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Siegh the Void Bringer.

Creator: DuffTime August 31, 2011 4:11pm
DuffTime
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Siegh the Void Bringer.

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Siegh stood taller than 7 feet, despite his hunchback frame, the spitting image of an Ogre.

Purple-hued skin was wraught tight around his powerful, exaggeratedly wide, and naturally well muscled frame.

His eyes glowed a deep purple, and his hair seemed to be blowing in the wind gently, even when there was no wind to be had.

A thick metallic collar around his neck glowed lightly with energy- the source could be traced only to the void.

He wore a scale mail skirt which stuck tight around his waist, the top disappearing under his rotund belly. His feet were glad in heavy war gauntlets, as were his massive hands. He carried no weapon, weilding only his brute force.

He gazed across the field of justice at his opponent, before unleashing a deafening below, charging directly at them with reckless abandon, each heavy step causing the earth to tremble and crack.


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Void armor; (Passive) Upon receiving spell damage, Void armor surrounds Siegh's bare upper body, reducing physical damage by 10/15/20/25/30/35 (Lvl's 1-3/4-6/7-9/10-12/13-15/16-18) for 2.5 seconds.

Enraged dash; (Q) [Skillshot, 400-450 range? Cooldown, 10 seconds] Siegh flings himself in target direction (Comparable to Gragas dash, without slowing down at the end, but not as fast as Shen's dash), shoulder first, ignoring unit collision and dealing damage to all enemies in the way. If he connects with an enemy champion, that champion is stunned for 1.5 secnds (Scaling:) 90/130/180/240/300 (+60% AD)

Bond of the void; (W) [Targetted, 400 range? Cooldown, 12 seconds] Siegh bonds his collar to a target, binding a collar made of void energy around their neck as well, leashing them to him, and slowing them by 20%/25%/30%/35%/40% for 5 seconds, or until the leash is broken (If they escape the 400 range. May reduce slow duration to 4 seconds, seems a bit powerful?)

Holwing sorrow; (E) [AoE, 400-500 range? Cooldown, 15 seconds] Siegh emits a howling bellow, piercing into even the most sound of hearts, units within the bellow have their armor, magic resist, and attack damage reduced by 5%/7%/9%/12%/15% for 4 seconds (Very open to suggestions in regards to this skill.)

Unleash the Void bringer; (R) [Steroid] Siegh's collar shatters, unleashing him, and the power of the void within, gaining 15%/20%/25% increased run speed. The ground he walks on will crack, leaving a broken trail for 1.5 seconds behind him which slows enemies by 10/20/30% as well. During the duration of Unleash the Void Bringer, Siegh will return 35/50/70 true damage to attackers. (Duration 10 seconds, cooldown 90 seconds. Planning to potentially modify this ultimate as well, seems like it's very likely too strong.)
DuffTime
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Siegh, while having slow base move speed, would be basically a fast paced, aggressive tank, and I think he would be most successfully played as one, but his kit could very likely also be used for a tanky DPS type.

His base damage and HP would likely be fairly high, and his attack speed would be fairly low.

Between his slowing leash, a skill-shot stun with the double function of getting him into the fight or getting him back to a target he needs to protect, I think he would be able to do something lots of "Tanks" in League of Legends fail to do... ACTUALLY TANK.

He should have a high ability to protect his team mates, and I think his kit would be lots of fun.

If you built a Frozen mallet his CC would be rather absurd, and if you built a Triforce, your damage could be substantial due to his high base attack damage values.
LordAwesome
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This is awesome!


But what's his passive? lol


I play on Garena South East Asia!
gwadzila
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Q: Hope ya know, 500 range is shadow dash. Kind of a long stun early on (especially because it can hit 2 people), I'd make it scale up to 2 instead of just being 1.5 at all ranks. Also, I'd raise the cooldown a lot. This ability is basically Shadow Dash that does damage with the same CD, which is too good.

W: Leashing them to him? So it's a link that slows. **** range, good slow, fine CD. Buff the range, maybe reduce the slow time to 4 seconds. IDK really.

E: Make it only reduce one or two things - A spell that does too much has to do all of those things badly, therefore is kind of useless. Because it's only reducing one or two things, buff the reduction. Also, raise the cooldown a little.

ULTIMATEEEE: Free Ghost, part of Olaf's ult but better, and damage return... Woahder. I would change the flat damage reduction to something unique, lower the MS and, uh, list the cooldown (I would say 100/90/80 seconds if you tuned it down a little)



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DuffTime
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The dash range could be nerfed, seeing as it doesn't collide with creeps.

The leash is pretty much how I want it, I want the range to be short so there's incentive to dash to a target and then leash it.

It's not quite Olaf's ult but it's very similar. The can't be slowed is more like Yi's ult. He can still be disabled. Okay, I've got an idea I like, and a way to incorporate the things I have in mind.

I've reduced the move speed buff by 5% at all ranks, and removed the damage reduction, instead replacing it with a very short slow that is applied to the ground, not to champions. That will increase his utility as well and enable him to tank better.

I found a way to give him a unique sort of damage reduction in his passive. I think he's lookin like a pretty cool, beastly man tank.

See what you think.
YelmBoss
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ult is too powerful , E is un-powerful..[lol] ... i'd suggest magic damage that ignores 50% of the unit's magic resist , or something like that ... u dont wanna b seeing a true damage team with him >->
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Mmmm the ult is incredibly powerful, yes, but not sooo much for the true damage return per attack.

It's powerful because he's a tank who runs faster and can't be slowed.

The reason I don't think he'd be over powered is because his E deals no damage and neither does his W. He's designed to tank, and I think his kit is good for it.

Besides, for the true damage to even work, you have to attack him.
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Anyone have any comments on the updated stats? o_@

Now the reduction is % based, not flat, so it should be effective against more targets end game.

It probably won't be as strong early or mid game however.

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