage against the target.
OOOooootherwise....
The concept is interesting. It's a Tanky DPS assassin? I'm not even sure if he's an assassin, seems like a combo of Akali and Xin. If he has a defined role, he could be very cool, however.
Il buff and adjust the skills right now to fit in his his role:P
Yea he's a tanky DPS and a single-target oriented assassin.
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1.1 - Adjusted base damage and added some skill effects
Passive: Gazing Strike
Every 8th attack deals bonus 30/50/70 physical damage and offensive ability used against the target affected by the stun will deal 10% bonus damage for 3 seconds. This cannot occur to the same target for 10 seconds. ( levels up at level 11 and 16 )
1st skill: Speed Slice
manacost: 75
cooldown: 11
Crugin swings his blade in a sideways motion, damaging all units by 70/90/110/130/150 ( + 1 per 3 AD ) in a line in front if him and causing the first and last targets to have a mark. If he attacks any of the marked unit, the unit he attacks will receive 3%/4%/5%/6%/7% of Crugin's maximum health while the other marked unit receives 30% less damage.
2nd skill: Sharp Weaponry
manacost:50
cooldown: 23/21/19/17/15
Passive: Gains 7% armor penetration per enemy champion nearby Crugin.
Active: Doubles the passive bonus for 3 seconds and Crugin's attacks will cause the target to bleed, thus receiving 20 physical damage per second ( + 1 per 3 AD ) for 2 seconds. Lasts 4/5/6/7/8 seconds and the passive will not be active until the cooldown has been refreshed.
3rd skill: Aerial Lift
manacost: 75/70/65/60/55
cooldown: 15/13/11/9/7
Cause his next basic attack to knock up his target into the air, and slows them by 15%/19%/23%/27%/31% for 3.25 seconds. Upon knocking up an enemy unit, Crugin's next basic attack deals 60/100/140/180/220 ( + 1 per 1 AP ) and gains 20% bonus movement speed for 3 seconds.
Ultimate: Supreme Thrust
manacost: 130/125/120
cooldown: 120/115/110
Crugin charges towards an enemy champion and penetrates his weapon right through the body, causing the target to be impaled and receive 85/115/145 ( +1 per 2 AD ) for 2 seconds. The target has sufffered great pain, thus reducing the target's Attack Damage and Ability power by 8%/9%/10%, attack speed by 15%, and armor and magic resist by 10% for 2/3/4 seconds. Upon using the skill, All nearby allied champions' basic attacks deal 5%/6%/7% more damage while Crugin gains 20%/30%/40% bonus attack speed for 5 seconds.