Andolthir the Modest Prodigy (Marksman/Support) - Redesigned Season 4

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phatcat09

Senior Member

11-29-2013

Introduction:

While brainstorming Andolthir I set out with a goal in mind. I wanted to see another music based champion. So created one with the qualities I enjoy in music. I wanted the champion to reflect the real world in-game so that when people picked-up this champion for the first time they think “Hey that's really cool I love music too!”, and that each ability reflects a key element of music that the musically inclined can get gitty over.

Let's begin with his Passive and along the way I will attempt to explain how his kit will be beneficial to any team composition in League of Legends. Each section below represents his 4 skills (Q,W,E,R). They have the same format Skill Description, Explanations, and Additional Information / F.A.Q.

The Champion: Andolthir the Modest Prodigy

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NOTE:Please note all The passive traits are only persistent at their MAX for a duration after each Ability is actively used. After a short duration they operate at 50% of their efficiency (unless stated otherwise) as passives until reactivated. This means (At Max) his passive for Harmony will only give him a 17.5% attack speed bonus after the grace period until reactivated. His passive for Melody will only give him a 3.75% Damage Reduction bonus.

These are designed so that at player at the maximum skill level could keep all 3 at max if played correctly. Separating the good players from the great, without rendering the character inept.
The Kit:
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Passive - Last Sonata - When Andolthir is killed he reveals his Final Sonata giving vision of all enemy champions who killed or assisted in killing Andolthir for a duration of time, and giving true sight around his body for a duration of time. Enemy units around Andolthir's body are silenced as well for (1 / 1.5 / 2 seconds)


Skill Description:

Flavor Text Explanation: You see the trouble with poet is how do you know it's deceased. Stick to Priest! When does a poet truly die? Andolthir's last great work will be known by all through the ages and as such when he dies his many accomplishments including his enemies will be as well. He's just that deep!

Mechanical Explanation:As an inherently squishy character. I wanted to give Andolthir defensive power without physically altering his character in order to avoid over-tuning. So I created a utility based ability that gives the enemy team an ultimatum. Kill Andolthir and risk not being able to escape (Assassins), or even inadvertently hobble a teammate when his silence goes off (life saving flash, bubble, heal etc), or let him live and quickly take care of his team mates if possible. Keep in mind ignoring the ADC can be akin to suicide by the end game. It's a similar principle to the adage “Don't chase Singed”. Players who Target Andolthir will have to do so fully prepared or fall victim to the consequences.

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Skill Description:

Q - Rhythm (Passive/Active) - Andolthir's ability to sense the the Natural order of sound around him allows for Andolthir to move faster and attack with strength.
  • Passively Rhythm provides Andolthir with bonus movement speed as he moves.
  • When Set to active: Rhythm is designed to add to Andolthir's Tempo meter. Without Rhythm Andolthir's other abilities are without direction, and function at a lower level. This ability generally cannot be quickly switched back to quickly; however, activating other abilities lowers the cooldown significantly (as music requires unison to be effective) Auto Attacks with Rhythm active lowers the Cool Down on his other abilities.

Rhythm is free to use and has no activation cost. When Rhythm is activated - For each successful attack landed on beat, Andolthir gains bonus ability power and attack damage, if Andolthir loses Rhythm completely (from time decay, or through spells usage from his W,E, and R) all bonuses are removed until he gains them back again, if Andolthir doesn't switch back to Rhythm after using another ability his AD and AP bonuses are quartered, there is a grace period where the abilities stay at max.

Passive Stats: Per level Per step | .005% Bonus MS / .006% / .007% / .008% / .009% Max. 33%
  • At level 1 per minute = a ~.625% increase
  • At level 3 per minute = a ~.861% increase
  • At level 5 per minute = a ~1.107% increase

Active Stats: Per level | +.25AP + .1 AD / +.5AP + .25 AD / +.75 AP + .5 AD / +1 AP + .75 AD / +1.25 AP +1 AD Max. 100 stacks
  • At level 1 Max Stacks = 25 AP/ 10 AD
  • At level 3 Max Stacks = 75 AP/ 50 AD
  • At level 5 Max Stacks = 125 AP/100 AD

These bonuses reset on death.

