[CENTER]Saurus' Champion Design Workshop
[CENTER]TANDAYA (TAHN-DAI-AH) - THE RUNEWEAVER
Tandaya is a hybrid carry with a dance aesthetic, capable of AP, AD or hybrid builds. She depends entirely on auto-attacks as a primary resource, charging them with various effects to generate combos and create a rythmic, flowing engagement style. Tandaya can achieve hyper carry status if sufficiently fed, though she is extremely vulnerable to coordinated ganks and fights where she is outnumbered or without support against burst champions, even more so than traditional AD carries. Tandaya is intended as a character with an extremely unique playstyle who can adapt to a variety of team compositions and rewards dedication and deep understanding.
[CENTER]ASANE (AH-SAH-NEH), THE CRONE OF SHURIMA
Asane is a versatile, ranged AP based champion with a crone/hag aesthetic who has the potential to jungle and to build either extremely tanky or heavy AP. She has low burst potential but extremely reliable damage over time and high sustainability, combined with a variety of confusing and distracting effects that allow her to wear opponents down and force errors. She is vulnerable to high burst damage champions and focus fire, if allowed to survive during a teamfight however she becomes increasingly powerful thanks to great damage over time and regeneration.
.....I want to play her. I want to play her now
Tanky AP are some of my favorite champs to play. Swain, Karthus, Rumble, Morde, all are hilariously fun. She sounds like a great addition to the hard to kill nuisances I love playing.
I do have a question though. It sounds like All is Dust could be terribly broken if one build sufficiently tanky. Play safe and you'll rarely be pushed out of your lane. Build enough defense and regen, and, with the ult up, you'll be friggin invincible. Especially with a Warmogs.
No real suggestions at this time, but I think you might want to change that functionality a bit.
Yes. The intent for all is dust is meant to make Asane pretty much invulnerable to wear and tear in the jungle or lane- odd auto attacks, glancing spells, minions getting ideas above their station and so on. It's also meant to be weak against anyone who can pull off a decent combo, which is about 90% of the champs in the league at this time. An Asane who builds super tanky is going to stalemate 1v1s but not be that much use in a team fight, nor as a pusher. There are relatively few AP/health regen items in the game so there's a tradeoff there. Building pure health only scales AiD's nuke, and when you think about that long enough you'll realise it's not super viable, since using that nuke completely negates all the passive benefits of AiD for the duration of a fight AND takes 10% of your health along with it, no matter how much you have.
Of course if you have something like a RoA/Rylais, it's a **** scary nuke if you're confident to take the hit, which is the point.
I imagine however that Asane's core, for jungling at least, will be philo stone/emblem of valor (to build a locket with a later HoG), along with 2 early levels in All is Dust to abuse the health regeneration. Once up that combo will give her something in the order of 65HP5 on her augmented health, with 25 armor to make jungling more forgiving.
If it makes her too sustainy, it will be simple enough to drop the passive down a bit and make it more manageable. Without the regen, it's a pretty lacklustre spell overall.
[CENTER]FEROS (FEH-ROSS), THE METEOR'S HEART
Feros is a tanky bruiser whose speciality is bodyguarding and defending squishy teammates against opposing carries as opposed to assaulting from the getgo. His skillset also allows him to deter or punish assassins and other burst casters for going after his own team's squishies. He can also serve as an initiator. He can be played jungle or support, and situationally top and mid due to strong laning capabilities vs magic damage heavy champions as well as a passive that is highly effective against champions who rely on bursty damage combos to finish off a target. Combined with summoner heal or flash it can give Feros the tools to get out of an otherwise sure death situation.
[CENTER]RUEGAL(RHU-GAAL), THE MERCY OF DEMACIA
Ruegal is a mage with a torture aesthetic and the potential to be played as an aggressive support, ap carry or anti-carry. His kit gives him strong control abilities and punishes enemies for being greedy or impulsive. He becomes progressively more dangerous over the course of a fight, especially if allowed to focus on a single target. He has strong zoning capabilities in lane and the ability to shutdown multiple incoming enemies, but otherwise has few defensive options, so well timed ganks that take advantage of his cooldowns are likely to kill him with little damage taken in return.
Big problem with Ruegal: placing a large burden of knowledge on the enemy player. If they don't know exactly what he does, Bad Things happen to them. Sadly, I think this would be a problem any time you wanted to create a character with the goal of making people choose between two evils; they have to know what happens when they do X or they do Y to be able to really "choose". Maybe a detailed in-game effect for the ability would be able to convey the idea, but... would be pretty hard with Ruegal's, I think.
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