Naono (NA)
: The E was well thought out. It's a very strong in ability. I think the early Mana cost need to go up a bit. The charm on the q.... Hmm... Not sure about that especially at higher ranks, yeah it cost high Mana but still. At that see stage Mana won't be much of an issue. I understand that it's adds to "distraction" theme though. If we were to compare it to ahri's. Well, hers can be blocked by minions. So a way to lessen charm power could be, it charms the first Target it hits. I look back it didn't mention the charms range. I am thinking this champ is support/mid.
Thanks for the feedback, I've made a few changes to the Q and E. I was mainly visualising them as a support, but they could work as a midlaner, given enough skill and a good matchup.
: This is actually pretty good, unlike other concepts where is just pure damage, you can tell what role he is emant to play
Thanks, I was worried that he would be a bit underwhelming, but it's nice that others think it came together well too.
Rioter Comments
Rioter Comments
: 💬 C&C Discord -- [Information & Verification]
Bobo113 (NA)
: [Champion Concept] Hoette - The Craigbreaker
Interesting Concept. A few questions about the passive, does it deal on-hit effects twice? Does IE effect the first strike, the second strike, or both? Q- A fairly straightforward dash attack, nothing much to say here. W- Quick question, can this ability be re-activated to cancel it? Otherwise his Q, his only escape and engage, is locked onto it. E- Intesting enough, just under the Buff section, you have armor listed as 40% reduction, might want to fix that. Ult - Seems like a good version of Yasuo's wall, I shudder to imagine him and Yasuo on the same team. Overall, seems like a good concept, with a decent skill ceiling, and learning curve. Good luck in the CCOS.
: There must be something in the air with gold based champions this month. There are three or four out there right now, and I am about to post one myself. I like the idea of using gold in game for more than just buying items, and this is definitely one potential path to go down, to make gold more meaningful in game. I am also a _HUGE_ fan of champion unique items, and think there needs to be more of them. So thank you for that. The only issue is, the unique item takes up a slot, but does not really do anything. You might as well remove an item slot entirely, and just have a counter like Nasus has for his Q stacks. Which you could do, OR, put some stats on that unique item and make it upgrade-able. Maybe instead of the number of items you can tax increasing at certain levels, you can spend money to increase the number of items you can tax up to a maximum. It is really risky to completely remove an item slot from a champion and will severely put them behind late game. Q is a simple straight forward ability, but I think the amount of gold spent to cast the ability, needs to match how much gold is left behind. Or else people will abuse it and just give their teammates an extra 20 gold. I need a little more clarity on W. Is Eluard leaving behind these zones of move speed buffs/debuffs, or does the zone always stay around Eluard? Or is it both? I think the balance between the speed up, and slow down is really good. Neither one is overwhelming by itself, but at max level, when both are in affect, you're looking at a 50% movement speed difference. Great mechanic! I like the E mechanic, of laying traps and being able to pick them back up. If Eluard picks them back up, does he get a charge back? Or his CD reset for that ability? R has potential to be really strong. Especially in bot lane, with the gold generation items, or Targon's. That sounds obscenely broken to me, the amount of gold being tossed around in the bot lane. Not sure how that would actually play out in game, but it takes me back to the Heart of Gold and Philosopher's Stone days... Overall some really unique ideas, good job!
Thanks for your input. I fixed up the Q, I missed it during one of my revisions. The W is a MS buff, and leaves behind a slowing zone, I've cleared up the description to match that. E does not refund the charge, just the gold. The passive and the Ult are linked, the reason for the lack of an item slot which impacts the lategame, and the ult that can infinitely scale in the lategame, is help keep the infinite scaling from going too far too fast. Also, I have no why there are so many gold-based champions this month. Coincidences can be weird.
: Here comes [Eluard](!
Also, for future reference, can I rework an old concept of mine and enter it?
Echoing (NA)
: [CCOS] October CCOS Entry Time! Enter Here!
Here comes [Eluard](!
