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Character starts out with just fists until he levels a stance.
You cast your ultimate on the enemy and it varies depending on which stance you're in. I want the character to do more than autoattack.
Stance switches are a short animation where the character can't attack, but can still move and cast summoners and can't be cancelled. My goal is to make his stance switches not mystical but merely changing weapons. Maybe even gain a little MS boost from stance switches.
Passive: Blade of the Covenant: 3 consecutive strikes while in the same stance deals bonus damage and slows. I don't want him dancing stances too much, and this discourages that.
Q: Shield of the Covenant (character wields shortsword and shield)
Passive: give armor/MR to nearby allies and yourself, CC reduction to just yourself
On ultimate: Charges at target dealing magic damage to enemies in the path and knocking them to the side. Reflects spells cast on him by the target during this time. The target gets stunned on impact and slowed for a short time after.
W: Axe of the Covenant (character wields 2 handed axe)
Passive: gain AD, and extra attack range to showcase how he changed weapons
On ultimate: large cleave that applies a bleed and slow to all enemies hit, and lifesteals a portion of that damage.
E: Spear of the Covenant (character wields spear)
Passive: gain even more attack range, and MS on hit
On ultimate: an execute style ultimate. a skewer that does more damage based on missing HP
R: Strength of the Covenant. Gains a charge every 10/10/10 seconds OR when you kill an enemy champion. Can hold 3/3/3 charges. Activate on an enemy to cast the power associated with your current stance but deactivates that stance for 5s. Levelling your ultimate increases the effect of the activate.
It'll be entirely possible to ultimate all your stances and go back to punching people. The charge every 10 seconds and the ability to have 3 charges from level 6 is because this character is really uninteresting to play without his ultimate up and the ability combo. Probably overpowered, but whatever.
I've been working this idea out for a while now, and was realizing that I have no clue how to actually balance damages/spell effects/stats in general. Any help here?