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Vask The Roach of Ionia
Contest:
Unique Gameplay: Design a champion that has a unique mechanic that interacts with the rest of their kit. Examples include Draven's Axes, Xayah's Feathers, Syndra or Orianna's orbs, Kindred's Marks, or Skarner's Pillars.
Vask has a unique dual resource system where her abilities let her convert energy into Fury and then she can use that Fury for enhanced versions of her abilities.
Role: Melee/ Duelist/ Catcher/ AD support
Background
Appearance:
Draped in a torn Ionian banner Vask stands tall with wiry muscles, bald and burnt. She carries a war hammer and wears a horn around her neck.
Lore:
This orphan of the Ionian war proved harder to kill than expected. Not content to escape, she spent her time searching the scars of chemical warfare, an obsession that surely would have killed her were it not for the spiritual intervention of the Karma. Through learning to share her survivalist skills defending her allies, Vask found a new reason to use her anger and something worth fighting for more than a memory.
Abilities
Resource: Energy (100 / 5 per s)
P Anger Management
She is not calm, only patient
Vask’s basic abilities each have two casts.
The first casts use Energy to build Fury, which Vask then spends for the second casts.
Vask can have up to 2/3/4/5 Fury at a time, improving when she levels up her ult.
Each Point of Fury Vask currently has reduces her maximum energy by 10.
Hitting enemy champions with her Furious abilities restores 10 Energy.
Q 1 Hammer Toss
20 Energy | 8/7/6/5/4s Cooldown
Catch!
Vask throws a rock in a line, the first enemy hit takes physical damage and is slowed for 2s. If this hits a champion, large monster, or kills a unit, the rock bounces into the air, landing at the same location after 1s. When landing, the rock repeats its damage and slow in a small area.
If Vask is in the area when the rock lands she catches it, gains 1 Fury and may then use the second cast of this ability for 4s.
Ability Type | Skill Shot |
---|---|
Physical Damage | 20/40/60/80/100 1.0 TAD |
Slow | 20/25/30/35/40% |
Range | 600 |
Landing radius | 200 |
Q 2 Quake
All Fury
You know she's approaching
Vask slams her rock into the ground once for every Fury spent. Each slam deals physical damage and grants Vask movement speed for each unit hit for 3s. The rate of slams scales with Vask's attack speed and Vask can move while using this ability but casting another ability will end it early.
Ability Type | AOE |
---|---|
Physical Damage | 10/20/30/40/50 0.4 TAD |
Move Speed per unit hit | 1/2/3/4/5% |
Move Speed per champion hit | 3/6/9/12/15% |
Effect radius | 200 |
W ##1 Tranquillity
40 Energy | 18/16/14/12/10s Cooldown
Brooooooooooooooooooooooooooooop!
Vask begins channelling to play her warhorn for up to 2s, while playing an aura grows around her that slows down enemy projectiles and reduces enemy attack speed against allies inside it. After the channelling ends for any reason the aura shrinks back down over the same duration.
If Vask completes the channel, for each enemy champion in the Aura she gains 20 Energy and 1 Fury.
While the aura is active Vask may use the second cast of this ability.
Ability Type | AOE Aura |
---|---|
Maximum Radius | 400 |
Projectile Slow | 30/35/40/45/50 % |
Attack Speed Slow | 10/15/20/25/30% |
W 2 Sound and Fury
All Fury
A dramatic turn.
Vask instantly ends the defensive aura, creating a ring of fire along its current edge for 1s for each Fury she spent to cast this ability. Enemies that pass through the fire burn for 2s during which time allies attack speed against them is increased.
Ability Type | AOE |
---|---|
Magic damage per second | 10/15/20/25/30 0.2 ap |
Attack Speed Increase | 10/15/20/25/30% |
E 1 Knee Kapper
30 Energy | Cooldowns
You shouldn't have tried to run.
Vask swings her hammer in a cone, dealing physical damage to enemies hit, knocking them down, slowing and grounding them briefly. Enemies that were dashing or airborne when hit are stunned for the duration instead.
When Vask stuns a champion with this ability, and the first time she attacks each champion slowed by this ability she gains 1 Fury.
Ability Type | Cone |
---|---|
Physical Damage | 40/50/60/70/80 0.5 TAD |
Slow | 30/40/50/60/70/80% |
Slow/ Grounding/ Stun Duration | 1/1.2/1.4/1.6/2s |
Cone Radius | 300 |
Cone Angle | 60 |
E 2 Skull Cracker
All Fury
Right in the vulnerables.
Vask dashes a short distance in target direction, slamming her hammer into the first enemy champion she comes into contact with, dealing physical damage increased by 10% for each Fury spent, applying on hit effects and knocking the target down. Enemies that were immobilised or dashing when hit take true damage instead of physical.
Ability Type | Dash |
---|---|
Dash Range | 300/350/400/450/500 |
Base Damage | 100/120/140/160/200 0.6 TAD |
R Iron Tide
No Cost | 15/12/9s Cooldown
When you’re exhausted she’s only getting started.
Passive - Vask's Maximum Fury increases.
Active- Vask enhances her next basic attack, Q1, Q2, E1 or E2, to deal additional % Max Health magic damage on hit.
Hitting an enemy champion with the enhanced damage increases Iron Tides damage until Vask leaves combat.
Each time Vask damages a champion or kills a unit Iron Tide’s cooldown is reduced by 1s.
Ability Type | Self Buff |
---|---|
Maximum Fury | 3/4/5 |
Base Magic Damage on Hit | (3/4/5 0.01Ap)% Max Health |
Bonus magic damage per champion hit | (0.5/1/1.5 0.01 Ap)% Max Health |
Playing As Vask
Vask’s goal is to break down her opponents, biding her time as they wear themselves out while she builds up her power for a finishing blow. Either delaying the start of fights or keeping enemies in fights they’re losing.
The first casts of her abilities are designed to counter her opponents offensive tools, either stopping them from engaging or forcing them to back off at the same time as providing her and her allies opportunities to capitalise on their weaknesses. By using the set ups from the first casts of her abilities and playing aggressively Vask can then gain Fury which she spends on the second casts of her abilities that are purely aggressive. Vask’s maximum energy decreases over the course of fights, making it harder for her to consistently use her safe abilities and rewarding her for spending Fury. The passive from her Ultimate doubles down on this by granting her magic damage the longer she stays in a fight.
Vask especially loves breaking assassins, blocking their small bursts windows then stopping them from retreating.
Changelog
- Reworked W 1 and 2, reducing raw power.
- Removed the slow reset on E 1
- Reworked R
- Edits for clarity, changes to Fury managment and another new R *R magic damaged changed to % Max Health from flat magic damage.
Subreddit
Post Details
- Posted
- 1 year ago
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- reddit.com/r/LoLChampCon...