Champion Concept: Giri, The Obligation of an Engineer
#Giri, The Obligation of an Engineer
http://s81.photobucket.com/user/kimmiko16/media/paninya01.jpg.html
Ionia Mage/ Support
Theme: https://www.youtube.com/watch?v=AVbNyR5h6IQ
Inspiration Giri was created to fit the theme and gameplay niche of the female mechanic. She is a mechanic survivalist, making use of the wreckage of Noxus and Zaun’s invasion to protect and scrounge a living in what is left of her home. She has been finding things and using her intelligence and ingenuity to put them together, reverse engineering them and turning weapons of war into instruments to keep her home peaceful.
Game Play Giri is great at claiming and defending large areas for her team; Solving problems that the enemy team tries to throw her way; And staying alive able to sustain incredibly well health wise in lane. On the other hand Giri is not the best at very aggressive attack playstyles. Additionally she exceptionally excels at defending a large area with a large group of allies versus defending a single lone person. Giri’s roaming is suboptimal. but she can really own a lane by staying in one spot, and investing a lot into it. While she can hold a lane for a while, this can be incredibly taxing on her mana, as her abilities use it up a lot. So while she may not easily get low health wise, she will forfeit a lot of efficiency and ultimately lose the lane if she overstays her welcome, starving herself.
AA - Melee 200: fires a short burst from a welding torch-hammer.
#Abilities
Passive: Compulsive Constructor
Giri can cast her abilities before they complete their CD in an Inactive state. If cast before their CD is up they will remain Inactive (and untargetable to enemies) until the CD is completed. This process can be sped up by AA’ing the Inactive Construct. Each AA reduces the remaining CD by 0.33 sec. Giri can have “infinite” Inactive Constructs, but once one type becomes Active, no other Inactive Constructs of the same type can be Active at the same time. Inactive Constructs will last 15 sec past their total CD. Constructs remain active even when Giri leaves the area, and can only be destroyed by enemy AA’s and Abilities.
Additionally Giri’s Q Constructs can be lvled up by other means beyond obtaining enough XP. By AA’ing individual Constructs up to 10 times she make that individual Construct lvl up. Her Q itself only be leveled up 4 times using XP, the last level can be achieved on each individual Construct by continuing to AA them, 5 times. If Q is lvled up with XP, all Q Constructs cast from that point on will start at that base lvl. BUT lvling up Q with XP will NOT automatically lvl up existing Constructs.
Q - Gear Shift CD: (Static) 3 sec.
Passive: Mechanical Advantage After spending 12 sec in either Gear, switching to the other grants it 50% of previous gears passive bonuses, and increases its own passive bonuses by 50% for 5 sec. Toggle On - Torque Gear Switches Q to Shield Generator and W to Repulsor Ray Passive: AD increased by 50%, and 50% of CDR converted to AP Toggle Off - Speed Gear Switches Q to Damage Amplifier and W to Rivet Gun Passive: AS increased by 75% and 50% of AP converted to CDR
W -
Rivet Gun: Cost: 50 mana every 2 shots Giri switches tool: Changes AA to ranged 550. Every second AA against the same target roots them for 0.25 sec. Units cannot be effected twice within 5 sec.
Repulsor Ray: Cost: 25 mana a sec Range: cast-975 / tether-1050 Giri chucks a Homing Beacon to a target location. Reactivating the ability instantly shoots a laser to the device knocking down and dealing damage to the first enemy champion hit. Hitting a champion creates a tether that deals DoT for 2.25 sec. While the enemy is facing her (within 60 degrees) they suffer a 30% slow increased by 5% per 0.25 sec and are Grounded. If they do not break the tether they will be knocked back after the duration.
**E - **
Shield Generator: Range: cast-850/radius-575 Health: 500 Giri deploys a shield generator at target location. It sends tethers to all Constructs (Damage Amp, Homing Beacon, (Ult)Relay Amp) allied champs, and allied Structures within its range, shielding up to 14/18/22/26/30% (+ 0.5/1/1.5/2/2.5% per 1% missing health) of each unit's health. 5th lvl: Shields regenerate up to 10% of its missing health every 5 sec
Damage Amplifier: Range: cast-850/radius-225 Health: 500 Giri creates a damage amp at a target location. Allied abilities that pass above this Amp gain 5/10/15/20/25% bonus damage. The Amp stores 20/25/30/35/45% of the damage from each ability it amplifies. After it has stored enough energy it will automatically release it in a 350 unit radius AoE burst, silencing enemies. Giri can AA it directly to store 60/65/70/75/80% of each AA’s damage in the Amp. 5th lvl: Amp will maintain its own minor DoT AoE within 300 units.
R - Compound Construct
Giri combines two different Constructs to make a new better one. Giri can select Inactive or Active Constructs, between 1 version of Q’s Constructs and Repulse Ray’s Homing Beacon. Once two have been selected they will be consumed and the new Construct can be placed at a target location if it applies. If the ult is cast while on CD, the two Constructs can still be combined, but it not become Active until the CD is over. If any Inactive Constructs were used the Ult will still activate as Active if the Ults CD is over.
Shield Converter: Cost: 80 + 40 mana per sec Range - 1500/1800 Giri combines the Shield Generator with the Homing Beacon. Once she selects a target unit she creates a tether lasting 10 sec; stealing 30% of Armor and Magic Resist increased by 2% per 1 sec from them. If the unit has shield, Shield Converter will also steal 15% of its health per sec and grant 75% of the stolen shield’s health to Giri. 50% of these gained bonuses is converted into mana.
Relay Amp: Range: 800/1100 Giri combines the Damage Amplifier and Homing Beacon. Once she selects a target location the Construct emits rays that tether onto enemy champions within range. This Construct can be targeted but not destroyed by Allies, 75% of the damage it receives from Allies is dealt to all tethered units. Tethered units are slowed when walking away from the Construct.
Strengths Rivet Gun allows her to build machines from a distance
Weaknesses Extremely mana starved even with items High CD’s
Tips for Playing If a enemy gets right on top of you before you can act, you can drop Repulse Ray’s Homing Beacon in the direction you would be chased, flash on the other side of your attacker and reactivate it to stop their attack.
Tips for Against The best way to force her out of lane is to force her to repeatedly use her abilities