: Super unique champ design and I absolutely love it. The only thing I might have an issue with would be his W, where he gets a small bit of free gold for basically free. It's like put $20 on the table and picking it up later. It's still $20. Also, remove the doubled mana cost in his W description, since he doesn't use mana. I would replace it with either an decreased gold consumption and decreased effect, or a halfed (or similar) effect on enemy champions who walked through his previous pile. Also, if he's laying down this gold, similar to his golden bullet, anyone should be able to pick it up. One last thing to say, it would be interesting if enemy champions got an increased gold reward for killing him (normal amount is like, 300 for all champs, maybe make him give like, 325 or 350 or something) Oh, I would also give his ult an active. Maybe he layers on more gold for a huge increase in attack damage (with his obviously pure golden sword), magic resist and armor, but also gets decreased attack speed and movement speed. All around great idea.
Thanks for the feedback. Part of the reasoning behind the W was that you're either using it to catch up to a fleeing enemy, or run from an enemy, meaning that it's somewhat unlikely that Eluard will be going back to stand still for a small amount of gold. Also, the MS bonus and slow halve in intensity with each cast. Also, thanks for catching the mana cost thing, I missed it when I was shifting him to run on PURE WEALTH! I also, slightly nerfed his ult's passive, and gave it an active that fits his ideal role of support: He can now buy a shield for one of his allies (or himself if he's being selfish.).
: > [{quoted}](name=OrionTheHunter,realm=OCE,application-id=A8FQeEA8,discussion-id=yQZBYtwI,comment-id=,timestamp=2017-09-28T10:53:12.704+0000) > > > ------ > Lore(barebones atm) > Last son of a ruined noble house, an almost destitute Eluard was forced to be either a great merchant, or a dead noble. Over the years, he managed to turn what amounted to a peasants' years earnings, into the largest merchant empire in Runeterra. > ------ > Health: 545 + (62/lvl) > Health Regen: 7 + (0.75/lvl) > Mana: 315 + (35/lvl) > Mana Regen: 5.4 + (0.5/lvl) > Armor: 22 + (2.4/lvl) > Magic Resist: 30 + (0.5/lvl) > Attack Damage: 56 + (2.75/lvl) > Attack Speed: 0.625 + (3%/lvl) > Attack Range: 450 > ------ > **Passive: Heavy Pockets/Sales Tax**: > **Heavy Pockets**:One of Eluard's item slots is taken up by a purse displaying his current wealth. This item cannot be sold. > > **Sales Tax**: Eluard imposes a tax upon 1/2(11)/3(18) items in the shop, gaining 10% of the gold from the sales of that item. > Cooldown: 420 seconds. > > **Q: Golden Bullet**: Eluard's next basic attack is an heavy, golden bullet dealing 30/40/50/60/70 + 110% of his AD as magic damage. The bullet bounces off the target and can be picked up by anyone to gain 40 gold > Mana Cost: 65 > Gold Cost: 20 > Cooldown: 12 seconds > > **W: Coin-Field**: Eluard scatters gold behind him, gaining 10/12.5/15/17.5/20% movement speed for the next 3 seconds, and creating a zone around him that lasts for 3 seconds and slows enemies by 10/15/20/25/30%. This ability can be cast again within the next second for double the mana cost, at half the potency, this can be done twice. If Eluard stands still in the area for 1.5 seconds within 10 seconds of the cast, he gains 40/(20)/(10) gold > Mana Cost: 30/35/40/45/50 > Gold Cost: 20/(10)/(5) > Cooldown: 20 seconds > Range: 200(radius) > > **E: Gilded Bear-Trap**: Eluard lays a trap that lasts for 20/25/30/35/40 seconds and roots enemy champions that walk over them for 1/1.15/1.3/1.45/1.6 seconds. If Eluard stands still for 1 second over a trap within 10 seconds of it expiring, he gains 90 gold. > Mana Cost: 50 > Gold Cost: 60 > Storage: 1/1/2/2/3 > Range: 400,80 > Charge Time: 30/27.5/25/22.5/20 (Affected by 50% of cooldown reduction) > > **Ult: Golden Armor**: Eluard's Armor and Magic Resist is increased by a percentage equal 0.5/0.875/1.25% of Julio's held gold. His passive can delay the items he THINKS the enemy team might be building. Interesting. Ornn builds items. Eluard owns an item shop.