Mechanics Explanations:

Mechanical Explanation (1): A player must land a hit on a target when the hit indicator pops up. This can be a minion or Champion. The hit indicator is intuitive and prioritizes the last Champion Hit By Andolthir or that Champion's Summon. It then targets the lowest health lane Minion, and then then jungle minions. The Hit indicator persist for a short amount of time (preferably at an even rate related to his Attack Speed) before picking another target based on the condition list. Every time Andolthir hit's a unit under the indicator he adds ONE unit of Tempo to his Tempo Meter

Mechanical Explanation (2):Ideally Andolthir will have too hit approximately ~75 minions for max stacks. (10-15 minutes of flawless hitting). The Curve for this should be logarithmic, as a player approaches max stacks the difficulty in achieving and MAINTAINING it increases equally. A player should be challenged to get max stacks, but be able to consistently reap the benefit of 25% - 35% stacks, and a preparative player will be ready for team fights at a target 50%-75%.Dying or otherwise being sent back to base interferes with Andolthir's Tempo. He's rewarded for being in lane, and punished for leaving in exchange for great power.

Flavor Text Explanation: Andolthir is a magical musician of sorts, he was born with a super natural understanding of sound that allows him to sense the ebb and flow of the world around him in a manner that those without see as disorder. and harness the hidden power within.

Additional Explanations:Andolthir is supposed to be a Champion that WILL shine, but at the cost of a high skill level mechanic that doesn't hinder a player if they haven't mastered it yet. Rhythm is his Primary Mechanic and will be a learned skill like last hitting, or catching Draven's axes for maximum effect. Players who pick up Andolthir may say things to the tune of “Challenger players hit at least XX stack as Andolthir" This doesn't mean the character won't perform well, it just means he won't reach his max potential until then. At mid levels he will see a low end of at least ~20 points in bonuses for AD and AP, but at max level he'll have a low end bonus of ~31 points. A player who prepares (or has time too!) will see increased bonuses around the 50% range of max, and those who are doing well will reap the benefits of 75%+ of the itemized totals above.

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Skill Description:

W - Harmony (passive/active) - Andolthir's ability to bring order to the seemingly disordered allows for him to bring synergy to his teammates Auto Attacks.
  • Passively Harmony grants bonus attack speed to Andolthir.
  • When activated: Harmony consumes a large amount of Rhythm on each use, this is not a toggle and must be activated each time (similar to righteous Fury on Kayle except for one hit) - Andolthir's next attack deals a ratio of his ability power as bonus magic damage. Any Unit Andolthir has attacked in the last 5 seconds with this Harmony will receive a debuff that will cause an allies attack speed to increase for each subsequent attack on the target during the 5 second duration. This decrease is equal to a Percentage of Andolthir's passive bonus from Harmony and all projectile speeds are normalized to Andolthir's on that target.

If the active is used without Rhythm it works at 50% efficiency. Andolthir experiences full affects from his passive while he has even 1 unit of Rhythm. If Andolthir loses all of his Rhythm the passive bonuses of this ability are reduced by half, until he can restore at least one unit of rhythm. Keep in mind his Rhythm may be on CD so incautious use of rhythm could result in hobbling his effectiveness.

Passive Stats: Per level | 15% Bonus AS / 18% / 20% / 25% / 35% (reduces to half after ability use grace period or after running out of rhythm, reactivating this ability during the grace period resets the grace period)

Active Stats: 1.5 of ability power will be added to your next attack as Magic Damage

Mechanical Explanation: Unlike conventional attack speed buffs, this shortens the time between sub-sequent attacks rather than increasing the number of attacks as a fixed amount. This will make it so that players appear to attack in harmony with each other attacking faster and faster in symphony. It is functionally similar to Guinsoo's Rage Blade or Jax's Passive, Relentless Assault.

Aesthetically this is my favorite part in Designing Andolthir, the ability to make a champion to appear to dance with others was somewhat of a goal. The utility of this spell helps encourage focus during team fights, but at the same time it allows for counter play because someone who has been targeted will be benefited to quickly get out of dodge. Because it's easy to read it's conquerable at all levels of player skill, but if players properly combo (stuns, taunt etc) then it can be devastating.

Note: Tristana is a Marksman with AP and Magic damage based abilities with similar scaling.

