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.
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. :)