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Champion Concept - Igdris, the Runecaster

Creator: kfcxbear February 1, 2014 7:17am
kfcxbear
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Got bored at work and started working on this idea. Let me know what you guys think and if there changes I should consider. Just something I did for fun while looking at the other Champ ideas.

Name: Igdris, The Runecaster

Lore: (Haven't quite thought up of one yet, but working on it.)

Base Health: 380
Health Per Level: +80
Base Health Regen per 5 Sec: 4.25
Health Regen per 5 Secs per Level: +0.55
Base Attack Damage: 50
Attack Damage per Level: +2.9
Base Attack Speed: 0.625
Attack Speed per Level: +1.78%
Base Armor: 10
Armor per Level: +3.3
Base Magic Resist: 30
Magic Resist per Level: +0
Base Movement Speed: 335
Range: 525

Passive: Charge Runes – Every 8 seconds, Igdris replenishes one of his runes. The maximum number of runes start at 3 and go up by 4/5/6 at levels 6/11/16. Every unused rune Igdris has in his possession grants him +2 armor and magic resist. Charge rune's cooldown is reduced to 7.5/7/6 seconds at the same levels he acquires more runes.

*Feeling a bit iffy about the cooldown reductions and timers in general.

Q – Inscribe:
Cost: 1 Rune
Igdris carves a rune in the air and shoots it forward damaging the first enemy it hits by 60/95/130/200/240 (+50% AP). The target will also be marked with the Inscribe affect that lasts for 3 seconds and reduces magic resist by 5/8/12/16/20.

Cooldown: 7/6/5.5/5/4.5 secs.

W – Runic Ward:
Cost: 1 Rune
Normal Cast – Igdris places a rune ward with a 300 wide range on the ground lasting 5 seconds. This skill deals no damage, but grants Igdris +5/8/12/15/20% move speed while within the rune’s area and any enemies that die within the radius reduces the cooldown of Igdris’s runes by 1 second.

Inscribed Cast – If an enemy inflicted with Inscribe steps within the ward’s area, the ward will latch onto the enemy and reduce their vision to a 250 wide radius for 4 seconds. This timer is separate from the life of the ward. If enemy dies while the ward is attached, it will replenish Igdris’s rune count by 2.

Cooldown : 10 seconds

*The timers for the wards may seem a bit long in relation to the skill’s cooldown. Also, obviously the normal cast effects disappear if it latches on to a target.

E – Runic Curse:
Cost: 1 Rune
Normal Cast – Igdris carves a curse rune in the air, damaging the target enemy for 15/30/40/60/70 (+20% AP) per second for 3 seconds for a total of 45/90/120/180/210 (+60% AP) and slowing the target by 20%.

Inscribed Cast – If the target is Inscribed, Runic Curse is extended to 5 seconds and the slow is increased by 45%. If the target uses an ability before the curse runs its course, the slow and damage are removed, but the target will be stunned for .5/.8/1.1/1.5/1.8 seconds.

Cooldown : 12/10/9/8/7 seconds.

*I think the damage may be a bit too high on this skill.

R – Runic Explosion:
Cost: All remaining runes
Normal Cast – Igdris gathers power for 1.2 seconds before releasing a centralized explosion dealing 150/300/450 (+40/45/50/60/70% of AP). The percent of ability power is equal to the number of powered runes Igdris has at the time of cast. The explosion has a range of 1000 and any enemies within 200 range of Igdris is knocked up for .5 seconds.

Inscribed Cast – If an enemy is inflicted with Inscribe then the percent ability power is calculated as true damage.

Cooldown: 130/105/95 seconds

*Still working out the numbers for this one, but may only need a minor bit of tweaking.
NateDog13
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I like it, that 5 seconds of 45% slow on Inscribed Runic Curse seems a bit excessive, granted if you want to chain a Inscribed Runic Explosion, it kind of seems necessary unless you want them to be able to outplay with a flash or just dash/escape out of range with other abilities. Interesting champion idea though :D
-Thanks to Kalaaver for this awesome sig! Check out my guides (Click the Picture Above)!-

Hannul
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pretty balanced since q is like a Jinx Zap! which means unless you make it horrendously slow it should be fine

Basically how I play LoL
DillButt64
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i dont like that resource system

that being said it looks like he relies heavily on hitting one skill to be useful and i dont really like that either
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kfcxbear
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Admittedly his resource system was something I threw together in a few minutes, but do you think he would be better off relying on mana? Or should his resources just be reworked? What about it, don't you like?

Honestly, I'm not completely satisfied with it either since I feel like I put it in there simply since I wanted a unique resource system.

As for being only useful with a single skill, yea I think that's mainly due to the fact that he doesn't have any skills (aside from his ult) that deal damage to more than a single target.

Should W be reworked or would it be better to increase the damage on his skills? I'm a bit wary of doing that though since tweaking his damage might make him a bit overpowered with the added effects his abilities possess.
Janitsu
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I'd make the basic skills cost mana and the ult could be like 100 dmg (+50 per rune) and increase the rune regenerating time and make them give something like mana reg or ap

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kfcxbear
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Wait... If his basic skills cost mana, then would there be any reason for him to regenerate runes? Seems pointless to have another resource system in place solely for his ult.
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It's like Syndra's ult then. She gets more damage the more balls she has.
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how about the basik skills have rune and mana costs and the runes regenerate only (or at least faster) while having full mana, like a rune replenishes after a certain amount of mana regenerated that didnt fit in your max mana.
if you don't want to wait till your mana is replenished before your runes start replenishing, you could either make the mana costs quite low or add a mana increase to the runes that is small in the beginning but almost equal to the mana costs late game.
that way the mana that would be needed before replenishing the runes is almost zero, as your maximum mana decreased as well.

late example:
rune grants 100 maximum mana, ability costs 110 mana
ability is cast=> 110 mana missing=> rune dissapears=> only 10 mana to regenerate before regenerating of the rune starts
lets say the rune requires half the amount of mana to be regenerated than it gives when its there,
alas when having full mana you increase your mana by 100 in the time you would only regenerate 50
viva la potion...
ZeUnit
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I think you could make his passive give him 1 rune per 1/8 of mana he has, so at max mana he has 8. His basic abilities could cost mana, and his ultimate costs 1 rune and could be a low cooldown toggle ultimate like Swain's. Like a rapid fire type spells like Xerath's ult put can be used 8 times whenever you want.

As far as his abilities, I don't think making him reliant on 1 spell is ever a good idea. I think you should make use of his rune theme; he could draw runes on the floor to lay a trap, creative a protective barrier of runes on the floor, create a damaging wall of runes like Karthus' wall.

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