[Champion Suggestion] Atrox, The Necromancer

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Sandviper

Senior Member

07-28-2010

Heres the type of champion a lot of summoners have wanted to see for a while, a necromancer whos play style revolves around his pets.

Atrox, The Necromancer

Lore - Deep within the crypts below the Noxus Capital, a man has been playing with things no man should even dare to dream of. Demons, ghouls, creatures that inhabit children's nightmares. Each day, he seeks to consume the souls of those who get in his path. Atrox, patiently biding his time, has waited long enough.

Demanding to see the Noxian Royalty, the necromancer had a deal to make. If the Noxians could send him somewhere to satisfy his hunger, he would spare the city. The Noxians gladly guided him to the League of Legends, hoping to claim victory by using Atrox to weaken the Demacians.

"Life...There is none left once Atrox has his fun."

Taunt - "I will be the last thing you see."

Joke - Evil laugh - "Souls, the other white meat."

Stats

Damage: 49 (+ 3.1 / per level)
Health: 375 (+ 60 / per level)
Mana: 330 (+ 52 / per level)
Move Speed: 310
Armor: 11 (+ 4.2 / per level)
Spell Block: 32 (+ 0 / per level)
Health Regen: 0.75 (+ 0.08 / per level)
Mana Regen: 1.0 (+ 0.11 / per level)


Q - Grave Digger

W - Summon Barrow Wight

E - Soul Siphon

R - Unholy Empowerment
OR
R - Essence of Despair


Q - Grave Digger - AoE - Causes hands of the dead to be raised from the ground, grabbing hold of enemies, slowing them by 20/25/30/35/40% while in the desecrated area. Deals 35/70/115/140/175 (+.4 AP ratio) damage per second to those caught in their grasp.


W - Summon Barrow Wight

Atrox sacrifices an enemy minion or a jungle creature (excluding Golem, Lizard, Baron, and Dragon of course) to summon a Barrow Wight. The creature has AD equal to .6 of Atrox's AP. It summons 1/1/2/2/3 Barrow Wights, having 25/30/33/35/40% of Atrox's HP. On an attack, Wights will poison the target for 5/10/15/20/25 damage per second for 3 seconds. Controlable with the alt key, can only travel the same distance as Shaco's clone can before returning to atrox. 10 seconds cooldown.



E - Soul Siphon PASSIVE - For every Wight, Atrox gains 10% damage reduction.

E - Soul Siphon ACTIVE - DoT - Atrox drains a targets soul, dealing 80/140/200/50/300 (+ .5 AP) over 6 seconds. Atrox heals himself for 15% of the damage done after the duration is over.


R - Unholy Empowerment - Atrox sends his Wights into a suicidal frenzy, causing them to enrage for 4/5/6 seconds. They gain 20% more HP and 30% attack speed. Once the 4/5/6 seconds is over, they explode dealing 100/150/200 flat true damage. 1.5 minute cooldown (Could be shorter or longer)

OR

R - Essence of Despair - Atrox infects his Wights with the Essence of Despair and orders them to attach to an enemy champion. This infects target champion, dealing 200/260/320 (+ .5 AP) over 5 seconds. During these 5 seconds, the champion is blinded by the Wights surrounding him/her.


The first picture is of a Barrow Wight, and the second of Atrox.

Nothing is set in stone, open to suggestions. Please leave your comments. Thanks

Edit: Changed his soul siphon to a DoT that heals him slightly.

Edit: Changed the Wights to be more beneficial per level.

Edit: Altered the first spell

Edit: Added stats to him

Edit: Added a different verison of an ultimate to see which is prefered.


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Sandviper

Senior Member

07-28-2010

Whoops forgot the passive lol


Bone Shield: 10% chance when attacked with any damaging spell or attack, to make you take no damage from the following damage source. Cannot occur more than once every 10 seconds.


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DoggieDoo

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Senior Member

07-28-2010

I love necromancer style gameplay. I don't have a lot of suggestions to make but this guy seems that he would be very strong for laning, his support bone wall, can't have slows, stun, and damage. Too much utility. With a solid heal, bone wall, and minions, seems as though there's too much built towards him being a mobile Heimerdinger.

Perhaps the passive should change to +% of X per minion.

The E skill might want to be more like a "Sacrifice minion, blowing it up for Y damage, but also healing yourself for Y." Y = Health left on minion?

Just some ideas to throw out there.


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KrimzonKnight

Senior Member

07-28-2010

.75% on AP as AD - that's a little OP isn't it? Not to mention you can summon 3 of them and they're controllable.... that's like a stronger and moveable version of Heimer's turrets...


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Sandviper

Senior Member

07-28-2010

Hmmm. Well then the damage on bone wall could be omitted entirely. Just the stun. It doesnt stun and slow the target. It stuns any it goes through and slows those around it, not both. And the .75 could always be lower, but i made it that because his wights are his only real source of damage, especially if i take the damage away from bone wall.

E could be changed to where it drains a % of life away from a target, but then it would be just like fiddle or Vlad. I kinda wanted to keep it as sacrificing the Wight because then the heal would be situational, sacrifice damage output to stay alive, or not.


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DoggieDoo

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Senior Member

07-28-2010

Yeah I'm trying to avoid the mobile Heimerdinger idea. So if the focus is having 3 pets, he seems like an excellent laner and tower pusher. However in a team fight just an annoyance and completely reliant on significant walls and AoE spiking with ULT as minion bombs.

Maybe dodge the wall idea all together and get back to the core function of the character, controlling the 3 minions. As he stands, the wall would result in immediate jungle ganks with 3 minions, strong tower pushing, and annoying but inneffective team fight damage.

Maybe give him some sort of AoE slow, or a debuff he can apply to his minions that spread a disease to enemies as well. The ULT could lean towards consuming all 3 minions to become stronger himself to give him more of a Nasus style "Superman" buff. But would cost him much later on due to his lack of minions.

Not sure, just trying to completely avoid Heimerdinger playstyle/complaints.


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Sandviper

Senior Member

07-28-2010

What about something like

Grave Digger: Causes hands of the dead to be raised from the ground, grabbing hold of enemies, slowing them by 20/25/30/35/40% while in the desecrated area..? and would an increase in damage of the ult make up for it?maybe 100/200/300 for a total of 900? Could even trade the bone wall for a different low damage ability and cause his Wights to slow while frenzied...which would you suggest?


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DoggieDoo

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Senior Member

07-28-2010

The Grave Digger idea seems much more practical, and gives him something to do besides ALT + control minions. Probably through some damage on there to make it decent, or a "When this effect ends, all enemies on top take X damage." Thus it forces some movement or gives him farming capability.

I don't think the ULT would be a matter of numbers, it's more about essntially UPGRADE!!-ing all your minions then they explode for an amount of damage that would cause people to cry about regardless because it chases them.

I would rather see a management system that leans towards keeping the minions alive, and buffing them temporarily at situational moments. Maybe then throwing down your Grave Digger as a snare. This way you have harassment/farming/CC/Damage output. + A defensive skill in case you're too squishy + the actual summoning spell.


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Sandviper

Senior Member

07-28-2010

Not gonna go into much detail now since im tired and not thinking the best i can, but what about an ult that either causes the wights to jump from target to target dealing lots of damage, making it situational and risky in 1v1, but better in a team fight, so hes not useless in a team fight


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Sandviper

Senior Member

07-29-2010

bump


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