Kind of, it's less delay, more discourage, as buying duskblade when he's taxing longswords is basically giving him 140 gold. I added a sentence to the passive to make it clearer.
: I think creating a champion that uses abilities based on gold is a really cool idea. However I'd be careful with the "Heavy Pockets" passive, losing an item slot is very dangerous (also, I could be missing something, but isn't wealth(gold?) already shown in an area. Or are wealth and gold separate things.). I'd recommend more power into the item (e.g be able to upgrade the item), and perhaps another way to gain increased gold. And maybe you could even cut mana on him altogether (and if gold and wealth are separate make wealth in his resource bar). Just a couple of thoughts, keep up the good work. God bless! NdelokRojo
The reason for the Heavy Pockets passive, is to give the enemy an indication of how much his ult is increasing his stats by. Will take the mana costs out.
: What I mean is why would you like to see this champion in the game, what will it add to the gameplay? What role does it play? Why would this be addded/what would it fix/counter?
He would be either a toplaner or support, with his ult, his tankyness scales into the late-game, and it would be a champ who is very concerned with gold efficiency, as he is choosing between defensive scaling and the item.
: not enough info
I'm not entirely sure what you mean.
Rioter Comments
: 💬 C&C Discord -- [Information & Verification]
: "definitely not star guardians bundle"
Does this mean that there's hope for Star Guardian Mundo?
: Spirius, Wielder of Guardians [Champion Concept]
Vasul:Decent enough healing, no hard cc, decent enough poke. Emrin:Decent enough tank, decent disengage, fair poke. Minor points, Vasul's W seems too slow to be a decent cleanse, and the ult seems either too braindead, or useless for any teamfight that breaks out across the river. All in all, Spirus seems like he's the Kayn of supports, slightly worse than other picks at any one job, but can be picked early without much consequence.
: Harpos feels much better now! Good luck in the CCOC.
Thanks, good luck to you too. I'll just try to forget that I didn't get around to leaving a review on your champ before the judging started. Sorry.
Could be worse, you could have tried out Teemo top.
: This is my 'Good Neighbor' review for Harpos, the Secret Keeper. Overall feel: Harpos is surely a mixed bag. While at first it may seem as if Harpos is relatively simple in design, it's main strength presumably is within how tricky you can be. What I don't find enjoyable only lies within the ultimate - it seems to lack any sort of flavour, and it is pretty much a Blitzcrank ult with a double downside. I would pick Harpos to just pick down on one or two enemies, and he is probably decent to straight up worse in the other matchups. So, I'm going to say that he's a major counter to some, and gets stomped by the rest, so I'd advice either picking Harpos last or never. That's not to say the champion isn't good, it's just that the use is very limited. Now, let's discuss the abilities one by one. Abilities: Passive - I feel mixed emotions. While it may be useful to fend off invades, the range is massive. I'd say there's no counterplay and most junglers would struggle ganking a Harpos unless they're playing an Evelynn. I kinda get an Aurelion Sol passive feel, since it also makes the champions unable to hide in brush. Q - Probably the ability I like the most, I do like the 'channel' interruption triple damage mechanic. What I do not know, is if it is instant, if it has a channel time or if it's a skillshot or not. The ability may be broken if it's just straight up Viktor-Q-esque. I'd expect more details within the abilities, the little details especially make a huge difference. W - A Fizz E in disguise, I'd imagine something could be done to ensure more strategic use, other than escape. Since your movement speed is lowered, I'd say that walking through walls for 3 seconds is also plausible, although this might look like a Shadowstep with a downside. E - I don't really understand the ability. Some more details and a grammar fix might help. What does Harpos drain? R - Blitzcrank ult with a double downside, with a HUGE cooldown. Mixed emotions yet again.
