Lore needs a bit of tweaking but is acceptable.
Iron Will needs a slight buff. It's okay for Level 1 - Level 3 but is useless afterwards. 12 Armor and Magic Resist won't make a difference when you're Level 18. Also, you didn't type how long the buff lasts.
What if neither apply to Q? Just the damage applies? Also, he's basically a tank or offtank; you'll only be able to stun the enemy tank and only (possibly) slow the other enemies around him (which is unlikely as they should be behind the tank, especially the nuke and Long Range DPS). Also, you didn't type down how long the slow lasts. This is a very interesting skill, just needs adjustments.
You forgot to type how long the buff lasts. The skill is too strong, tone it down.
Again, what's his E's duration? How does the skill's coding determine which enemy is "most threatening"? What do you mean by damage reduction? A shield?
Duration for R? 20% AoE Armor and MRES is too strong. 800 damage reduction? You mean an AoE shield that takes in 800 damage per person? Elaborate.
Iron Will needs a slight buff. It's okay for Level 1 - Level 3 but is useless afterwards. 12 Armor and Magic Resist won't make a difference when you're Level 18. Also, you didn't type how long the buff lasts.
What if neither apply to Q? Just the damage applies? Also, he's basically a tank or offtank; you'll only be able to stun the enemy tank and only (possibly) slow the other enemies around him (which is unlikely as they should be behind the tank, especially the nuke and Long Range DPS). Also, you didn't type down how long the slow lasts. This is a very interesting skill, just needs adjustments.
You forgot to type how long the buff lasts. The skill is too strong, tone it down.
Again, what's his E's duration? How does the skill's coding determine which enemy is "most threatening"? What do you mean by damage reduction? A shield?
Duration for R? 20% AoE Armor and MRES is too strong. 800 damage reduction? You mean an AoE shield that takes in 800 damage per person? Elaborate.

Luckyisdaname wrote:
Lore needs a bit of tweaking but is acceptable.
Iron Will needs a slight buff. It's okay for Level 1 - Level 3 but is useless afterwards. 12 Armor and Magic Resist won't make a difference when you're Level 18. Also, you didn't type how long the buff lasts.
What if neither apply to Q? Just the damage applies? Also, he's basically a tank or offtank; you'll only be able to stun the enemy tank and only (possibly) slow the other enemies around him (which is unlikely as they should be behind the tank, especially the nuke and Long Range DPS). Also, you didn't type down how long the slow lasts. This is a very interesting skill, just needs adjustments.
You forgot to type how long the buff lasts. The skill is too strong, tone it down.
Again, what's his E's duration? How does the skill's coding determine which enemy is "most threatening"? What do you mean by damage reduction? A shield?
Duration for R? 20% AoE Armor and MRES is too strong. 800 damage reduction? You mean an AoE shield that takes in 800 damage per person? Elaborate.
Thank you for the criticizing! I made changes to the champion. Please review again! :D

