This has been a concept that I've been excited to share for months now and it may be one of my most radical ideas yet. The idea behind this champion is to create a champ whose abilities and actions completely change based on the person playing them.
Last time, we looked at Flynn, the Trailblazer: A rugged trapper who specializes in field control and uses his myriad of traps and stealth to toy with his opponents. Check him out here:
http://na.leagueoflegends.com/board/....php?t=2840595
8. Effrem Doran, the Exalted Blacksmith (the Legend of the Forge) *****UPDATED 05/10/13*****
Overview:
Doran is a hybrid fighter that specializes in extreme versatility, utilizing a variety of weapons that changes his play style to match the battlefield.
Role: Fighter, Melee, Ranged
Stats:
Health: 1925
Mana: 0
Movement: 350
Armor: 65
Magic Resist: 42
Range: 125-525
Description:
Doran has the appearance of a middle-aged man with light brown hair and a scruff of beard. He wears a blue-green tunic and pants. Doran carries no physical weaponry but wears a set of enchanted rings on his fingers. A silvery blue aura emanates from him. He fights by summoning ethereal weaponry, which shares that silvery blue glow. His default weapon summon is a pair of medium length blades.
Abilities:
| Armory (Passive): Doran excels at his craft, reducing the cost of all item purchases and increasing gold received from selling items by 10%. |
| Armory (Draft Two): Doran excels at his craft, reducing the cost of all item purchases and increasing gold received from selling items by 5%. |
UPDATE: Reduced the discount percentage to bring it a little more in line. The bonus is meant to be more noticeable with more expensive purchases, so this change will keep that same feel without making tier 1 items too easy to come by.
| Skirmish (Q): On next attack, Doran unleashes a two-strike combo that deals 50/80/110/140/170 (+0.5 per attack damage) physical damage on the first strike and 40/70/100/130/160 (+35% ability power) magic damage on the second strike. After the first strike, Doran weaves 90 degrees around his opponent before attacking the second time. If Doran’s Glaive is summoned, Doran will roll 90 degrees around his opponent instead. [5 second cooldown] |
| Skirmish (Draft Two): Now specifies that the weave roll is 90 degrees counter-clockwise around the target. |
UPDATE: Just some clarifications
|
Arsenal (W): Cast once to access the arsenal. Press Q, W, or E to select and summon a weapon for 10 seconds. Doran can only have one weapon summoned at a time. Doran has 5 seconds to choose his weapon and cannot use any other abilities while this ability is active. [6 second cooldown] Lance (Q): Every 3 basic attacks, Doran performs a sweep that deals 50/70/90/110/130 (+1.0 per bonus attack damage) physical damage to enemies in a cone in front of him. Doran’s Lance sweeps immediately upon summoning. Shield (W): Doran gains 200/250/300/350/400 health and 65/75/85/95/105 armor and magic resist. Doran deals 70% reduced damage while Shield is active. Glaive (E): Increases Doran’s range by 400 and his attack speed by 20/25/30/35/40%. |
|
Armory (Draft Two): Weapons are now active indefinitely or until swapping them. Lance: Damage reduced to 40/65/80/95/110 (+0.75 per bonus attack damage) physical damage Shield (Revamped): Now reduces damage taken by 30/40/50/60/70% and reduces Doran's damage dealt by the same amount. Glaive: Attack Speed buff removed |
UPDATE: I took the weapon time limit out simply because the weapon selection system seemed clunky if I kept it. I decided against the TF PAC mechanic simply because Doran needs instant response when choosing his weapon and his choice is a lot more integral to his gameplay than TF's is. The changes to each individual weapon is geared toward getting rid of free stats. If Doran want to focus on or take full advantage of a particular weapon, he now has to gear for it.
|
Artisan (E): (Passive) Increases Doran’s Attack Damage by 15/18/21/24/27 and his Ability Power by 15/30/45/60/75. (Active) Doran’s knowledge of weaponry is unmatched. This ability changes based on Doran’s currently summoned weapon. Cannot be activated if Doran has no active weapon. Targeted Strike (Lance): Doran exploits his enemy’s weakness, dealing 60/80/100/120/140 (+0.6 per attack damage) physical damage and stunning the target for 1 second. [4 second cooldown] Ardent Defense (Shield): Doran raises his shields for 1 second, blocking the next enemy ability used against him. [5/4.5/4/3.5/3 second cooldown] Onslaught (Glaive): Doran hurls his glaive in an arc towards the cursor, dealing 40/60/80/100/120 (+ 0.6 per bonus attack damage) physical damage to enemies it passes through. Enemies take reduced damage when struck multiple times by the glaive, down to 40%. [4 second cooldown, Range: 975] |
|
Artisan (Draft Two): Passive removed Targeted Strike: Stun removed. Now reduces target's armor and magic resistance by 6/7/8/9/10 for 5 seconds, stacking up to 3 times. Ardent Defense (Revamped): Doran raises his shield for 1 second, blocking the next basic attack used against him. A successful block causes his next basic attack to stun the target for 0.5 second. |
UPDATE: Again, trying to move away from free stats. Someone brought up that Doran should have more control while in shield form, so I moved the stun from Targeted Strike to Ardent Defense. I revamped Ardent defense as a whole to make it engaging without being completely broken.
