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terrorizing the small - Champion idea

Creator: Sporner December 4, 2013 11:40am
Sporner
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original post:
Spoiler: Click to view


"the undead king" (or "the ruined king" if you'd like to include a special quote when crafting "blade of the ruined king")

first Rework:
Spoiler: Click to view


second Rework:

PASSIVE:
this champ spawns skelleton minions that keep close to him, trying to stand between him and incoming skillshots. when your mana drops below 100 (-5 x champion level) all skelletons crumble. your basic attacks cost mana.
Spoiler: Click to view


Q: diabolic feast
Passive:
-skelleton capacity +1
-champ heals for 5/7/10/15 hp every time anything dies near him
Aktive: one of the skelletons jumps on the target dealing 50/80/120/200 physical damage (10 percent true damage, 100 percent lifesteal). both the target and the minion are stunned for 0,5 sekonds. when the skelleton returns, the master heals for the skelletons hp.
Spoiler: Click to view


W:
Passive:
- skelleton capacity +1
- skelleton range of sight + 50/100/200/350
Aktive: sends a skelleton ahead with +10/20/30/40 movement speed. the skelleton can see hidden units/champs/objects while travelling away. when the minion returns you immediately gain 100 (+50 x skill level) mana.
Spoiler: Click to view


E:
skelleton capacity +1
champ picks up a targetted friendly minion, throwing it towards the cursor upon second activation.
the minion will cling to an enemy champion hit, slowing him depending on the size of the minion. the minion cant attack while clinging to the champion and a percentage of the damage it takes is dealt to the champion as well.
if you dont hit a champion the minion deals true damage for 2 seconds.
Spoiler: Click to view


R:
Passive:
- skelleton capacity +1
- skelletons get all item boni the champion gets (need some help with that, see spoiler)
Active: champ transforms into one of his minions for 6/8/10 seconds. all his minions go aggro and deal bonus magical damage compareable to their masters auto attack and slow the enemy for 20 for 2/3/4 seconds on hit (stacks up to five times). if the minion controlled by the summoner is killed the summoner gains controll over the skelleton with the highest hp on the field. when the ability ends, the minion controlled at the moment transforms back into the champion.
Spoiler: Click to view
Sporner
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have fun thinking about the balance
luizdeh
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Seems like he wouldn't be able to do **** without minions around and would lose an incredible amount of time getting stacks trying to find them while everyone is fighting.

He could be completely OP in lane and unplayable after as well. Engage in dragon pit? Good luck finding minions.

Also, his ultimate should summon these minions:
Sporner
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some rework done...
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Really appreciate the rework, some great work has been done here.

I am a bit uncomfortable with his passive anyways, as it is imo too matchup dependant (It would totally counter Swain for example, while being useless against many other champs except for their Ignite). How about moving the passive part from the W in your passive (summoning your minions over time/when you cast abilities or whatever) and then making the W a controllable minion that can not only scout, but also damage enemies and infecting them with some slowing disease. This would also give more cc.

For the Q, I believe it would fit better if his skeleton minions would jump to the target to... euhm, yeah... eat it? My reason for this is that I think he is meant to be a control mage type or something like that, and having to jump to a target to deal damage would make him too vulnerable (cuz mages/necromancers are somewhat squishy).

Not sure about the E. Think it should probably stun or snare to give better escape and chase ability to make up for his lack of a gapcloser. He can throw his skeleton minions with this, right?

For the ultimate - how about marking some enemy and letting all nearby creatures go aggro on him, aswell as putting your skeleton minions in an aggro state, where they can deal strong damage, jump and literally rip their target apart. Basically to add more burst to your kit. After all, bursting out of position enemies is what AP Casters do, and I think these mad skeletons jumping on an enemy and ripping him to bloody pieces would look insanely badass ;).
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Sporner
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i'll try to include your points in the next rework, however the ability to jump by himself could also be used as an escape as it can be applied to own minions and corpses of your allies on the field as well.
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Hm, then why do you even add damage? In a teamfight or 2v2 fights or often even in 1v1 jumping towards an enemy for the damage is suicide. Better let him get stronger with a resistance buff or heal when he jumps, this would fit the role of escape spell better. Btw you should add scaling to the passive Q effect so it doesn't get useless lategame.
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Double_E
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For the ultimate - how about marking some enemy and letting all nearby creatures go aggro on him, aswell as putting your skeleton minions in an aggro state.


This seems like a good ultimate. Unique and interesting. However, it seems like it would be a bit underpowered in the late-game. Particularly since most team fights would take place out of lane.

To add some late-game utility to it I would add that it adds a damage multiplier for enemy champions, similar to Poppy's ult. Not too much, maybe something like 15-20%. This would allow it to be cast on enemy carries to be wiped out, or tanks to be taken down even quicker in teamfights, while not being too overpowered in lane.
Sporner
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second rework up, but still far from perfect. iff you think it cant be balanced i might just pick up your suggestion for the ultimate

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