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Information
Emptylord DirkSplash by Ultema
Dirk
Statistics
Health 511.04 +78 Attack damage 53.872 +2.9
Health regen. 6.505 +0.6 Attack speed [*] 0.625  (+ 0 +2%)
Mana 384 +60 Armor 24.712 +3.4
Mana regen. 6 +0.8 Magic resist. 30 +0.5
Range 125 +0 Move. speed 330 +0
Mage icon Dirk
the Noxian Beastmaster
Custom champion
Author:Emptylord, Commander Marko 

Champion attribute background

Note that the client rates champions on a scale of 1-3, with champions that feature both None and Low in a particular strength being marked equally. In contrast, this Wikia uses a 0-3 scale for Toughness, Control, Mobility and Utility. Any champions listed as 0 can be considered a 1, officially.Damage - A champion's ability to deal damage.Toughness - A champion's ability to survive being focused.Control - A champion's ability to disable or disrupt enemies.Mobility - A champion's ability to move quickly around the map, blink or dash.Utility - A champion's ability to grant beneficial effects to their allies or to provide vision.Champion attribute overlay
Champion attribute segment 3
Champion attribute segment 2
Secondary Bar:Mana resource Mana
Secondary Attributes: Melee role Melee
Style:
Champion style basic attacks inactiveChampion style 100Champion style abilities active
Difficulty:
Champion difficulty 2


Melee the Noxian Beastmaster is the best champion ever.

Lore

Melee, the Noxian Beastmaster
  • Male
  • Human
  • Noxus
Background:
Quotes:

Abilities

The Hounds of Noxus

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Innate: Dirk is accompanied by his dire wolf, Rex, who he can command with his abilities. While on the leash, Dirk gains 20 bonus movement speed. Rex deals physical damage to enemies he dashes through during Sick 'em or after Maul 'em. Dirk will put Rex back on the leash whenever they are nearby.

  • Dash Damage: 25 + (6.5  ×  level) (+20% bonus AD)

Info
  • Rex will blink back to Dirk if they move more than 1300 units apart.

Sick 'em

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Active: Dirk hurls a crudely fashioned deterrence device at the target location that self-destructs after 2 seconds, dealing physical damage to surrounding enemies. Rex detests the noise and is let off the leash (if applicable) to dash onto the device, detonating it early on arrival.

  • Physical Damage: 70 / 115 / 160 / 205 / 250 (+60% bonus AD)

Info
  • Rex will also dash onto the device if he is already off the leash or in Frenzied form.

Maul 'em

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Active: Rex channels, savaging surrounding enemies for the next 3 seconds dealing physical damage equal to a percentage of their maximum health every second. Subsequent commands will cancel Rex's channel. If Rex completes the channel, he will dash back to Dirk.

  • Total Physical Damage: 8 / 9 / 10 / 11 / 12% maximum health (+100% bonus AD)
  • Maximum Damage versus Monsters: 200 / 300 / 400 / 500 / 600

Info
  • Maul 'em can be activated regardless of Rex's position or current actions, including during a dash. This will interrupt the dash.
  • Commanding Rex to perform another action during the channel will likewise interrupt the channel. If the channel is interrupted, Rex will not dash back to Dirk.

Discipline

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Active: Dirk hurls a modified bola forward in a line that ricochets from the first enemy hit to a second nearby enemy, deterrence device or Rex, forming a tether between them for 4 seconds. The bola can also hit the deterrence device or Rex first for the same effect. Enemies hit will take physical damage and are revealed for the duration. Dirk can activate the ability again to constrict the tether, pulling both targets together.

  • Physical Damage: 75 / 110 / 145 / 180 / 215 (+60% bonus AD)

Info
  • No additional details.

Release The Hound

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Active: Dirk lets Rex off the leash and goads him into a frenzy, dealing physical damage to surrounding enemies and Template:Cctip them for 1 second. For 25 seconds or until dealt lethal damage, Rex can be controlled to move and attack by reactivating this ability (or with Alt+Click). The Hounds of Noxus's dash damage is increased for the duration. While Rex will still blink back to Dirk if they move too far apart, Dirk is unable to put Rex back on the leash during the frenzy.

  • Physical Damage: 75 / 175 / 275 (+100% bonus AD)
  • Rex's Health: 1200 / 2100 / 3000
  • Rex's AD: 60 / 80 / 100 (+30% bonus AD)
  • New Dash Damage: 45 / 55 / 65 + (6.5  ×  level) (+35% bonus AD)

Info
  • Release The Hound can be activated regardless of Rex's position or current actions, including during a dash. This will interrupt the dash.
  • Rex will lose the perks of Frenzy early if his health is reduced to 0, returning to a prop of Dirk's abilities.
  • Frenzied Rex has double the tether radius of standard Rex, allowing him to roam further.