Thanks for your input. I was getting worried for a little while about the lack of feedback. Harpos is supposed to be something of a hard counter to certain champions, while being tricky enough to provide enough utility and evoke enough rage to be passable in other match-ups. I agree that the ult was strictly worse than Blitzcranks. A list of changes mad in response to this review: I've cleared up some of the language and formatting to clarify some of the harder to parse abilities. I've made the passive slightly different so that ganking isn't as impossible. I've separated the Q into 2 parts to avoid having point-and-click hard cc. I've bumped the ratio on the W so that it shifts to an increase in speed earlier, and let its cooldown decrease with rank. The E is basically unchanged, just made clearer and given formatting to match Lee Sin. I've changed the ult to have a wildly different hitbox (reversed cone!), and added a missing mana ratio.
: > [{quoted}](name=OrionTheHunter,realm=OCE,application-id=A8FQeEA8,discussion-id=rAqIvqKe,comment-id=001200000000,timestamp=2017-09-14T06:13:43.098+0000) > > Not to be difficult, but the character is HARPOS, not HAROPS. Oops. That's an embarrassed Djinn. I'll fix that when I get a moment. Apologies.
: > [{quoted}](name=OrionTheHunter,realm=OCE,application-id=A8FQeEA8,discussion-id=rAqIvqKe,comment-id=0012,timestamp=2017-09-13T07:11:42.651+0000) > > Entering [Harpos, the Secret-Keeper]( Confirmed!
> [{quoted}](name=The Djinn,realm=NA,application-id=A8FQeEA8,discussion-id=rAqIvqKe,comment-id=00120000,timestamp=2017-09-13T15:29:54.567+0000) > > Confirmed! Not to be difficult, but the character is HARPOS, not HAROPS.
: Laumo, the Stonecursed Singer
First things first, I love the idea that teams will thrown into disarray when Mr. Lamb Lamb is in their midst. Now, the kit: Passive: On its own it would be a good ability for a tank, but for a Juggernaut, a class whose biggest problem is getting to a fight in the first place, it is a fairly substandard passive. Maybe if you move the tenacity effect from the W to the passive at 10 stacks it would work better? Q: Fairly basic, auto reset that lowers enemy attack speed, movement speed, and gives a Black Cleaver effect. Seems slightly overloaded but not really a big deal. W: Damage reduction aura that seems a bit large late game (37%), followed but tenacity but. This abilty is odd in that it feels like it belongs to a tank as opposed to a Juggernaut, and the tenacity effect that only kicks in after it's finished, which seems tacked on rather than part of an ability with a clear purpose. I'd move the tenacity to either the passive, or to the beginning of the ability. E: Not much to say, line of damage with mini-rumble-ult, although the range is a bit large. Ult: Seems to be specifically designed to screw over Master Yi. I approve. All in all, the kit is a bit muddied wrt its goals, but I do like the character.
: [CCOS] Concepts & Creations Champion Contest -- CLOSED. REMEMBER YOUR REVIEWS.
Entering [Harpos, the Secret-Keeper](
Rioter Comments
Tahm (NA)
: The actual adc buff we need
downvoting to get closer to 16
Drugoth (NA)
: When you're supporting so good...
Doubly so if you're Zilean and chose someone else to ult instead of you.
: Can we not be forced to equip icons for events?
I for one am choosing to ignore this round of quests to revel in my URF icon while playing ARURF. I'm fine with missing out on what basically amounts to a lottery ticket.
: How you found your main
*Crawls out from the undergrowth* I found my main {{champion:26}} when I got him in ARAM, and built him full CDR. I have never had more fun ruining someone's day than I have had with tanky-CDR Zilean.
: Name a champion and I'll tell you why they are unfun bullshit
{{champion:26}} (insert maniacal laughter here)
Vanic998 (NA)
: I'm saying that if they were admitted, they would be at a disadvantage even if they were admitted. I agreed with allowing them in because as long as their disadvantage was communicated to them and they still want to enter, then they knew the risk.
Honestly, I was well aware that it was a long shot when I tried to enter him. I just had fun making the kit.
