For those of you who don't know. I am Ahrtimmer, and to DeviantArt members, I go under the name Tel-Rasha
I like to dabble in champion concepts, and I think I may have found something that the League is really missing.
See what you think.
Orrin, The Knight of the League
Not all minions are created equal, as proven by Orrin. Created in a freak accident within the summoner training halls, Orrin was created not as a mindless construct like his brethren, but with a fully formed consciousness and personality. All of the eyes in the room turned to stare at this bizarre red minion, stunned by the sudden appearance of something which all in the room had thought was impossible. Orrin quickly looked around, and upon spying that which his eyes sought, leaped through the air, landing atop a nearby Dire Wolf. As Orrin touched the wolf, the magic responsible for his creation changed it, irreversible binding it to Orrin and sharing a degree of Orrin's sentience with it.
Months later, as league officials and a number of magical experts studied the creature, it suddenly decided to speak. Orrin demanded that he be put to the use for which he was intended, that he be sent to fight in the League of Legends. With no other use for the strange manifestation, the league officials eventually agreed, Naming Orrin the first champion to fight in the League of Legends who fights on behalf of the league itself.
"Orrin is testament to how little we know about magic."
Ryze's words after first examining the minion.
Appearance:
Slightly larger than a regular purple sword minion, but with the same basic appearance, however he wears a red/orange cloak rather than the usual blue or purple. Uses a lance, similar in design to an elongated minion sword, and carries a small round shield on his other arm. Could also consider light armour on the shoulders or a small cavalry helm.
Rides a lightly armoured version of the dire wolf, could have a small saddle or reigns but optional. The wolfs armour should be minimal, but must reflect the wolf more than the minion (should be fairly aggressive looking)
Statistics:
Here is where I fall down on the numbers.
I have no idea as to the base stats of relevant champions so I can't get a clear idea where Orrin should sit exactly.
However, I can explain where I think he would sit.
DPS: By nature the lance is a slow weapon. So Orrin would probably fit into the bruiser category, having high damage per hit, but a low hit rate.
HP: should sit close to that of Master Yi, because he, like Yi, needs enough health to get in, hit the target, and then get out. Also, a minion should never fall on the side of Tanky.
Mana: I'm not sure at all where to aim for. Enough to harass with, but not enough that he can spam. Probably somewhere similar to Pantheon.
Armor and MR: All I can say is low. Downside of relying on speed is that you have to shed some weight.
Regen Rates: normal?
Movement Speed: Here is where I do have an idea.
I would put Orrin's base movement in the area of 320... possible even 330.
Being a mounted character he should have high base movement. I would also consider having scaling movement speed (yes, I know nobody else does)
Probably something like 5 movement at each of levels 6, 11, and 16.
Abilities:
War Rider (Passive): Orrin utilises his wolfs speed to force his attacks home, granting him armour penetration based on his speed.
Flat Armor Pen = 3% of his current movement speed. (slows reduce armor pen)
Rabid Mount: On Orrin's next attack, his mount bites the enemy, dealing additional damage over time and reducing the healing of affected enemies. Won't trigger on towers.
Damage = 10 + 0.35 x damage per second for 4/5.5/7/8.5/10 seconds.
Reduced healing applies for half as long as the DoT.
Cooldown = 10 seconds
Minion Assault (Passive/Active): Orrin co-ordinates nearby minions, granting them slightly increased attack damage. Additionally, Orrin can activate this skill to cause nearby minions to grow even stronger and agro against his target. AoE and Damage increase with level.
Aura Damage increase = 2/3/4/5/6
Aura Damage increase (active) = 6/9/12/15/18
AoE = Ok, I'm not good with ranges, but lets say starts at fully grown miasma size, and grows to Urgots missile range (unlocked). AoE could also increase by 1.0 x his AP, but that was just to throw in an AP ratio.
Cooldown = 20 seconds
Duration (active) = 3/4/5 seconds.
Cavalry Charge: Orrin urges his wolf into a charge, dealing damage to any enemies in his path and knocking them to the side. The damage dealt is reduced after the initial hit.