Gallery

Development

Possible Themes
  • Hunter and Pet/Companion
    • Void themed, perhaps with an Omen Omen-like character as the pet.
    • Shadow Isles
    • Noxus/Zaun
    • Nautical
  • Song of Ice and Fire's Skinchangers/Wargs
Artwork
Lore
  • Pending theme. (or multiple possible lores could be written)
  • Champion is by default independent, not coming from any known city-state, similar to Template:Csi.
Companion Mechanic
  1. The pet is an semi-autonomous minion that spawns passively and can be killed, e.g. Ghouls Ghouls and Spiderlings Spiderlings. The pet can be commanded to perform specific actions with your abilities, but the player has no direct control.
  2. The pet is a directly controllable pet that spawns passively and can be killed, e.g. Tibbers Tibbers. You control the pet to move or attack with Alt + Right-Click. The pet may interact with abilities, similar to Shadows Shadows. League of Legend's engine doesn't not adequately support directly controllable pets. Existing controllable pets aren't critical components of the kit and the champion doesn't suffer if the player never "uses" the pet. This champion requires the pet to behave.
    1. Variant: The pet could be controllable instead of the champion as part of the kit, such as a "transformation" ultimate.
  3. The pet is thematic and not technically a unit, e.g. Bristle Bristle, Pix Pix and The Ball The Ball. The pet may visually perform actions, such as Orianna's kit, Glitterlance Glitterlance and Blinding Assault Blinding Assault, but it is untargetable and cannot be killed. This mechanic would be inappropriate for a large unit that looks like it should be targetable; or something that is capable of attacking.
    1. Variant: The unit is targetable when detached from the champion, but "killing it" only causes it to return. Imagine if you could damage Orianna's ball to make it retreat.
Ability Setup
  1. A standard ability setup and the use of two characters is purely thematic, similar to Sejuani or Nunu.
    1. Q, W, E and R
  2. Each ability is made up of two parts, as with Lee Sin, where a second ability is unlocked for a short time.
    1. Qa -> Qb, Wa -> Wb and Ea -> Eb
  3. Casting each of his abilities will "transform" the champion, switching between two kits
    1. Q/W/E <-> Q2/W2/E2 (casting any will toggle between)
  4. Casting an ability will indefinitely unlock a paired ability.
    1. Q1 <-> Q2, W1 <-> W2 and E1 <-> E2
  5. A toggled "transform" button that switches between kits, similar to Nidalee
    1. Either as a basic ability or ultimate ability
    2. If a basic ability, there could either be two ultimates or the ultimate wouldn't be affected.
    3. Toggle with basic ability: Q/E/R <-> Q2/E2/R2 (also has two ultimates)
  6. An activated "transformation" that lasts for a length of time, similar to Quinn
    1. "Tag Team", exactly like Quinn and Valor. Either as a basic ability or ultimate ability.
    2. A channeled R, appropriate for the "warg" theme - sharing your pet's mind. The champion would still be a targetable unit and could be interrupted, but the player has no control over the champion unless they deactivate the channel.

Kindred Spirit

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{{{Champion}}} and {{{Pet}}} are kindred spirits, working together on the battlefield. {{{Pet}}} guards {{{Champion}}} by default, moving together and attacking the same targets. {{{Pet}}} can be made to perform other actions by using {{{Champion's}}} abilities.

While guarding, {{{Pet}}} is untargetable and invulnerable, and will regenerate 10% of his maximum health per second that increases to 20% per second after 2.5 seconds. While on the field, {{{Pet}}} can take damage as normal. If {{{Pet}}} takes lethal damage, it will drag itself back to {{{Champion}}}. Upon returning, it will "Rest" for 6 seconds, becoming unable to take actions exception move while its health regenerates.

You can retrieve {{{Pet}}} by walking nearby, and {{{Pet}}} will return by itself if you move to far away.

Info
  • No additional details.

Sound of the Wild

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Active: {{{Champion}}} unleashes a deafening roar that travels toward the target enemy, knocking aside and slowing all enemies en route and rooting the target. You gain the ability to cast Savage Assault for some seconds.

Savage Assault

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Active: {{{Pet}}} charges toward the target enemy, damaging and knocking up the first enemy they hit.


United We Divide

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Active: {{{Champion}}} briefly become one with {{{Pet}}}, and together they maul the target enemy (visually similar to Spirit Guard Udyr's Bear Attack). The target must be in range of the pet, not the champion. (The champion will appear beside his pet after the attack - so it can be used as a gap closer if chained with Savage Assault).

Info
  • No additional details.

Eternal Companion

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Rex aids in the attack of his partner, dealing 23 (+ 2 x level) (+ 120% Bonus AD) physical damage with each hit. Rex prioritizes nearby low health enemies, unless ordered to attack specific enemies with it's abilities.

Stats:

X% of {{{Champion}}}'s maximum health 65% of {{{Champion}}}'s total attack damage

380 + bonus movement speed from items/runes/masteries

Info
  • No additional details.

Savage Assault

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Active: {{{Pet}}} deals X/X/X/X/X% physical damage in a cone in front of it.

Withdraw may be cast within 0.5-3.5 seconds.

Withdraw

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Active: {{{Champion}}} signals {{{Pet}}} to return, causing {{{Pet}}} to appear at {{{Champion}}}'s current location.


Bloodshed

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Active: {{{Pet}}} increases it's attack speed by a X/X/X/X/X% while healing itself for X/X/X/X/X every time it hits an enemy minion or neutral monster for a duration. Healing is doubled against enemy champions and pets.

Shed Blood may be cast within X (X=bonus attack speed duration + 0.5 second)

Shed Blood

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Active: {{{Pet}}}'s autoattacks now deal X/X/X/X/X bonus true damage at the cost of health. The bonus attack speed from Bloodshed is still kept unless the duration has past.


Trailblazer

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Active: {{{Pet}}} gains X/X/X/X/X% bonus movement speed for duration. 1.5 seconds later, the movement speed starts to decay.

Never Away may be cast within X (X=bonus ms duration + 1 second).

Never Away

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Active: {{{Champion}}} instantly blinks to {{{Pet}}}'s location, slowing all nearby enemies and dealing X/X/X/X/X magic damage.


Frenzy

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Passive: {{{Pet}}}'s stats are increased by X/X/X/X%.

Active: {{{Pet}}} enters a mode of frenzy, increasing it's bonus stats by 100%, while increasing the damage it deals by X/X/X/X% for a duration.

Info
  • No additional details.

User blog:Emptylord/Template:Contents

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