: [CCCCC] Crossover Custom Champion Creation Contest Entry Time! Enter Here!
Submitting [Jack Slash, the Connoisseur of Conflict]( Have fun
Rioter Comments
Echoing (NA)
: [CCOS] April CCOS Entry Time! Enter Here!
[Ahab, the fisherman of the Abyss]( enters the fray!
: (Champion Concept) Ahab, the Fisherman of the Abyss
Added taunts and quote for buying items.
Rioter Comments
Herim (NA)
: Name one champion, I will make a build for him fopr you to try out in a normal game.
: CCOC??
They were a bit late, but they ccan be found here:
: hurricane katrina determined "I would like to remind these people that wind cannot usually annihilate things that come into contact with it" was a lie You are not the father
Hurricane Katrina would probably have been less devastating if it merely erased things that come into contact with it from existence, as there wouldn't have been debris being thrown around causing more damage and needing to be cleaned up.
: > [{quoted}](name=OrionTheHunter,realm=OCE,application-id=3ErqAdtq,discussion-id=0UTOnAV9,comment-id=00050000,timestamp=2016-09-02T12:48:38.706+0000) > > Crit Yasuo isn't OP. But one of the (probably too) many complaints about Yasuo is that a lot of the time his victories don't really feel like outplayed you as much as a high skill-cap skirmisher's victories should. you didn't understand me, as long as yasuo wins as much as he loses, he doesn't need changes. stop trying to draw riot's attention on something that doesn't need to be balanced.
I honestly have no idea about Crit Yasuo's current winrate, as the waters have been muddied sonewhat by this whole bruiser Yasuo business. But from what I understand, before all that, Yasuo had a higher winrate than a high-skill skirmisher should've had. This nerf to his W would mean that he would be punished for reckless usage of it in a more tangible way.
: Might I remeber that Wind Wall doesn't work on everything and it's not following Yasuo and giving him a full body protection? (other melee carries get a really short but full and on a rather low CD protection). What pisses me off a lot of most of whines about Yasuo is that every1 wants him to be gutted, be a free kill unless the guys playing him is an LCS level against a bronze (and there yet we'll find ppl whining about him). I do believe that you guys must really try to play and learn him before spamming the boards with all this things. I myself am not a Yasuo main, I rarely play him but is a character I voerall like. My mains are ppl subsceptible to assassins and that don't have ane asy life against Yasuo (except Morde). Yet I can play around what I know he can and can't do, this makes it so that the matchup becomes more skill based because Yasuo can be shut down by almost any character.
Almost any character? Ahri, Aniva, Ashe, Caitlyn, Corki, Draven, Ezreal, Gragas, Graves, Heimerdinger, Jinx, Lucian, Lux, Miss Fortune, Quinn, Sejuani, Sona, Swain, Teemo, Tristana, Twisted Fate, Twitch, Urgot, Varus, Vayne, Veigar, and Ziggs all have major parts of their kits completely negated by a basic ability. (I'm certain that I missed a few.) Notice that your mains Aurelion Sol, and Xer'rath aren't listed because, despite having parts of their kit negated, they have viable alternatives in Xer'raths W and ult, and Sols passive and W? (can't remember which skill it was) on top of the fact that he can roam to easily compared to most other champs.
TFBaam (NA)
: wait are you saying windwall is about 10 seconds? because no way is that true
My apologies, I'm saying that yhe skill 'heavy' enough to force Yasuo to Wind Wall is likely on a 10 second cooldown.
: I think that there are other issues with his wind wall rather than it needing to be breakable. The fact that he can use it very late and still block projectiles as it spawns from the center of Yasuo. Sometimes, even at certain points you can use it last second pointed in the wrong direction from you and it will still block things is a little bit bogus. Also in order to remove the effects of Windwall you either need to cross the threshold of it and essentially putting yourself in a position to be dashed through to the other side or wait it out and hope that he's not so low he's just going to run. There's also points with the windwall that seem to block projectiles that it shouldn't. The biggest issues I have with Yasuo is that even if you do outskill him, his kit is loaded enough that he can make up for it... If I land CC on him as he lands his Q on me. My CC can end after I've gotten back to the ground, but he still has time to ult me. This isn't really fair as I should be rewarded heavily for landing CC on him, especially during his combo. This isn't a one off thing this is something that happens frequently.
