[Champion Concept] Zanryu, the Descent of Fire
This concept is after a character I made long before LoL was created and, due to some misunderstanding, a character I named myself after.
###Lore:
In Runeterra dragons are almost gone nowadays. But long time ago they watched carefully from the skies to maintain balance in the world. But with the rise of the humans the dragon's fulfillment was gone. Their magic drew power from the 'Eternal Fire'; the essence of Runeterra which exists in every form of life. And as the Rune Wars were raging the land were torn apart by this excessive use of magic. In addition to this fateful twist of powers many dragon clans have forgotten their purpose and degraded to drakes and other creatues no more even known as dragonkind. To increase their influence groups of dragons shapeshifted into humans to recover their numbers with mix-blood. Even if this idea was odious for most of the dragons it was a necessity. And so Zanryu was born after some generations of mix-blood.
His early years were the same as with the other young male members of his clan, so was he taught. He lived in solitude with his father within the Great Barrier. He taught him everything about life, death, the culture of his kind and every other living being that exist or existed on Runeterra. But everything changed when a dragon approached his father in order to stop this blasphemy. He defend the ways his ancestors chose and was attacked afterwards. Before this encounter happend Zanryu hid himself as he was instructed to. This way he doesn't had to see the fight between them. Some moments later a wing beat filled the air and silence afterwards. Carefully Zanryu crept out his hidy-hole and saw something flying northwards and heavily wounded. His father was at the ground before Zanryu and his giant eyes stared lifelessly at him. Full of grief he lifted one of his father's heavy wings and laid down right beside his breathless body.
He couldn't understand why nature was rejected by his guardians. But he understood that his father made this sacrifice in order to restore the balance in Runeterra. But if this balance is nature why has is to be restored? Humans are also a part of the nature as well as the 'Eternal Fire' and the drakes. Years went by and Zanryu's search for a true answer of his balance wasn't found yet. But one thing is crystal clear to him. His father's balance is a past state of balance he wished for. But this is impossible to achive now.
Thus he went to the Institute of War to maintain the current balance of Runeterra as he sees it as the true balance of nature.
"Balance will always hit you harder than you hit it." - Zanryu
###Stats:
Health: 440 (+85)(525 at Level 1; 1970 at Level 18)
Health regeneration: 7.25 (+0.75) (8 at Level 1; 20.75 at Level 18)
Mana: 225 (+40) (265 at Level 1; 945 at Level 18)
Mana regeneration: 7 (+0.7) (7.7 at Level 1; 19.6 at Level 18)
Range: 125
Attack damage: 51 (+3) (54 at Level 1; 105 at Level 18)
Attack speed: 0.672 (+3%) (0.674 at Level 1; 1.015 at Level 18)
Armor: 18 (+4) (22 at Level 1; 90 at Level 18)
Magic resistance: 30 (+1.25) (31.25 at Level 1; 52.5 at Level 18)
Movement speed: 350
Flags: Fighter, Assassin
###Abilities:
Imbued Flame
(Innate): Whenever Zanryu casts an ability he engulfes himself in flames for 3 seconds. Each enemy who comes in contact with the flames receive (8+3/level) 11-62 magic damage per second over 3 seconds.
- Radius: 200
- Reapplying the debuff will only extend its duration and cannot stack.
- The same goes for the activation.
Q: Smoke with Fire
(Passive): As long as this ability is not on cooldown or activated Zanryu's auto-attacks deal additional 10/15/20/25/30 (+5% TAD) magic damage.
(Active): Over the next 2 basic attacks Zanryu will charge 40%/45%/50%/55%/60% of his dealt damage (through these auto-attacks) and unleash the stored amount as additional magic splash damage on the third.
- Radius: 300
- Cooldown: 9/8/7/6/5
- Mana: 35
- The damage can be physical, magic or true damage to be stored. But it must be direct on-hit damage to become a charge.
- Items like 'Spirit of the Elder Lizard' apply a debuff on auto-attack and are not direct on-hit effects and thus their damage can't be stored.
- The stored damage will be the reduced value after armor and magic resistance is calculated. Meaning using the first and second auto-attack on minions or monsters will increase the splash value.
- There is no damage loss during the first and second auto-attack.
- Surely, effects from other champions that amplify Zanryu's auto-attacks like Leona or Nami will also count towards the charges. It just have to be triggered through auto-attacks (especially in Leona's case).
- The cooldown starts after the third attack with the explosion.
- If Zanryu doesn't add charges for 4 seconds the ability will end without an explosion and will go on cooldown.
W: Double Dash
(1st Cast): Zanryu marks an enemy he will dash to after the 2nd Cast was made.
(2nd Cast): Zanryu marks a location he will dash to dealing 40/60/80/100/120 (+60% BAD) physical damage to all enemies within his way. After he reached the marked location he will dash towards his target marked by his first cast dealing 60/90/120/150/180 (+90% BAD) physical damage.
