Ainz Ooal Gown [Rework Idea] [11]
Ainz Ooal Gown
Dark Type, Mage
S1: Lightning of justice Acquire 1 Soul
Attacks all enemies with lightning, with a 25% chance to stun for 1 turn. If target is inflicted with fear, ignore effect resistance.
Skill enhance;
+5% effect chance
+5% effect chance
+5% damage dealt
+5% damage dealt
+5% effect chance
+10% damage dealt
+10% effect chance
(Maxed out 50% chance)
S2: Overlord of Death - Mana Barrier [3 turns]
At the start of battle the caster is granted The Ring of Ainz Ooal Gown. Increase damage suffered from light units by 35%. When an ally suffers from a critical hit, counter attack, dual attack or extra attack activates Manna Barrier. Manna Barrier can only be activated once every 3 turns. Grants a barrier to all allies for 2 turns, and adopts a countering stance for 2 turns. Barrier strength increases proportional to caster’s max health. Activating Manna barrier has a 25% chance to remove The Ring of Ainz Ooal Gown. Removing The Ring of Ainz Ooal Gown all enemies fall to their feet from Ainz Ooal Gown’s aura dispelling all buffs and inflicting Fear with Seal, Stigma, and Bind for 2 turns before ticking Death Sentence down by 4 turns. Can only be activated once per battle.
Skill enhance:
+2% effect chance
+2% effect chance
+3% effect chance
+3% effect chance
+5% effect chance
+10% effect chance
+10% effect chance
(Maxed out 60% chance)
The Ring of Ainz Ooal Gown (Undispellable)
He starts getting serious when he takes off 1 of those 9 rings; trust me you’ll see the immense difference, it’s something no one can go up against…
S3: The Goal of All Life is Death - [4 Turns] Acquire 2 Soul
Dispells all buffs from the enemy before sleeping for one turn and inflicting death sentence. This skill is unaffected by cooldown increase and decrease effects.
Skill enhance: {Maxed out = 3 Turn Cooldown}
-1 Turn cooldown
Death Sentence (Undispellable)
At the start of someone's 12th turn, deals 50,00 fixed damage to the bearer. Ignores damage sharing effects, effect resistance and buffs such as immunity, invisibility and Skill nullifier. Dispelled when the caster dies.
Staff of Ainz Ooal Gown (Artifact); (Level 1)
If the Caster immobilizes an enemy (Stun, Fear, Sleep,) For each debuff grants Caster 6.25% effectiveness/effect resistance to a maximum of 25%. With each attack suffered decrease effectiveness/effect resistance by 9.5%. When granting oneself a buff has a 50% chance to grant the foremost ally with the same buff. Can only be activated once per battle.
Max Level: Staff of Ainz Ooal Gown (Artifact)
If the Caster immobilizes an enemy (Stun, Fear, Sleep,) For each debuff grants Caster 12.5% effectiveness/effect resistance to a maximum of 50%. With each attack suffered decrease effectiveness/effect resistance by 4.5%. When granting oneself a buff has a 100% chance to grant the foremost ally with the same buff. Can only be activated once per battle.
Exclusive equipment: Momon’s Mask -
Effect Resistance 8% - 16%
S2; Overlord of Death - Manna Barrier.
Grants Continuous Healing to self and all allies when activating Manna barrier.
S2: Overlord of Death - The Ring of Ainz Ooal Gown.
Increase chance to remove The Ring of Ainz Ooal Gown by 20% after using Manna Barrier.
S3: The Goal of All Life is Death.
If Death Sentence kills Executes target.
Hidden Trait; (2)
If on the same team as Albedo or Shaltear will grant them a buff when using S2; Manna Barrier.
Albedo - Skill nullifier.
Shaltear - Increase Critical Hit Damage.
If using S3 exclusive equipment damaged suffered from light units increases by another 5%
(Making it 40%)
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LOL please think twice before uploading something like this.
S1: Stun ignore res if they are feared already, why?
S2: Why grants counterattacking stance when all enemies are feared, Why not critical hit alone but have to counter, extra, dual etc ... when critical hit basically cover 90% of the other cases? Why 25% chance of being massively broken with fear, bind, block seal and stigma all at the same time? and 75% chance of being useless?
S3: Why sleep again if you have fear as the main feature for him already?
Tips for proposing any hero concept:
1. No stacking: WTF is with a skill that can dispel all buffs and inflict 5 broken debuffs AOE?
2. No overlapping mechanic: If fear, then no stun, sleep. If stun, then no sleep and fear.
3. Simplicity: Critical hit is enough to cover most of the case, don't include the rest just because you hate it
4. For Dotaplayer: Don't select something and make it attack you :D
Good idea..
But i prefer he is fun to use unit rather than a broken one..
Id rather his change like this.
S1, this skill cannot trigger counter attack. Damage dealt proptional to caster health, if this spell is used when counter attack, dual attack. Heal the caster
S2: increase damage from light unit by 15%, when using mana shield, grant caster counter buff and grant increase def buff to all ally
S3: ignore er
S3 is crucial, either make it ignore er so player can scrap effectiveness from him and give him more bulk. Or give his s1 and s2 more uitlity that he can use.. he is useless if his s3 doesnt land, and his bad passive make him harder to survive.
And you know what? My buff suggestion is bad too.
He really not working when fighting light unit.. his passive skill penalty really disgusting.
Thank you for the comment; I tried to make him in a way that would allow a decent amount of counter play with an attempt to slow down the game a bit as I feel like it’s become too fast with so many strong Meta units. First off, his negative passive for light damage +35%, +40% on his S2 would allow a light unit to crush him if he doesn’t have support. His S2 wouldn’t activate if they attack him or attack someone without causing a critical hit. Though if you don’t wish to target him you can use characters with good ER, a cleanser such as Mediator Kawerik and others or characters like ae-NINGNING and Arunka that can destroy barriers for when Ainz uses S2; Manna Barrier.
But i can see a way he’d be stupidly strong and boring where you’d have him with already meta character like one that increases turn count on the opposition with a ml Senya in front and Ainz in the back so if he is hit she’ll get oath of punishment and if not with his artifact she’ll develop a counter stance with ml Landy who’ll just counter when attacking anything lmao. But don’t knock on your buff ideas. they’re good buffs, simple and nice ideas that can give him an edge when needed.
Maybe this will help make him a little more fair I hope!
Getting rid of:
S1;
Decreasing effect chance for s1 to sun by like 5 or 10% to make it a 40 to 45% chance to hit
S2;
Remove Seal
S3;
Dispelling all buffs from S3 (as S2 already does that)
Adding:
when S3 is available due to skill cooldown no one on the field will be affected by decrease or increase cooldown skills
[Ainz will keep his S3 from being affected by increase and decrease cooldown effects.]
Though of course he'll need a few more tweeks.
epic7#iwfulgS1. I think should always be 25%, since stun is literally death sentence if proc frequently, i think give him damage based from his HP and make this skill unable to counter attack should be good.. or heal, any of that.
S2. Is kinda toxic, seriously. Inflicting debuff such like that is kinda auto win. If you word it as random debuff from fear, bind, seal etc.. i think it still a nope. But i kinda like the ring buff, good gimmick. How about decreasing def and unable to buff?
S3. This sir... Is good.. the change that you made, "all ally unaffected by cd increase or decrease" i think should be "all unit".
So he can counter unit like lermia, laia etc..
MyrzzLethal to both. ally and enemy
ainz owalla gown will never get buffed