[CCC] Drenn, the Grand Eruption
Drenn, the Grand Eruption; A full hybrid melee caster.
Submitted as a part of the Champion Concept Contest, here
Primer
Drenn was a champion I have put a LOT of work into, and possibly still needs more, though I feel he is in the best place I have ever had him. If interested, I can provide some of the stages he went through when I was working on him.
Lore: As a child, Drenn lived in a native settlement on Blue Flame Island near Bilgewater. Specifically, Drenn's tribe lived within the volcano, just north and east of Bilgewater. Their tribe had long been tasked with insuring the explosive mountain remained dormant. Over the years, the Tribe had relied always upon rituals, handed down over generations - dependent upon events and signs from within the chambers, the shaman of the tribe would act accordingly, insuring peace remained. When residents of Bilgewater first witnessed one such event, it was seen as exotic, the dances and feasting all part of a celebration in honor of the bounty given them from the fertile slopes of the Volcano. This went on a for years, a few residents even "going native" and joining in these events. That is, until one incident. One day, the island began to shake violently, and steam began to billow up from the mountain; many rushed to ships and made for Valoran, not wanting to stick around for what would soon follow; but some Bilgewater residents went instead to the festival they were sure would come soon - they were met with a vastly different scene. A young woman, age 18, was being pampered before her sacrifice to the Volcano, to appease its anger. Horrified, the Bilgewater residents stopped the ceremony, stating that human sacrifice for such baseless superstition was a morally wrong, and could not be abided. Though many of the men and women of the tribe vehemently opposed the delay, the young men of the tribe, under the leadership of Drenn, who favored these people they had come to know and trust, sided with them and swayed the council. In celebration of their new sophistication, a feast was held again on the slopes of the Volcano, with many civilians in attendance, drinking, eating, and playing games. As the Shaman stood, and toasted their guests for their wisdom and to the long life of their friendship, the Volcano erupted. Those at the banquet died almost immediately, only a few running for their lives as molten rock came down the mountain and ash rained from the sky. Looking over what was happening, Drenn felt a deep since of guilt, that this was his own fault. With a cry of anguish, he threw himself into the river of fire, in reparation for his crime against his people. Within moments, the fires ceased, and the rivers cooled. The ash blew over the ocean, and peace returned to the island. As the survivors returned, slowly at first, they began walking across the new ground, staring in wonder at the destruction - a few moments later, movement was seen at the rim of the summit. They rushed forward, supposing that someone was in need of help - and instead found Drenn, kneeling down, his hands thrown over his head as he rocked back and forth. His skin was as Lava, a bright red, glowing, and heat radiated from his body. For days he remained upon the volcano, his body racked with the power which flowed through him, and as the days past, the heat emanating from grew ever greater. After a time, it was found that Drenn could cool his body by controlled bursts of the heat, releasing the pressure within his body. Once this was found, Drenn was able, over a few weeks, able to lower his temperature to an amount safe for interaction with those around him, and his tribe came to the volcano once more. In the coming days, it was found that the Volcano was dead - and with it, nearly all the elders and knowledgeable people of Drenn's Tribe. Though he continued to try to live among his people, Drenn found that such a thing was no longer possible - between his deep shame and guilt, coupled with his new found power, Drenn went to the only place where one such as he would be accepted - to the League of Legends.
General concepts of the champion, using pictures shamelessly found via google. http://fc06.deviantart.net/fs71/f/2013/105/0/c/magma_elemental_reworked_by_fredrikh-d61ts36.png
Stats - level 1 / +per level / level 18
Health - 360 / +80 / 1800 H Rgn - 1.4 / .2 / 5 Armor - 10 / +3.5 / 73 Mag Res - 30 / +1.4 / 55.2
Atk Dam - 56 / +3 / 110 Atk Spd - .67 / +3% / 1.03
Mana - 0 / 0 / 0 Mana reg - 0 / 0 / 0
Mov Spd - 350 / +10 / 350 Range - 125 / +0 / 125
Abilities:
Passive: Molten Body - Physical exertion of any kind heats Drenn's body, causing his solid outer body to become molten; By using abilities, Drenn can release this pressure, and cool his body once more. While Molten, Drenn's heat can be disruptive to spells. While cool, his body is more durable to physical harm.
