GrandmasterD wrote:
The concept seems too much like Jayce, also having nine completely different abilities seems weird and hard to balance; though it might work.
Also, im not sure how each stance relates to his concept and title.
I agree that it's similar to


That's part of the idea. He's meant to be a little bit stronger than most mages, because he's so incredibly hard to master. It would take a while before you manage to remember all the abilities, a while longer before you learn to pick the right stance at the right time, and then quite a longer while before you can manage to quickly change stances so you can pretty much keep up the burst damage until your mana runs out.
The concept is meant to make him seem like a hellish demon, and the three stances where the closest three I could think of to seem like demonic abilities. It would be pretty much explained in the lore, but I haven't really thought about that part.
Question, can you pick the stance¿ Like when you activate your ultimate, your 3 basic abilities will refer to what stance you'll pick? If so do you need to take a point in that ability¿ Or you already have a point in all abilities at level 1¿ Or maybe you won't be needing a point in that ability to take a stance¿
Can't really say much about the skill set since there are no numbers yet but it looks like it will be interesting trying to master. But I would prefer it if you can make some of his abilities make use of AD to increase the ways to play this Champion. For example, BI can be a pure AP while SF can be a pure AD and Ablaze can be hybrid or something like that. And make different stances increase stats. For example 1 can be for nuking, 1 for bruising, etc. Just to increase ways to play.
Can't really say much about the skill set since there are no numbers yet but it looks like it will be interesting trying to master. But I would prefer it if you can make some of his abilities make use of AD to increase the ways to play this Champion. For example, BI can be a pure AP while SF can be a pure AD and Ablaze can be hybrid or something like that. And make different stances increase stats. For example 1 can be for nuking, 1 for bruising, etc. Just to increase ways to play.
What's red, orange, yellow, green, blue, indigo, and violet at the same time? Rainbow
davidcarl wrote:
Question, can you pick the stance¿ Like when you activate your ultimate, your 3 basic abilities will refer to what stance you'll pick? If so do you need to take a point in that ability¿ Or you already have a point in all abilities at level 1¿ Or maybe you won't be needing a point in that ability to take a stance¿
Can't really say much about the skill set since there are no numbers yet but it looks like it will be interesting trying to master. But I would prefer it if you can make some of his abilities make use of AD to increase the ways to play this Champion. For example, BI can be a pure AP while SF can be a pure AD and Ablaze can be hybrid or something like that. And make different stances increase stats. For example 1 can be for nuking, 1 for bruising, etc. Just to increase ways to play.
The idea was that if you don't have a point in Q, then you can't use BI, if you have one point in each skill then you can use all stances.
That's a good idea, but I don't really know about making one stance pure AD, since I wanted him to be really hard to use, and making one of the stances pure AD would make people focusing more on that stance when making him AD, and there would be no focusing on the other stances. But I liked the idea of making him with more AD scalings, but I still want him to be cinsidered a mage.
Haha, I can imagine people playing this character, writing down the nine ablilties, and pinning them up somewhere near their laptop/computer. If you were in a quick-paced situation it would be hard to go through all the abilities quickly and remenber mana cost, cooldown, ability power, effects, and other things...
But I do think it's a cool idea!
But I do think it's a cool idea!
devdevil wrote:
Haha, I can imagine people playing this character, writing down the nine ablilties, and pinning them up somewhere near their laptop/computer. If you were in a quick-paced situation it would be hard to go through all the abilities quickly and remenber mana cost, cooldown, ability power, effects, and other things...
But I do think it's a cool idea!
Yeah, that was the idea. He will be ridiculously difficult to master (remembering damage, cooldowns, effects and so on), but if you do you will have the strongest champ in your arsenal.
davidcarl wrote:
How about making the AP scaling higher while the AD scaling is rather low-moderate. Anyway's tnx for the info.
No, I don't think I will do that since people still make full AP champs AD, and if Amurath has an entire stance of AD it would make him more viable as and AD than I want him to be.
You should likely make his abilities ranged/skillshots while making him Melee so that people can't just abuse Trinity force on him. As it is now you could just spam his abilities once you get a Trinity Force without having to master him, lol.
Nighthawk wrote:
You should likely make his abilities ranged/skillshots while making him Melee so that people can't just abuse Trinity force on him. As it is now you could just spam his abilities once you get a Trinity Force without having to master him, lol.
I'm very sceptical on that thought. You would most likely run out of mana really quickly, and even though


And most of his abilities are ranged, even though they aren't skillshots (except maybe one), and I don't really see how making him with more skillshots would solve the trinity problem.
And FYI he was melee from the start, as I wrote early in the description.
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I can take criticism but I can't take insults, so if you're going to comment then please be nice.
All of these champions may be incredibly overpowered, I haven't really thought about it, but if they are then tell me, but I would still like a thought about their concept.