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Skill Description:

E - Melody (Passive/active) - Andolthir's voice becomes enriched with song causing an enemy to become altered by the power of music overcome with fear or sorrow.
  • Passively Melody protects Andolthir from Status altering affects Majorly increasing his tenacity and Minorly reducing all incoming damage.
  • When activated: Melody consumes some units of rhythm to be used. Melody becomes offensive and Minor magic damage is done to enemies around Andolthir. Enemies within a short range are immediately feared for a very Minor duration of time (this can only be done irregularly), enemies farther away are Majorly slowed this slowing affect wears off quickly over a period of 2 second. This ability is on a longer cooldown than Harmony and Rhythm.

If the active is used without Rhythm it works at 50% efficiency. Andolthir experiences full affects from his passive while he has even 1 unit of Rhythm. If Andolthir loses all of his Rhythm the passive bonuses of this ability are reduced. Until he can restore at least one unit of rhythm. Keep in mind his Rhythm may be on CD so incautious use of rhythm could result in hobbling his effectiveness slightly.

Passive Stats: Per level | 1.5% Damage Reduction / Tenacity (Double for Tenacity) / 1.5% / 3% / 4.5% / 6% / 7.5% (reduces to half after ability use grace period or after running out of rhythm, reactivating this ability during the grace period resets the grace period)

Active Stats: .8 of ability power will be used to hit your enemy in a short range AOE. Fear last for 1 seconds/ 50% slow last for 2 seconds (diminishes)

Mechanical Explanation: This is the most straightforward spell in his entire arsenal. It functions as a mid range AOE ability around the entirety of Andolthir. Those in closest to him will be feared, and have the slowing affect applied. Those out of range of the fear will just be slowed for 2 seconds.

Flavor Text Explanation: Andolthir delivers a powerful Ionian melody, that causes his opponents to run with fear at the horns of retaliation - No one is able to resist the power of music. Passively the melody of Ionia keeps his resolve strong, and when activated he sings out striking gear and sorrow into his enemies.

In order to give Andolthir a defensive ability for his low escape and time based mobility, he has been given a 1.5% damage reduction against all incoming damage at each level. Examining Urgot - who removes up to 15% damage from One to Two sources on average. Which is a 30% damage decrease for as long as he keeps the debuffs up. Effectively Andolthir can negate more damage if all 5 enemies are targeting him at 37.5%, but individually that's only 7.5%. This ability is designed to give the Andolthir player more time to the edge off a spell giving him time to react and leave then it is too give him stand and tank ability. This is also designed to keep the NEED for defensive items to a minimum given his low base defensive stats. As traditional for ADCs it acts as a disengage or for supporting in can act as effective CC in lane.

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Skill Description:

R - Harpsichord (Active, Channeled) - The Grand Symphony - All of Andolthir's abilities radiate out from him for a duration of time. All allies receive the Max Passive bonuses of Andolthir's abilities (Movement speed, tenacity/damage reduction, and Attack Speed) and a portion of his Q's Active Stat bonuses. Symphony doubles the current bonuses to Andolthir for the duration of the spell and doubles his attack range as well. Andolthir is unable to move while he plays the Harpsichord, but can still attack, and any negative results from losing all his rhythm are rendered null for the duration of the Symphony, meaning his Attack Damage and Ability Power bonuses can not be removed, his Damage Reduction and Tenacity can't be reduced, and his attack speed and Movement speed can't be reduced either. The Symphony can be disabled. The Symphony's duration last for a time relative to his current stacks of Rhythm. The Symphony consumes all of his Rhythm at the start and last for 1 second per 10 stacks of rhythm consumed. Andolthir will also gain Rhythm for each hit lands on any enemy champion during the Symphony even if Rhythm is not active.

Stats: Potential for 75 AD and 50AP / 33% MS buff while playing / 35% attack Speed Buff / 7.5% damage reduction to all allies.

In addition all of his attacks (based on his active ability) play a unique sound

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Unique Items: (1 purchase per game)

Conductors Baton - As long as Andolthir holds this Focus, his Passive will ignore the ability usage penalty. In addition Harpsichord can now be used with even just 1 Rhythm and adds 3 Seconds Automatically to Symphony. His allies will now receive double the affects from Harpsichord. Running out of Rhythm will still result in a penalty.

This is designed to reinforce Andolthir in the Support position by increase his mid/late game Support power, and easing the the ability switch burden at the cost of a Statted item slot.