Moving and basic attacks cause Drenn to convert AD into AP (5 AD = 10 AP per second moving /10 AD = 20 AP per basic attack) and his Armor into MR (5 AR = 5 MR per second moving / 5 AR = 5 MR basic attack) Activating abilities convert half of Drenn's current AP back into AD (2 AP = 1 AD) and his MR back into Armor (5 MR = 5 AR)
Drenn does not use mana - his resource bar tracks the balance of his cooling and heating.
NOTE: The values of each stat are represented as a portion of the total. As an example, if your inventory were a Crystal Scepter and Deathcap, you would have about 286 AP. So you would have Current amount of AP/286 AP. Percentage modifiers are applied to the total. Flat modifiers are applied current.
Drenn's body coloring and effects reflect his temperature: as his body cools, it hardens into a dark color, looking basically like a dark colored rock. While heated, his body is molten, and dripping, alight with bright red flame, and tinges of blue at it’s highest point.
Q: Fountain of Fire - Drenn releases a burst of flame in all directions, dealing 20/60/100/140/180 (+40% AP) magic damage. Units too close to the flame are blinded momentarily. Range: 500 / Blind Range: 300 / Cooldown: 18/16/14/12/10 / Blind for 1/1.5/2/2.5/3 seconds
The mental visual for this is akin to lighting a gas stove, fire bursting out in all directions, almost fluid in motion. Additionally, a burst of light occurs over Drenn, which spans out to the blinding range
W: Basalt Barrier -
If Drenn's current Magic Resist exceeds his Armor, Drenn releases steam, quickly cooling his body. Enemies within a short distance of Drenn are burned by the steam, taking 40/60/80/100/120 (+50% AP) magic damage over 5 seconds, and reducing their armor by 5% during this time (Metal heats quickly!). By cooling his body in this way, a second layer of rock is formed granting Drenn a shield that blocks absorbs 80/160/240/320/400 physical damage. After 5 seconds, the additional layer cracks and breaks away.
If instead, Drenn's current Armor exceeds his current Magic Resist, Drenn forcefully detonates his body, showering the nearby area with shrapnel of cooled rock. Enemies hit take 30/60/90/120/150 (+30% Armor) physical damage. The terrain within the area becomes hazardous for the next 5 seconds, slowing enemies in the area by 10/20/30/40/50%. Then, rather than convert AP and MR into AD and AR, Drenn changes half his current AD into twice as much AP and half his current AR into an equal amount of MR.
Range: self; 500 / Cooldown: 12 seconds
For the first possible effect: a blast of white/greyish steam burst from his body, and remains in place for a moment. The layer of rock that then forms has a very dark color to it , and less detailing than his normally cooled body. Each second, small chips form and break away until the shell is gone. For the second ability, the chunks of rock that were on his body are literally blasted apart and land randomly about the 500 range affected area. These slowly fall apart and disappear over the 5 seconds.
E: Lava Flow - Drenn hurls molten rock forward in a straight line, dealing 60/100/140/180/220 (+60%AP) magic damage to enemies. It then quickly cools, forming a temporary area of ground, on which Drenn gains 2/4/6/8/10% (+5% AD) movement speed. If this goes through terrain, a bridge forms for the next 8 seconds over the terrain. Any champion (either team) may pass over this bridge within that time. Enemy champions standing on the bridge when the time elapses fall to the side they were closest too, and take 60/70/80/90/100 true damage. Range: 600 / Width: 300 / Cooldown: 24/21/18/15/12
A flow of lava bursts from Drenn's hands, splashing about across the ground in front of him, at frist a fiery red, but quickly fading to black. As the area/bridge decays, moss grows over the rock and degrades it back into the environment (trees growing back quickly and bursting through, as needed).
R: Erupt - Drenn channels for 2.5 seconds, then blasts the nearby area with waves of molten rock, debris, and ash for 1 second. Enemies within the area are feared for the duration of the blast, and slowed by 20/40/60% and dealt 150/300/450 (100% AP). For 30 seconds after Erupt, ALL sight lines are reduced by 20%. (ALL. BOTH TEAMS) Range: 850 / Cooldown: 240/180/120
Rocks, Ash, Lava, and fire spew from the body of Drenn; much of the ash goes upward rather than outward, and for the next 30 seconds of reduced vision, a grey soot falls over the map. Drenn's body is alight, a bright blue and orange during the channel, and white flame burst from him as the animation occurs. 5 seconds before normal vision returns, the ash ceases to fall.