Damage = 60/95/130/165/200 + 0.65 x AD. Initial Hit bonus damage = 30/50/70/90/110 + 0.35 x AD
Range = the same as Piltover Peacemaker, possible a fraction longer.
Width = the same as Piltover Peacemaker
Cooldown = 12 seconds
Couched Lance (Ultimate): Orrin utilises the unrivalled power of mounted cavalry, the Couched Lance. With his lance tucked under his arm he charges headlong at the enemy. On activation of this skill, Orrin gains greatly increased movement speed, attack damage, and armour penetration. These bonuses are reduced per attack until the bonus is completely removed.
Movement Speed Increase = %100
Attack Damage increase = 70/100/130
% Armor Penetration = 20/30/40
Bonuses reduce by 10% of initial per attack, ending the effect after 10 attacks.
Duration = 12 seconds or until consumed
Cooldown = 75 seconds
All of these are just base concepts, and as such are subject to the review and consideration that all champion concepts are. However, the basic premise, is this:
Orrin is a melee DPS champion, probably fitted to a similar role as Master Yi. He relies upon the speed of his mount to close range, damage, then either pull back, or push through the opponent forces. In essence, Orrin should employ cavalry tactics.
Anyway, have a read, post your comments below, and if you like it, let people know. Thanks everyone.
If your interested, follow the links below, you might find something you like.
The original Orrin article
http://tel-rasha.deviantart.com/#/d3e0uva
The original Orrin Concept art
http://raul-ranma.deviantart.com/gal...82007#/d3cmtzs
My DeviantArt page
http://tel-rasha.deviantart.com/
And most importantly
The League of Legends DA community
http://leagueoflegends.deviantart.com/
Feel free to spread these around, but be sure to reference their original owners.
Thank you
Ahrtimmer
Change Log:
18/4/2011 : Initial Posting
18/4/2011 : Added estimate numbers to the skills
Added the Potential Changes Section
Added the Statistics section
18/4/2011 : Rabid Mount, Reduced healing duration reduced from 100% of DoT duration to 50% of Dot Duration
Potential Changes:
Knights Duty (Ultimate replacement): Orrin whispers his knightly vows, then, with his blessed lance tucked under his arm, he charges headlong at the enemy. On activation of this skill, Orrin gains greatly increased movement speed, attack damage, and additional damage based on the targets current HP. These bonuses are reduced per attack until the bonus is completely removed.
Movement Speed Increase = %100
Attack Damage increase = 70/100/130
% Damage (magical) = 10% + 1% per 100 AP
Bonuses reduce by 10% of initial per attack, ending the effect after 10 attacks.
Duration = 12 seconds or until consumed
Cooldown = 75 seconds
This version of his ultimate does 2 things, it removes the double armor penetration issue, and it brings in an ability which revolves around his title as a knight.
Squire (W replacement): Orrin takes a nearby allied minion as his squire, granting it increased statistics and mounting it on a lesser wolf. The Squire will follow Orrin and provide Orrin with increased armor and minor periodic healing. Cannot target Siege or Super Minions.
Squire Stats:
Gains 20/30/40/50/60 movement on top of minion base movement.
gain 50/70/90/110/130 HP from minion base.
All other stats stay the same as prior to promotion. (caster minions are still ranged)
Armor bonus for Orrin (if melee minion) = 5/10/15/20/25
Magic Resist bonus for Orrin (if caster minion) = 5/10/15/20/25
Heal = one cast of 15/25/35/45/55 per 14/13/12/11/10 seconds.
Cooldown = 24 seconds (after squire death)
The Idea here is for a support pet (Squires do the work, Knights do the fighting / glory) The benefit of this pet is that u can use it for scouting, have passive healing, and that tiny bit for protection to help you live. However, prepare for it to get smited or feasted upon XD
If you like, or dislike, any of the aspects of Orrin's abilities, feel free to mention them. I will then post alternative ideas to the potential changes area for review and on the next change, I will either enact the changes, or replace them until a balance is found.