Yes, but making it durable instead of invincible would make it so that he can't just 'nope' most(?) champions for 4 seconds. And make it that much more difficult for him to get a kill 1v5 because there were too many ranged champs on the non-Yasuo team.
: its technically broken if you walk through it or move to the side of it tbh
And cue everyone's favorite game: Ring-Around-The-Wind-Wall. Can you kill the Yasuo before he can get his 3rd Q off and Ult you to death? Let's find out!
: If you and your fed adc get killed by a low hp Yasuo in the time of a windwall the problem is yours.
I'm a support, I have poop for damage. ADC's are squishy, meaning that a Yasuo's AA,Q,Ult,AA,Q can practically 100-0 them. When the Yasuo keeps walking through the Wall the second you get to same side as him makes it almost impossible to get an auto off, and good luck telling your ADC to back off when he's 1-2 auto's from death, especially if they're fed. And you know that if you back off for too long, he'll dash through the wall to a jungle camp and get away.
: If you have this problem then it's clearly that you've decided to fire all of your skills at his wall... which you shouldn't. Got downvoted by salty qqers : ^) . Just stop throwing everything at his wall, it's basic knowledge.
If it only blocked skills, we wouldn't be having this conversation. But it blocking auto's from champs that basically build all AD/AS means that a support main like me can do more damage to the Yasuo than the fed ADC that made the mistake of wandering within dash distance of a Yasuo that had his Wind Wall up.
: Making is Wind Wall breakable will just steamrolling down the need to outskill Yasuo. Wind Wall is his invulnerability window as much as Fiora's reflect, Yi's Alpha Strike and Trynda ultimate.
First, I'd like to clarify that I'm not saying it should be fragile, just breakable. Secondly, let's break down the other invulnerability abilities you listed in terms of being chased by an enemy. Master Yi's Q lasts about a second (couldn't find any hard numbers) an plants right next to his target (often putting him dangerously close to enemy champs). Fiora's W lasts for 0.75s and roots her for the duration, meaning that poor usage and aim results in the enemy catching up. Tyrndamere's ult... okay you got me, the only thing I can think of is that it's an ult and thus should be judged differently, but that's a bit of a cop-out. However, the main difference between those three abilities and Yasuo's Wind Wall is that they are, at the very least, even-handed in that there aren't really any champions that can ignore those invulnerabilities, whereas Yasuo's Wind Wall feels like a targeted 'nope' towards ranged champions, while being useless towards a fair amount of melee champs. That, and that the basic abilities have some form of punishment for poor usage, whereas the only punishment Yasuo has is that he doesn't have it up anymore, a punishment mostly reserved for summoner spells and ultimates.
LitAF (NA)
: Yeah and the logic behind a WIND wall being unbreakable is kind of dumb smh good job rito
Your first mistake was trying to apply real-world physics in LoL. You should just embrace the insanity and try to patterns in the chaos.
: Is crit yasuo op? nop which means? doesn't need nerfs.
Crit Yasuo isn't OP. But one of the (probably too) many complaints about Yasuo is that a lot of the time his victories don't really feel like outplayed you as much as a high skill-cap skirmisher's victories should. Making his W breakable would add just a little bit of counterplay to the ability that feels the least like it belongs in his kit. I mean, if a Braum W's a little bit too early too negate an Ezreal or Jinx ult before an auto-attack removes its negation properties, he takes a pretty serious chunk of damage. But Yasuo can basically W at the same time as those ults are cast, and there's nothing anyone can do to make that ult do anything except try to draw enemies in front of the nigh-invincible-wall-of-nigh-invincibility™.
Show more


Level 71 (OCE)
Lifetime Upvotes
Create a Discussion