Musician's Sheet Music: - As long as Andolthir holds this Focus, his Q will always provide a minimum 20 Stacks Bonus, his W and E will be permanently at their current Max.

This is designed to Support Andolthir as a Marksman, it decreases a level of interaction allowing for easier Andolthir play, but at the cost of a statted item that will result in a a decrease in max DPS. This is a Mid game purchase and effectively gives 25AD/20 AP, 40% IAS, and 7.5% damage reduction permanently.

This is designed to be a tool and not to be the most optimal for Andolthir. A Pro Andolthir should be off book

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Didactic Statement:

I designed this character with an aggressive Support in mind, someone who can be useful to through not traditional means (Not just CC, Heal, Silences, etc), anyone of a certain skill level will be able to play him in this capacity, but if played effectively he can be used as a powerful ADC type character.

At the start of my research I though of the 3 elements of music (conveniently 3!) Melody, Harmony, and Rhythm. The Holy Trinity of music design. Correct pacing, Catchy Melody’s, and the Cohesion of the two is imperative for a well performed song, and with these ideas in mind I developed a Champion whose background in Music reflects his kit on the Fields of Justice.

To achieve Andolthir's full potential a Summoner will have to perform well at all 3 for greatest affect. An average player may pull off certain combinations, but the truly skilled player will utilize all 3 correctly and consistently.

As the player learns to play more intricately with Andolthir, the greater the risk that the player has in making a mistake, which can result in greater attacks of opportunity against Andolthir (who can't take many hits as a Marksman/Support), or destabilize the “buffs” that Andolthir's participation gives to the team, which thematically will interrupt the momentum or tempo with the team move.

Andolthir and his team are rewarded for synergizing, and together the greatest piece that Andolthir has ever made will be brought into existence. Alternatively a Summoner who plays it safe will reduce the risk of opening himself up to counter, but will also be less effective. (More on this later...) It should be noted that I liken a slower tempo to a Support Andolthir and a Faster Tempo to a Marksman.

Note: Facing Andolthir Couldn't be more straight forward. Imagine he's Tristana because he's functionally similar except with emphasis on self buffs and ways of extending those to allies.


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phatcat09

Senior Member

11-29-2013

Base Stats

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Health 463 (+75)
Health regen. 5 (.75)
Mana --
Mana regen.--

Range 600

Attack damage 56.3 (+2.25)
Attack speed 0.638 (+2.0%)

Armor 10 (+1.0)
Magic res. 10 (+1.15)

Mov. speed 325
1. Andolthir's Resource Mechanic Function similarly to Tryndamere's and Renekton's. Although it may be difficult to mentally comprehend them all they're actually very straight forward.

2. Andolthir is Ionian

3. Andolthir is Close friends with another Music Lover Sona

4. Andolthir is designed to be played in two specific ways as a Support or as a Marksman. As a support a player plays passively and charges their Q and Unleashes their Passive Abilities through the use of Andolthir's Ultimate while offering Burst damage and Flash Aided CC. As an ADC he takes these abilities and utilizes them at maximum efficiency for himself -- if a player can effectively Master it.

5. Because Rhythm targets the lowest life minion in lane a Support Andolthir won't be able to simply just play passively and be as effective as a Marksman version of himself. In other words no freebies. Encourages harassment on enemy champion.

7. Ezreal regards Andolthir as somewhat of a quasi-equal / friend because of previous history.

8. I've been working on this Character since January.


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gameipedia

Senior Member

11-30-2013

this sounds amazing but so damn hard to use, also if he needs to farm for rhythm then how can he be a support?


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phatcat09

Senior Member

11-30-2013

Quote:
Originally Posted by gameipedia View Post
this sounds amazing but so damn hard to use, also if he needs to farm for rhythm then how can he be a support?
It is inherently designed to be hard to Master, but in essence it's actually incredibly straightforward.

His Q is essentially an Auto Attack Steroid that you have to farm to aquire, his W is essentially a AP nuke similar to ezreals W, his E is a minor AOE disable-Get-out-o-jail-free-card, and his R is probably the simplest thing of all he becomes immobile receives enhanced abilities and range and propagates his music to his allies.

That doesn't sound so complicated does it now? What IS complicated is mastering using the character to his fullest potential. The best part is is that the Andolthir isn't confusing to fight against he only has those 3 abilities, everything else are innate buffs, a player will only have to know 3 things about Andolthir. His death, his W burst, his short range aoe. That's it.