I'll start off with the my first idea:
Amurath - The God Of Death
Amurath is a melee mage which changes his apperance depending on the active stance. The few thing in common for the apperance in each stance is that he's humanoid and has large claws.
Note: The concept of this champion would be that he get a huge arsenal of abilities at the cost of being incredibly difficult to master and being pretty squishy and running out of mana quickly due to the many abilities.
He gets his ultimate in the beginning, just like
Each stance has three different abilities which gives him a total of 9 abilities along with his ultimate (which doesn't do anything else than giving him the ability to chose stance.
Therefore I will sort them by the required stance.
But first I'll go through the sounds.
Sounds
Upon selection:
Attacking:
Movement:
Joke:
Taunt:
Upon entering Blood Infusion:
Upon entering Shadow Form:
Upon entering Ablaze:
Special (if recieving a pentakill):
Upon death:
Abilities
Passive - Demonic Powers
Whenever Amurath enters Blood Infusion, Shadow Form or Ablaze he emits a burst of energy in an area dealing magic damgage to enmies around him.
Note: Entering a stance will deal damage to enemies that are to close. The damage won't be great, but it will scale on his ability power just like his other abilities.
Abilities from Blood Infusion
Q - Blood Infection
Amurath infects the blood of his target dealing magic damage over a few secinds and slowing their movement speed and reducing all healing and health regeneration applied on the target for the same duration.
Note: The damage output for this ability wouldn't be very high since the ability would mostly work as a debuff.
W - The Impaler
Amurath throws a spear of blood that pierces all enemies in a line dealing magic damage and stopping when hitting an enemy champion which is dealt a bit less damage for every minion or monster the spear passed through. The champion hit starts to bleed for a few secinds which reveals their location.
Note: This is intended to be Amurath's main harassment ability and is meant to deal pretty much normal damage for a damaging ability. The bleed effect would deal damage as percentage of the damage dealt by the spear. If little damage is dealt due to high magic resist the bleed will provide less damage, if no damage is dealt due to
E - Bound By Blood
Amurath slows the blood flow on the target enemy champion dealing magic damage over time and stunning the target briefly. While being dealt damage from this ability the attack speed of the target is lowered.
Note: This ability would be the main way of escaping or chasing in this stance, and the damage output would be viable but not great.
Abilities from Shadow Form
Q - Incorporeal
Amurath dissolves his body in shadows making him untargetable (but unable to attack) and boosting his movement speed and health regeneration for a few seconds. When the effect ends his armor and magic resist drops for the same amount of time as he was untargetable.
Note: I had doubt about this ability myself, but I think it would be useful despite the armor and magic resist drop, without making it to overpowered.
W - Shadow Slash
Amurath swipes his claws in front of him dealing magic damage to all enemies hit. Champions hit have their vision field reduced for a few seconds.
Note: This ability would be triggered by his next basic attack. That's pretty much all I have to say about this one...
E - Master Of Shadows
Passive: Amurath's basic attacks deals magic damage to the target, and half that amount to nearby enemies.
Active: Amurath doubles the effect from the passive and increases his attack speed for several seconds.
Note: The damage done by this ability would not be in class with
Abilities from Ablaze
Q - Dragon's Breath
Amurath shoots out fire in a cone in front of him dealing magic damage to all enemies hit. Enemies in the front are knocked back as well.
Note: Nothing to say here really. Good damage, not very far knockback.
W - Volcanic Ground
Amurath makes an explosion in an area around him which damages all enemies hit. The explosion leaves fissures on random places in the ground for a few seconds that sets fire to all enemies that passes over them dealing magic damage. Passing over multiple fissure refreshes the effect.
Note: The explosion itself deals slightly less damage than Dragon's Breath, and the after effect will deal about half the damage of
E - Fire Prison
Amurath causes flames to burst up around target making it unable to move for a few seconds. While the target is trapped it is dealt magic damage every half second.
Notes: This will be Amurath's one and only ability that may be considered a nuke, which still can be cancelled early from
That was all the regular abilities. Here comes the ultimate.
R - Ruler Of Demons
Amurath enters a neutral state where he is able to take power from a certain aspect. Depending on the chosen aspect he gets a certain set of skills. Whenever he is in his neutral state he can't use any spells since they are replaced with gates to enter either Blood Infusion, Shadow Form or Ablaze.
Edit: I edited the notes on Master Of Shadows on Shadow Form.
I have now also edited the information to include all the sounds he does.
Congratulations! You made it to the end. I'm aware that it probably was a pain in the ***.
So, that was Amurath - The God Of Death. He will most definitly be the most difficult champion in the game, but could also be one of the strongest. Did you like the concept? Please leave a comment and tell me what you thought, but as I said in the beginning; no insults.