Playstyle
Drenn is a full hybrid melee caster. Specizing in Area Effect damage, Drenn can do very well in team fights, even if outnumbered. However, with low mobility, he needs constantly to make use of his E to efficiently engage, leaving him devoid of an escape. Therefore, the player must attempt to tailor there ability casting to maximise armor/magic resist amounts to shrug off enough damage to reach safety.
Put simply, activating abilities in quick succession will quickly the damage output of his abilities. In lane, Drenn seeks to find a balance, depending on his opponent: Against AP, he wants to maintain a high MR, and so should remain mobile and attack often. Activate abilities only to clear minions and poke the other player. Aainst AD, Armor serves you better: seek to minimise the amount of movement in the lane, and use abilities often, as much for the AD and armor as for the damage. Basalt Barrier is the number one tool for this, facilitating the exchange back and forth, converting your higher set into the lower, regardless of which one that may be. Use this to make quick changes as needed. Lava Flow serves best to damage a number of minions in a line, and also as a chasing tool; were it shines, however, is creating paths for your allies. Being able to "bridge the gap" over blue, or into a Barron fight prvides great utility for the team - just be sure to have good coordination, or your team can miss the opportunity, and leave you on your own. Erupt is, as its name suggests, a cataclysmic ability. However, being centered upon Drenn, it is best used in the middle of a fight - and with a 2.5 channel, it can be hard to get off. Once active, however, its destructive power and the fear such an event causes(:D) will almost insure a win for the team fight in question.
Due to his passive, Drenn has much more freedom on his build compared to other champions. Because the numbers can be converted back and forth, items are bought for their amount of either stat (example, Deathcap is potentially 78 AD alone)
So, items vary greatly from one lane/role/opponent to another. So, I will go over each role, and then view the items to be considered.
Items such as
for example are generally good choices.
Drenn has three skins, which alter his body, some of his comments, and the NAMES of his abilities
Drenn, the Tempest Rather than comprised of molten and solid rock, is composed of pure electrical energy, arcing about his form and to nearby terrain. His entire body sparks electricity. While 'hot' he has more sparks, but is more calm while 'cool.' His passive, Molten Body, becomes Static, Drenn building ever greater amounts of electricity as he moves and attacks until he releases the energy. His Q, Fountain of Fire, becomes Discharge, letting off a similar visual as an electro-magnetic pulse. Basalt Barrier, his W, becomes Grounding, either letting off a flash of light, or causing a small static event about his body as electricity arcs to and from the ground and his body. His E, Lava Flow, becomes Magnetic Field, and forms a path of light. Finally, his ultimate, Erupt, becomes Tesla Event, in which he blasts the sky with electricity, causing a great change in pressure and jump starting a rain storm. The electricity also spreads outward, and a number of lightning bolts strike the nearby area. For the 30 seconds during which the screen is darkened, a downpour occurs over the rift, with light breaking through 5 seconds before full sight returns. Basic Idea: http://boards.na.leagueoflegends.com/api/embedly/1/image/resize?url=http%3A%2F%2Fapollo-na-uploads.s3.amazonaws.com%2F1412402142050%2FDrenntheTempest.jpg&key=f0abbd34f14549f3a15cd94dd9970851&width=150&height=150&errorUrl=https%3A%2F%2Fcdn.leagueoflegends.com%2Fapollo%2Fassets%2Fdiscussion-thumbnail-ward.png
Chill Drenn *could help it, the pun was just there) Drenn's body is comprised now of ice and water, moving back and forth very similarly to the original skin. The passive becomes Melting Point, 'Hot' be Water and 'Cool' being Ice. Fountain of Fire becomes Shard Shower, a blast of water is sprayed outward in a circle, freezing quickly in to shards of ice. Next, Sheet of Ice, covers Drenn's body in a very white ice, or showers the area with chunks of ice blown off of himself. Lava Flow becomes Flash Flood, throwing water forward, then freezing the path into a thick sheet. Finally, Erupt becomes Ice Age, where Drenn blasts the area with such cold, that ice forms across the ground. For 30 seconds, snow falls over the rift, and slight tinges of frost hug the edges of the player's screen, which melt away 5 seconds before the 30 second timer is up. Basic idea: http://boards.na.leagueoflegends.com/api/embedly/1/image/resize?url=http%3A%2F%2Fapollo-na-uploads.s3.amazonaws.com%2F1412402313321%2FChillDrenn.jpg&key=f0abbd34f14549f3a15cd94dd9970851&width=150&height=150&errorUrl=https%3A%2F%2Fcdn.leagueoflegends.com%2Fapollo%2Fassets%2Fdiscussion-thumbnail-ward.png
Drenn Emergent Drenn is a base of dirt and soil, held together with mosses. As he moves, various plants cover his body, which are expelled for his abilities. His passive is renamed Earthen Incarnation. Drenn's Q is now Spore Burst, releasing a poisonous cloud over the area, withering some of the plants growing on him as well. Basalt Barrier becomes Iron Bark, growing a covering of bark or blasting the area with parts of a tree trunk as appropriate. His E, Lava Flow becomes hurried growth, a path of vines and roots forming over the area. His ultimate, Erupt, becomes Naturalize, undergrowth creeping out from the treeline across the map, with incredible growth in the area around Drenn. PLants begin to recede 5 seconds before vision returns to normal. Basic Idea:http://boards.na.leagueoflegends.com/api/embedly/1/image/resize?url=http%3A%2F%2Fapollo-na-uploads.s3.amazonaws.com%2F1412402323441%2FDrennEmergent.jpg&key=f0abbd34f14549f3a15cd94dd9970851&width=150&height=150&errorUrl=https%3A%2F%2Fcdn.leagueoflegends.com%2Fapollo%2Fassets%2Fdiscussion-thumbnail-ward.png
ALL of these are visual changes only, and do not effect how an ability functions.