|
Eternal Forge (Ultimate): Doran’s rings hold ancient power. Cast once to summon the Eternal Forge. Doran can then choose an element: [20 second cooldown, Radius: 900] Fire (Q): Power of Fire burns, dealing 100/150/200 (+50% ability power) physical damage to nearby enemies. For 10 seconds after choosing the element of fire, Doran’s basic attacks and abilities ignite targets, dealing 60/100/140 (+0.4 bonus attack damage) magic damage every second for 2 seconds, stacking up to 2 times. Water (W): Power of Water revitalizes, healing nearby allies for 3/4/5% (+1% per 100 ability power) of their maximum health. For 10 seconds after choosing the element of water, Doran and nearby allies gain 20/25/30% lifesteal and spellvamp. Earth (E): Power of Earth quakes, knocking up nearby enemy targets. For 10 seconds after choosing the element of earth, Doran pulses every second, slowing nearby enemies by 25/40/55%. Air (R): Power of Air guides, knocking back nearby enemy units. Enemies closer to Doran are knocked back further. For 10 seconds after choosing the element of Air, Doran’s movement speed is increased by 20/40/60% with nearby allies gaining half of this benefit. Doran has 5 seconds to choose an element. During this time, he cannot activate any other abilities. |
|
Eternal Forge (Draft Two): Cooldown increased to 60/50/40 Fire: Damage over time effect no longer stacks. Scaling increased to 0.6 per attack damage. Water: Lifesteal/Spellvamp bonus reduced to 10/15/20%. Earth (revamped): Now roots nearby targets for 1 second upon activation and pulses every 3 seconds to root enemies by 0.5 seconds. |
UPDATE: Major change here is to Earth, which has been revamped to make it a little more manageable to deal with. If a target was knocked up by the initial effect, they were pretty much guaranteed a 55% slow for the next 10 seconds unless they blew cooldowns. Now, the ability still keeps that positioning control it was designed for while still letting enemies counteract it. The increase to the cooldown also makes choice more significant.
|
Quips: Selection: “Time to show my stuff!” Taunt: “So skill-less!” "Is this the best you can do?" Joke: “Sure, I could make you a weapon but it will cost *lists a VERY long list of materials*” Movement: “Watch and learn, Summoner!” “Fluid as the battlefield” “So many weapons…” “Always be aware” “At least make a challenge” Allow me to educate you" Dance: Doran creates an ethereal flute and plays a lively tune |
|
Mechanics Overview: Doran is designed to be one of the most versatile champions in the league. Each of his weapons completely alters his play by changing the way his abilities interact with each other. Because of this, Doran is capable of filling virtually any slot in nearly any situation. For example, he can use his Glaive to become a fully ranged champion one minute and use his Shield to become a tank the next. As a player, it is up to you to find the role and style that best fits your playstyle. |
|
Playing against him: Doran’s biggest weakness is the fact that he changes so much. He is locked out of entire portions of his skill set at any given time. Learning his weapons and what tools he has available at a given time is key to defeating him. Skirmish can make Doran tricky to lock down. Always be aware of the direction he will weave so you’re not missing potential damage opportunities. Doran lacks any real gap closing and his only range requires him to summon his glaive. Taking advantage of this can limit his versatility severely, especially if you can keep him at range. |
|
Lore: The story of the prodigy who lost his ability continues as Doran leaves on a quest to regain his gifts in metallurgy. What he finds is a sets of magical rings that not only restore his skills but grant him more power than he could ever imagine. |
Next time: Mole, the Menace from Below
http://na.leagueoflegends.com/board/...2#post35197862
A melee assassin who is unique in that he spends most of his time being untargetable, leaving his enemies playing a serious game of "whack-a-mole" (pun intended)
And don't forget to check out my other champions and send me reviews for champs of your own.
Dragi's Champion index
http://na.leagueoflegends.com/board/...5#post32018055

