[God Concept] Charon – the Ferryman

Posted this about a year ago. I recently stumbled across it in my google drive and wanted to post it again to see how people respond to it this time around.

Pros: Great Utility Cons: Low Damage

HIT PROGRESSION: 1x (left slash), 1x (jab with anchor), 1x (overhead smash)

PASSIVE: Charon oozes the River Styx. As he moves around he leaves a very narrow trail of mist that allies can walk in, concealing their presence.

 


ABILITY ONE: Anchor Toss – Charon summons his might and throw his anchor towards his enemies. If it lands then they are damaged and stunned for (0.8/1/1.2/1.4/1.6/1.8s) and taking (130/160/190/220/250 +40%) damage. If no contact is made then the anchor remains on the map (max 3) and is used as a stopping point for Charon’s Ferryboat. The Anchor can only be revealed with wards and then be destroyed by auto attacks.

Mana Cost: 60/65/70/75/80

Cooldown: 15s

 


ABILITY TWO: Soul Tether – Charon “borrows” the soul of his ally for 10s keeping it out of harms way. During this time the allied god damage mitigation is increased, and at any time Charon can activate the ability again to return his ally to his soul and take him out of a harmful situation. Enemies take (5/10/15/20/25 +20%) damage every second for 4s if they touch the Soul Tether that connects the soul of the ally to his/her body.

Mana Cost: 90/95/100/105/110

Cooldown: 21/19/17/15/13s

 


ABILITY THREE: River Styx – Charon summons a small portion of the River Styx to the target location causing the targets to be crippled. The Cursed waters cause targets to take (30/35/40/45/50 +10%) damage every .4s for 2s. If Charon uses Anchor Toss inside the river then the targets are also stunned.

Mana Cost: 70/75/80/85/90

Cooldown: 21/20/19/18/17s

 


ABILITY FOUR: Ferryboat – Charon summons his ferryboat to his location, acting as a wall from where it sits. Charon can select an ally to ride with him and he can choose an anchor on the map to teleport to. Upon arrival the Anchor is removed and Charon does (250/350/450/550/650 +75%) damage. The allied god who entered Charon’s ferry is released.

Mana Cost: 80/90/100/110/120

Cooldown: 110/105/100/95/90s

 


 

  • Charon’s primary weapon is an Anchor.

  • The width of his passive is thin enough that you really will only be able to fit one person in the mist behind him effectively, would be very hard to fit more

  • The radius on his one is very similar to that of Ullr’s 3 in his ranged stance, being very small.

  • His 2 (Soul Tether) should be thought of as a safety, while it allows your teammate to potentially go in deeper than normal they don’t get any sort of buffs and they can still die like normal. The only pro is that you can pull them out if it gets too dangerous.

  • Charon's ult is based on the anchors that he has placed in the map. So if you haven't got any anchors in the map you basically have no ultimate.

  • The anchors that Charon puts down with his 1 can be revealed with wards then destroyed with auto-attacks, not leaving them entirely vulnerable (since they used in collaboration with other abilities) but not leaving them completely invulnerable.

  • The way this kit is lined out you need to be thinking about positioning and placement A LOT more than you would with other guardians. So many things depend on your use of anchors and where you are in the teamfight/where you place your abilities.


This was posted a year ago here. I am posting it again because I'd like to receive feedback on it again. It received fairly decent feedback when I posted it before. This was mostly just copied and pasted into reddit from the google doc original and I linked it in case you'd like to read it there since my reddit formatting is awful

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