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VincasCalvii
— Hero - ARGON - the Iron Vanguard
#argon
#darkknight
#warhammer
#dota2
#ironknight
#vincas
#ironvanguard
#championconceptdesign
#leagueoflegends
#leagueoflegendsfanart
#heroconceptdesign
Published:
2022-08-13 11:53:40 +0000 UTC
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Description
Back to it again with another hero/champion concept. Similar to the previous one, I don't particularly plan to fit into League of Legends or Dota gameplay at all. Since the beginning, I treat all these hero concepts as its own separate world so the idea of having duplicate abilities did not bother me as long as it fits into my idea of this concept gameplay.
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ABILITIES
Iron Armour
Argon builds up layers of iron on his armour when not in combat, granting additional armour (scaling with armour) each layer (maximum 5 layers). Each time Argon takes physical damage, a layer will be destroyed and Argon will gain increased movement speed for a short duration. The movement speed boost can be stacked.
Colossal Smash
Argon winds up his hammer and then smashes the floor, dealing physical damage (scaling with physical power) in a cone-shaped area and briefly slowing all enemies hit. In addition, 3 iron pillars will rise up at the end of the cone, obstructing all units’ movement. Using this ability will reduce Argon's armour until the iron pillars shatter (each iron pillar reduces Argon's armour separately). The iron pillars will shatter after a few seconds or when affected by Argon's other abilities. Each of the iron pillars has 3 bars of HP and there will only be a maximum of 3 iron pillars at once.
Ferric Storm
Argon creates floating iron shards around him, dealing physical damage (scaling with armour) to nearby enemies and reducing their attack speed. Argon can recast this ability again to recall the shards back to his armour, granting himself a shield (scaling with armour). If one or more iron pillars are present, Argon will shatter them during the recast to immediately recover his armour stats and gain an even stronger shield based on the number of pillars shattered.
Heavy Slam
Argon charges at a target direction, dealing physical damage (scaling with physical power) to all enemies hit and pushing them back along the way. If enemies are slammed into the iron pillars, they will break the pillars, taking physical damage (scaling with armour) and getting stunned for a short duration. Slamming the enemies into a terrain will stop the charge, deal less damage and they will be slowed instead of stunned.
Earth Breaker
Argon channels his power to prepare a powerful attack. When unleashed, Argon smashes the ground, sending out a wave of rupture that will deal physical damage (scaling with physical power) and knock up enemies upon contact. The longer he charges his attack, the futher the wave travels and the more damage it deals. When the wave of rupture touches the iron pillars, it will shatter them, dealing physical damage (scaling with armour) to surrounding enemies and briefly stunning them. If the enemies have already been knocked up, the stun effect takes place after the targets land.
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GAMEPLAY
Argon's gameplay allows him to win short trade with the enemy laner by executing his combo properly ( usually Q -> E -> W ). Starting with Q to reduce speed, then E to hit the stun, and W to reduce retaliation from enemies due to the reduced attack speed and shield. I'm only thinking of these abilities doing "tank" damage so it's not a burst type of combo.
Argon can be a huge asset in teamfight due to his ability to set up a huge play that wins the fight. A good R execution has the potential to knock the entire enemy team up. After that, Argon can follow up with the Q and E combo to stun-lock a single target. The initial R will make it harder for that target's teammates to assist.
Argon's passive ability can be useful in various situations, such as escaping from ganks due to the increased movement speed, or get to the middle of the enemy's team while channelling R.
Argon's strong crowd control and tankiness are traded off with his low damage abilities. Even if he executes the entire combo cleanly, he will neve be able to one-shot the enemy, unless he’s extremely ahead and the target is a squishy damage dealer. In addition, reckless usage of his Q, such as missing the ability, reduces his damage output while also punishes his tanking ability since the iron pillars reduce his armour stats. Misusing his Q can also put his teammates in bad position.
That's the whole idea of this concept. I just wanted to have a tanky hero of my own so it was where the design came from. Please let me know what your thoughts are on the whole concept and any area that I can further improve. Really appreciate. Cheers.
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MORE INFO
www.artstation.com/artwork/mzb…
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Comments:
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isunomugo
[2022-08-26 09:07:20 +0000 UTC]
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