Is his passive permanent or a temporary buff? If it's permanent, then I think it's a bit too powerful early on since he can just dive into a creep wave and let them hit him 18 times for an automatic +24 to both Armor and Magic Resist. It does, however, make Jungling very interesting. If it's temporary, then it's too imbalanced. Getting hit 18 times to get 24 Armor and Magic Resist (for X seconds) is too suicidal. When I said buff, I meant doing something like increasing the passive bonus as he levels or switching from flat numbers to percentages.
If it's permanent, I suggest increasing the maximum bonus to around 40-50, decrease the gain to 0.25 per attack and that attacks from champions give quadruple the bonus.
If it's temporary, I suggest that the flat bonus increases at level 6, 11, and 16, higher gain per attack, and lower stacks. For example, "Gain +4/8/12 Armor and Magic Resistance for every hit taken. Lasts for 4 seconds and stacks up to 4 times." This promotes jungling and makes harrassing him harder while still letting the buff be useful in clashes.
The Q is a lot more interesting now; he now has more of an offtank feel. I suggest increasing the AoE of the slow, lowering the maximum flat damage from 230 to 210, and increasing the cooldown significantly. A 2 second stun on a 5 second cooldown that hits for potentiolly 300+ is OP. If you max out his CDR to 40%, that makes it 3 seconds.
The W still hasn't been editted (I think). Still doesn't have a duration and the percentages are too imbalanced. You only take 6% more damage while your ally gets 22% damage reduction. Also, if he sends out his shield, how does he use Shield Toss?
The E's taunt duration is too long. If I'm interpreting this correctly, this skill will give your ally a shield that absorbs 80(+0.75 ability power) damage. If I'm correct, then I think you should change the scaling of leveling up the skill and increase the base shield strength whie lowering the ability power ratio.
I don't understand it too well but I think your R is basically Maokai's R with added Armor and Magic Resist reduction. If not, then is it like Purist(from DotA)'s Guardian Angel skill? If it's like Maokai's R, then you should change the concept of the skill since you don't want two of the same R's in the game. If it's like Guardian Angel, then the duration is waaaaaay too long. Again, it's still also like Maokai's R.
The reduction increases by 1.5% for every ability power... So if I have 100 ability power, then it's 150% reduction?
If it's permanent, I suggest increasing the maximum bonus to around 40-50, decrease the gain to 0.25 per attack and that attacks from champions give quadruple the bonus.
If it's temporary, I suggest that the flat bonus increases at level 6, 11, and 16, higher gain per attack, and lower stacks. For example, "Gain +4/8/12 Armor and Magic Resistance for every hit taken. Lasts for 4 seconds and stacks up to 4 times." This promotes jungling and makes harrassing him harder while still letting the buff be useful in clashes.
The Q is a lot more interesting now; he now has more of an offtank feel. I suggest increasing the AoE of the slow, lowering the maximum flat damage from 230 to 210, and increasing the cooldown significantly. A 2 second stun on a 5 second cooldown that hits for potentiolly 300+ is OP. If you max out his CDR to 40%, that makes it 3 seconds.
The W still hasn't been editted (I think). Still doesn't have a duration and the percentages are too imbalanced. You only take 6% more damage while your ally gets 22% damage reduction. Also, if he sends out his shield, how does he use Shield Toss?
The E's taunt duration is too long. If I'm interpreting this correctly, this skill will give your ally a shield that absorbs 80(+0.75 ability power) damage. If I'm correct, then I think you should change the scaling of leveling up the skill and increase the base shield strength whie lowering the ability power ratio.
I don't understand it too well but I think your R is basically Maokai's R with added Armor and Magic Resist reduction. If not, then is it like Purist(from DotA)'s Guardian Angel skill? If it's like Maokai's R, then you should change the concept of the skill since you don't want two of the same R's in the game. If it's like Guardian Angel, then the duration is waaaaaay too long. Again, it's still also like Maokai's R.
The reduction increases by 1.5% for every ability power... So if I have 100 ability power, then it's 150% reduction?

someone had an interesting idea along the lines of this R ambiguity, which I agree from above is not clear in the text. R right now either reduces damage (I think that's the intention, yes, like maokai's R) or creates a shield like Shen's R. I don't know if that's guardian angel, but I read a champ idea on either this one or the league forum that was like Purist a priest or something, and the thing they did was no time decay on the R shield. So, conceivably, you could like hoard them! hahaha. Totally awesome.
It seems like your guy is like, continuously holding his shield over them tho, rather than giving them something to have.
It seems like your guy is like, continuously holding his shield over them tho, rather than giving them something to have.
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Story:
Problem is... Qrinh was not one to like seeing his comrades die in battle. He devoted himself into protecting his precious comrades because he has a mindset of teamwork above all. His tribe, unpleased by his way of thinking decided to test out his strength. For his father, disgraced by his son's way decided to exile him from the tribe.
Knowing that this would happen, Qrinh decided to go to the League in order to prove that sacrificing companions in order to gain strength isn't the right way. It's by uniting each other's forces which produces victories. Qrinh was now on his way to the League to prove his tribe wrong.
Concept made by Calavera666
Qrinh, The Exalted Aegis
Health: ***********
Attack: **********
Spells: **********
Difficulty: **********
[*] Iron Will(Innate):
[*Q] Shield Toss:
[Costs] 70/75/80/85/90 |Mana|.
[Cooldown] 17/15/13/11/9.
[Magical damage] 30/80/110/160/210 (+50% of total armor).
[Stun time] 0.5/0,8/1.1/1.3/ secs.
[Slow] 8/11/14/17/20%.
[Slow Duration] 1.5 secs.
[AoE Radius] 350.
[*W] Eminent Bulwark:
[Costs] 60/65/70/75/80 |Mana|.
[Cooldown] 10/9/8/7/6.
[Damage taken] 8/7.5/7/6.5/6 (% More damage).
[Damage reduced towards ally] 6/9.5/13/16.5/22 (% More damage).
[*E] Swift Advocacy:
[Costs] 95 |Mana|.
[Cooldown] 13/12/11/10/9.
[Taunt duration] 1.5 secs.
[Damage reduction duration] 3 secs.
[Damage reduction strength] 60/65/70/75/80 (+0.35 per ability power).
[*R] Undying Conviction (Ultimate):
[Costs] 100 |Mana|.
[Cooldown] 60 secs.
[Radius] 1000
[Ultimate Duration] 7 secs.
[Damage reduced] 300/550/800.
[Reducing enemies armor + magic resist] 5/8/11% (+0,5% per ability power.)