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Varus, the Arrow of Retribution [Rework]

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The5lacker

Senior Member

04-23-2013

Name: Varus, the Arrow of Retribution
Attack: 7
Defense: 2
Ability: 6
Difficulty: 6
Attributes: Ranged, Carry

Base Stats
- Health: 400 (+85)
- Health Regen: 4.5 (+0.55)
- Mana: 240 (+40)
- Mana Regen: 6.5 (+0.6)
- Attack Damage: 46 (+3)
- Attack Speed: 0.665 (+2.75%)
- Attack Range: 575
- Armor: 13.5 (+3.5)
- Magic Resist: 30
- Movement Speed: 330

Abilities

- Passive - Blighted Quiver
- Varus's deals an extra 6 (+2 per level) (+25% AP) bonus magic damage on-hit and apply Blight, stacking up to 3 times. If Varus hits a blighted enemy with an ability, it detonates the blight, dealing bonus damage equal to 3.5% (+2% per 100 AP) of their max health per stack.

- Q - Piercing Arrow
- Active (First Cast) - Varus charges his next shot over 4 seconds, reaching max range and damage at 2 seconds. While charging, Varus cannot attack or use his other abilities and is slowed by 20%.
- Active (Second Cast) - Varus fires his arrow, dealing between 10/50/90/130/170 (+100% AD) to 15/75/135/195/255 (+150% AD) physical damage to enemies it passes through, with damage decreasing by 10% for each enemy is passes through down to a minimum of 50%.
- Cost: 70/75/80/85/90 mana
- Cooldown: 16/14/12/10/8 seconds
- Range: 850 - 1475

- W - Hateful Bolt
- Active - Varus fires a bolt of hateful energy at a target, dealing 25/65/105/145/185 (+60% AD) physical damage to them and stunning them for 0.75 seconds. The ability damage, Blight damage, and stun time are all increased by up to 100% based on how low Varus's health is.
- Cost: 65 mana
- Cooldown: 8 seconds
- Range: 750

- E - Hail of Arrows
- Active - Varus fires a hail of arrows that deal 65/105/145/185/225 (+60% bonus AD) physical damage to enemies in an area and desecrates the ground for 3 seconds, applying Grievous Wounds and slowing enemies in the field by 25/30/35/40/45%.
- Cost: 80 mana
- Cooldown: 18/16/14/12/10 seconds
- Range: 925
- Radius: 250

- Ultimate - Chains of Corruption
- Active - Varus throws out a tide of black tendrils which latch onto the first champion they hit, dealing 55/95/135 (+40% AP) magic damage to them and tethering them to Varus, rooting them for up to 3 seconds while tethered. The tethered enemy radiates a field of darkness that deals 35/60/85 (+25% AP) magic damage per second to nearby enemies and slows them by 35% while they remain within the field. When the tether breaks, the enemy takes an additional 77/95/135 (+40% AP) magic damage.
- Cost: 100/125/150 mana
- Cooldown: 120/105/90 seconds
- Range: 750
- Tether Range: 850
- Radius: 300


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Wark Beedrill

Member

04-23-2013

i dont think varus needs to be changed?
i think hes rather balanced right where he is...


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The5lacker

Senior Member

04-23-2013

Quote:
Myydrion:
i dont think varus needs to be changed?
i think hes rather balanced right where he is...

Perhaps, but I feel he's kinda awkward mechanically and really feel that 100% passive abilities are, in general, poor design.

What people need to understand that Reworks aren't for balance. They're to make a champion more usable. Balance is adjusted via buffs and nerfs. Reworks are for when there's something wrong with the mechanical heart of a champion or ability.


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Epsilaun

Senior Member

04-23-2013

but your not only talking an already ability heavy damage carry, giving him a 4th spell to proc his % life on, which also gets stronger if he is almost dead, and has 100% scaling? you would get varus shooting that at 25% health for like 800 pre % max health, he already has a lot of burst from his AD scaling and % health


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The5lacker

Senior Member

04-24-2013

Quote:
Epsilaun:
but your not only talking an already ability heavy damage carry, giving him a 4th spell to proc his % life on, which also gets stronger if he is almost dead, and has 100% scaling? you would get varus shooting that at 25% health for like 800 pre % max health, he already has a lot of burst from his AD scaling and % health

Uh...huh? I'm not understanding what you're saying, and I don't think you understand what Hateful Bolt does.

First, Hateful Bolt deals physical damage equal to a flat amount plus 100% of Varus's total attack damage. This damage is between 25/70/115/160/205 (+100% AD) and 50/140/230/320/410 (+200% AD) damage, based on how low Varus's health is (Thinking of reducing the base damage to keep it from being an overpowering nuke of a spell.)

Second, Hateful Bolt stuns target for between 0.75 and 1.5 seconds, based on how low Varus's health is.

Third, it consumes any Blight stacks on the target and deals damage equal to between 3.5% (+2% per 100 AP) and 7% (+4% per 100 AP) of their max health per stack of health, totally out at a maximum damage of 21% (+12% per 100 AP) at just above being dead.

At, say, 200 bonus AD and maybe 200 AP, Hateful Bolt will deal between 205 (+280) physical damage plus 10.5% (+12%) of their max health as magic damage, and 410 (+560) physical damage plus 21 (+24%) of their max health as magic damage. Potent? Perhaps, but it's also not only a single target spell, but requires some good prep.

As for complaining about the changes in general, I have two reasons for these changes. The first is how crucial Blighted Quiver is to his playstyle, and how relegating it to a basic ability slot and giving him a somewhat underwhelming passive just feels bad. The second is how he doesn't really seem to have a single ability that's based on the concept of "Vengeance." He's got "Corruption" and "Archery" down pat, but nothing about him screams vengeance. Hence, Hateful Bolt. It's a single target blast that gets stronger the more hurt he is.


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The5lacker

Senior Member

04-25-2013

Bumpin'


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The5lacker

Senior Member

04-28-2013

Bumpin'


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The5lacker

Senior Member

05-01-2013

Bumpin'


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The5lacker

Senior Member

05-08-2013

Bumpin'


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The5lacker

Senior Member

05-13-2013

Bumpin'


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