Each skin has independent features, interactions, and hidden aspects.
Classic: Hot/Cool Joke: "At first, I thought it was hot around here." / "But it was just me." Taunt: "What, can't stand the heat?" / "I'm about to rock you." Dance: Forms three balls made of rock from his body, and juggles them. Laugh: The longer he laughs, the more fire spouts from his body, until he chokes and coughs flame over the area.
Tempest: Charged/Calm Joke: "I'm so excited" / "but I can hide it." Taunt: "This may shock you" / "But that's no big deal" Dance: Slides around, dragging his feed, building up a charge which he burns off every few seconds from his hands Laugh: The longer he laughs, the more sparks fly across his body, until he chokes and falls over...and is then struck by lightning and revived.
Chill: Liquid / Solid Joke: does a renactment of the melting wicked witch / Builds a snowman. Taunt: "You're all washed up"/ "I'm gonna put you on ice." Dance: Throws water up in the air, then skips and dances about in the rain Laugh: Tries to laugh, ends up gargling instead.
Emergent: Wooded / Barren Joke: "Don't worry, I grow on you." Taunt: "oh, come on! My bark is worse than my bite..." / "I could use some more compost, actually...." Dance: Roots into the ground, then sways in the wind Laugh: A low toned "Heh" can be heard once every few seconds.
I know that normally, skins only grant these kinds of changes on the higher end ones....but somehow, it bothered me that a water or wood version of him would have "Fountain of Fire" for a the q. That is the main reason I changed it.
Interactions:
Classic: When ever damaged by a 'fire' ability or attack (say annie or brand, for example) grows in size slightly temporarily, proportionate to the damage. Special dialogue with all fire, water, and ice champions. And Malphite. Fire Champions: -"Wow, this is pretty hot..." -"You really think you can burn this?" Water Champions -"You seem a bit...steamed" -"Not the flame NOT THE FLAME" Ice Champions -"You this cold to everyone you meet?" -"Wow...thats pretty...cool" Malphite -"Dude...you rock"
Tempest Grows temporarily when damaged by electrical based attacks (say Kennan or Statik Shiv) Special dialogue with electric, Mordekaiser, and Malphite. Electric Champions / effects -"Shocking!" -after being hit "Ooooh, yeah, thats the stuff" Mordekaiser -"Are...are you a lightning rod?" Malphite -when an ability is used on Malphite"It's not very effective"
Chill Grows temporarily when damaged by water or ice (say Nami or Lissandra) Special dialogue with water, ice, and fire champions. Water Champions -"How does that even hurt!?" Ice Champions -Randomly, while liquid and hit by a frozen attack, a part of his body may freeze, fall off, and shatter (it quickly regenerates) Fire Champions -"HOT HOT HOT!"
Emergent Grows temporarily when damaged by water, light, and other plants. Special dialogue with Leona, Zyra, and Maokai. Leona - "So nice, So warm" Leona - Everytime hit by her ultimate, gainsa point of 'sunlight' granting +1 to all stats. Zyra - "Flesh for roots and vines? Bad trade." Maokai - if hit by a Maokai sapling, one can be seen growing on Drenn for the remainder of the game.