Enemies hit by both instances will only receive 50% damage of the 2nd instance.
This ability's damage against the target of the 1st cast counts as charges for 'Smoke with Fire' without consuming an auto-attack, if it is active.
- Maximum damage: 70/105/140/175/210 (+105% BAD)
- Range: 700 (1st Cast)
- Range: 450 (2nd Cast)
- Knockback: 50
- Cooldown: 14/13/12/11/10
- Mana: 60
- Movement speed: 600 (1st instance), 800 (2nd instance)
- This ability is a reversed vektor line dash. First you mark the target and then you mark the location you want to start from.
- The 2nd cast must be within the range of the first cast.
- Similar to Quinn's 'Vault' or Lee Sin's 'Resonating Strike' Zanryu will follow the target wherever it goes.
- CC will kick in after each instance, meaning that a stun or snare during the first instance will cancel the 2nd dash.
- You don't need vision for the 2nd cast, meaning you can scout over walls or into bushes.
E: Fire Wall
(Active): Zanryu launches a cone shaped breath dealing 45/85/125/165/205 (+60% AP) magic damage and slows by 20%/25%/30%/35%/40% for 1.5 seconds all enemies.
At the end of the cone a fire wall will remain for 2 seconds. Enemies which passes through the wall receive the 'Imbued Flame' debuff and are also slowed for 20%/25%/30%/35%/40% for 1.5 seconds.
If Zanryu passes through the fire wall he receives 20%/25%/30%/35%/40% bonus movement speed for 2 seconds.
- Range: 450
- Angle: 40°
- Cooldown: 21/19/17/15/13
- Mana: 70
- Wall width: 100
- Similar to Karthus' slow wall, the slow and the debuff reapply infinitely.
R: Giant Dragonspiral
(Active): Zanryu summons a giant flame which will spin inwards towards him dealing 150/250/350 (+60% AP) magic damage to all enemies it passes through and places the 'Immolation' debuff on enemy champions it damages. When the flame reaches Zanryu he will automatically cast a linear skillshot towards each enemy with the 'Immolation' or 'Imbued Flame' (the innate) debuff which will deal 100/150/200 (+40% AP) magic damage to all enemies it passes through.
Champions can only be hit once with the first instance.
Champions can be hit multiple times by the 2nd instance but the flame will deal 50% less damage for each hit after the first.
- Radius: 500
- Projectile Width: 175 (both instances)
- Travel Time: 3 seconds (1st instance)
- Projectile Speed: 1500 (2nd instance)
- Range: 1000 (2nd instance)
- Cooldown: 120/100/80
- Mana: 100
- Total spiral lenght: 4712
- Projectile Speed: 1571 (1st instance)
- For references: The spiral is treated as an Archimedean spiral
- Minions and monsters can be hit infinitely by both instances without damage loss.
- The spiral flame will circle 3 times around Zanryu before reaching him.
- The spiral flame will travel with Zanryu's movements but not with his angle.
- The spiral flame travels counter-clockwise.
- The starting point of the flame will be determined by the player (they'll have the circular overlay frame and it will turn with the mouse like other skillshots).
- The linear skillshot will be announced by a ground effect.
- The immolation debuff has no other purposes than triggering the 2nd instance. It also can be handled as an invisible debuff.
- Only one linear flame per champion will be shot. Even if hey have both debuffs.
###Quotes:
Upon selection:
- Breathing fire is like breathing air. Only Natural.
Movement:
- Fire is life.
- Fire is energy.
- Feel the heat of balance.
- This sword isn't made for walking.
- Helping you is helping all.
- Why am I walking if I have wings?
- My father entrusted me with this mission.
- Balance under my wings.
- There is more than your eyes can see.
- Destiny awaits.
Attacking:
- Fire is destruction.
- Feel my heartbeat.
- Judgement time!
- For Runeterra!
- Born from Ashes.
- Fury within my blood.
- Power will balance my hatred.
- Dark wings are descending.
- Your death will maintain balance.
- Everything is centered around this very moment.
Joke:
First: Stick his sword into the ground. Then he leans over it and then he breathes a small fire.
- What have dragons and cookies in common? They are both absolutely adorable.
- What have sheep and cats in common? They both taste best candied.
- What have talking horses and flying cats in common? I really love rainbows.
- What have my imagination and a disk operating system in common? Both came back, with cake.
Taunt:
- Humble beneath my presence... or you will perish.
- The eternal flame lies within all of us... but not within you.
- Runeterra lived long without you... and it will survive you.
- Without remorse, I can say... you will die.
- *(fast spoken)*You may consider that dying is a valid option to end this conflict if you want to... (normal) or I force you to.
Taunting Shyvana:
- Even if we are alike, we can't be more different.
Dance:
'The dancing Dragon' from Avatar: The last Airbender (clockwise for classic skin; counter clockwise for 2nd skin)