[Champion Concept] Magnon the Master of the Lighthouse
Appearance: Magnon's jaundiced and wrinkled face is complimented by an equally yellow set of teeth, his beard seems to have been white at one point, however it is dirty enough to have a brown hue, his eyes are large with a yellow sclera and a completely white iris, while his large white eyebrows hide beneath his large bald spotted forehead. Even though he walks with a hunch, and despite his age, he appears to be a tremendously large man, both in height and in power, his arms are wide as a trunk and long as an oar, his strength is accentuated by the rags and wholes in the large brown watercoat with a white shirt underneath that he always wears. However, his most outstanding feature is the elongated lighthouse that protrudes from his back. The lighthouse is hued in brown and white stripes, and there are barnacles hanging from its base. Lastly, Magnon's weapon is a massive Marlinspike, a rather large stake with a hole akin to a needle at the back tip.
Role: Fighter/Tank
Base stats (more or less)
Attack Damage: 54 (+3) Health 457 (+94) Health Regen: 7.2 (+0.95) Mana Regen 7 (+0.20) Range: 140 Attack Speed: 0.645 (+2.65%) Mana (200 +35) Armor: 25 (+3.5) Magic Resist: 30 (+1.25) Movement Speed: 330
Abilities:
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Passive -Impose: If Magnon attacks an enemy currently affected by any form of crowd control, he does extra damage, scales with level and AD
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Q -Stir and Dent: Magnon extends his arm to hit with his weapon (range 200 units) if an enemy is killed by Stir and Dent, the mana cost is refunded and the cooldown reduced by 1 second. (Cost: 40/50/55/65/70 mana, Damage 40/60/80/110/125 +100% ad cooldown 4 seconds)
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W- Empowered Step: *Passive: Crowd Control effects on Magnon are reduced in 10% Active: Magnon steps hard on the ground, prompting a beam from the lighthouse that sends his opponents 230 units away in a circle (Cost 70 mana, Damage 60/70/80/90/100 +20% ad cooldown 17 seconds) *
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E- Light Failure: Magnon channels for up to 2 seconds before sending a beam from his lighthouse in a straight line (300) that at minimum slows enemies and deals (10/20/35/45/55 + 10% AD and 10% slow for 2 seconds) and at maximum, deals (50/65/85/115/135+10% ad and 2 second stun)
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R- Power Presence Magnon's fortitude creates a field in a radius of 200 units, enemy units that enter the field have their attack damage reduced in (10/25/40) and have their movement speed reduced in (10&/15%20%) the field moves with him and lasts for 4 seconds before going on cooldown, (90/80/70 seconds cooldown)
Lore WiP:
It is said that not even the most recklessly foolish pirate in Bilgewater would dare to attempt a takeover on the Zaunite lighthouse that guides all ships to port. For only the lucky live to tell the tale of the behemoth of a man that controls the building. A man that no longer resembles any known Valoran race operates the light, day after day and night after night. Tirelessly, and without a single doubt, he leads a life of repelling invaders and aiding ships.
Some accounts say that he has been at work since the times of Jarvan I, that since he started, he only takes one rest a month, before going back to his domains. That no ship sails or arrives at Bilgewater without his knowledge, and that, once in a while, human bait, courtesy of raiders, arrives at the nearby market. What is for sure, is that for the first time in years, he has mobilized, and his motives are as unclear as his past is.
Notes:
- The idea for Magnon originally came to be because of the small pool of champions that hail or actively fight from bilgewater. Lore wise, he fills a space as an intermediary between the rampant piracy that goes on in the port city, and the honest trading that happens as well. Lastly, it seemed, to me at the very least, that the chaotic order of the city would be better defined with vantage points that let people know that there is an important, or otherwise powerful individual controlling those points.
- Thematically, one could compare him with Darius and contrast him with Jax. He is a champion that heavily punishes overextending adversaries, but whom also has a rather hard time chasing opponents. Falling in line with the idea of him facing large groups of pirates at once, his abilities are tailored towards a waiting game of having the opponent come closer, including an ability that can consistently eliminate minions at a relatively safer distance to avoid being consistently out farmed at later levels in the game. However, to compensate, he does not have a high mobility, and trying to chase enemies recklessly without the aid of another teammate can be quite risky. *I picture him as more of a fighter early on, with high base stats in many areas, as well as high damage in Stir and Dent, however, as the game drags on, his role may switch to a utility tank, since proper usage of his ultimate in a teamfight could flip the scales, and, if he is able to keep the opposing ad carry close, it reduces the opposing team's damage output significantly.