With regards to support. He doesn't need to kill a minion in order to farm up his Rhythm, he can also proc the Rhythm counter off enemy heroes (see the target priority order). So as Frost Queen's claim procs off a support hitting an enemy hero with an auto attack, Andolthir, with a slightly above average range will as well be able to feasibly allow for this to occur.

What Andolthir as a support will do is, debuff as many enemy champions as he can with his W, and farm his ult up so that he can propagate increase attack speed, movement, tenacity, damage reduction, to allies. Defensively using his E to protect himself, and throwing his near dead corpse against an ally who needs to be silenced.


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HookedOnPhoenix

Senior Member

12-01-2013

Interesting concept for sure. I think he'd be in the same pool as Draven, one of those champions with super high-pay off but you really have to focus and make him work to his full potential. Youve put a lot of work into this idea and I hope a red comments on it soon!


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phatcat09

Senior Member

12-01-2013

Quote:
Originally Posted by HookedOnPhoenix View Post
Interesting concept for sure. I think he'd be in the same pool as Draven, one of those champions with super high-pay off but you really have to focus and make him work to his full potential. Youve put a lot of work into this idea and I hope a red comments on it soon!
Thanks, lemme know what you're confused about though as well.


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royalfriedrice

Junior Member

12-01-2013

Riot pls, do this. This concept is awesome for all sorts of reasons one in paticular is it would bring in a good champion to transition from support to ad.

Think about it. When you get one of your friends to finally start playing usually you'd go bot lane with them as the AD while having them support. Though if they're like me, they will have the hardest time working in other lanes or rolls. But getting better with Andolthir would allow you to become the next role. Maybe motivating them to extend their curiosity further and learn the game full out.

Plus, In all honesty I love Sona's concept of being a music based champ and would love to have another I'd buy this champ immediately.


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phatcat09

Senior Member

12-02-2013

Quote:
Originally Posted by royalfriedrice View Post
Riot pls, do this. This concept is awesome for all sorts of reasons one in paticular is it would bring in a good champion to transition from support to ad.

Think about it. When you get one of your friends to finally start playing usually you'd go bot lane with them as the AD while having them support. Though if they're like me, they will have the hardest time working in other lanes or rolls. But getting better with Andolthir would allow you to become the next role. Maybe motivating them to extend their curiosity further and learn the game full out.

Plus, In all honesty I love Sona's concept of being a music based champ and would love to have another I'd buy this champ immediately.
Thanks. Let me know what you're confused about though as well okay?


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FreakingAtlas

Member

12-02-2013

I just sat here for the past half hour reading this, and I can't express how thoroughly impressed I am. It's normally extremely difficult to create a champ that's a support and any role that's not a mage. This concept looks extremely fun and seems to synergize very well with high cc team comps (Leona, Amumu, Malphite, and even Sona). I really do think you've done the impossible by combining these two roles. All in all, the kit doesn't look too overpowered, although it will take play testing to see whether or not it really is, but this is a very solid concept and certainly one of the most imaginative concepts on the forums. Please seek a job at riot as a kit designer. You have much potential.


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phatcat09

Senior Member

12-02-2013

Quote:
Originally Posted by FreakingAtlas View Post
I just sat here for the past half hour reading this, and I can't express how thoroughly impressed I am. It's normally extremely difficult to create a champ that's a support and any role that's not a mage. This concept looks extremely fun and seems to synergize very well with high cc team comps (Leona, Amumu, Malphite, and even Sona). I really do think you've done the impossible by combining these two roles. All in all, the kit doesn't look too overpowered, although it will take play testing to see whether or not it really is, but this is a very solid concept and certainly one of the most imaginative concepts on the forums. Please seek a job at riot as a kit designer. You have much potential.
Thanks heh, I laugh because I'm uncomfortable with how complimentative that was ^-^;, but I appreciate it if you're sincere! Please let me know what you're confused about though if you have any questions.

Preemptively, a thing to note is that his sticking power is somewhat time based, so a player can literally feel when Andolthir is getting stronger, and react accordingly. I've thought about reworking part of his rhythm passive into his auto attack as well, but again nit picky details like that aren't able to be decided on outside of play-test environment.


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