Crunch, the Rock of Monolith (Revised)
Crunch, the Rock of Monolith
Crunch is intended to be played as a top laner that can either be played as a full tank or a bruiser; however, there might be some potential for him to be played as a jungler. All the numbers are there just to show what to ability is meant to do and how it scales. I envision Crunch to be of the same size as Renekton in-game, but he is rock which might look a little like Malphite. His autoattacks consist of him pounding his enemies with his fists.
Passive: Every fourth autoattack Crunch smashes the ground dealing 21(+7/level)(+1.2 AD) physical damage to every unit within 100 range of targeted unit of the autoattack slowing for 10/15/20/25% (1/6/11/16) for 1.5 seconds. On hit effects only apply to the targeted unit.
Q : Crunch dashes (similar to Shen’s in design) dealing 60/95/130/165/200 (+1.0 bonus AD) physical damage and gets a shield equal to 60/90/120/150/180 (+0.4 AP) increased by 30/45/60/75/90 (+0.2 AP) for each Champion hit by the dash for 3 seconds. Cooldown: 16/14/12/10/8 seconds. Range: 550. Mana Cost: 60/65/70/75/80.
W: Crunch shields himself gaining 20/30/40/50/60 armor (+0.15 bonus armor) and magic resist (+0.15 bonus magic resist) which lasts for 5 seconds, but upon taking substantial damage (30% max health?), the shield breaks and deals 50/90/130/170/210 (+0.5 AP) magic damage and slows for 50% which gradually decreases over 3 seconds to people around Crunch (some what similar to Leona's shield on W when it bursts). Cooldown: 12 seconds all ranks. Range: 300. Mana Cost: 50/55/60/65/70.
E: Crunch hurls a rock that explodes upon enemy collision, dealing 80/120/160/200/240 (+0.6 AP) magic damage in a 150 radius and slows for 20/25/30/35/40% for 2 seconds. Cooldown: 12/11/10/9/8 seconds. Range: 900. Mana Cost: 70.
R: (passive) Crunch's passive decreases the armor of the units hit by 6/9/12 for 3 seconds stacking up to 3 times. Autoattacks against the target unit refreshes the timer of the stacks on the unit (as well as the actual passive's proc). R: Crunch stampedes the battlefield in a line, dealing 150/250/350 (+0.8 AP) magic damage to enemy units ran over, as well as stunning them for 1.0/1.25/1.5 seconds. Cooldown: 120/100/80 seconds. Range: 1000. Radius of charge: 250. Mana Cost: 100.
I don't really have much for lore, but it could be some how connected to Malphite's since they are both from Monolith. I hope you enjoyed the read and maybe you could provide some feedback to let me know if the idea is nice, if it is not nice, or if there is any piece you think is missing so I can make future concepts with better structure and ideas. I wanted Crunch to be champion that can survive the heat of battle, with some utility and damage in his basic abilities, and I wanted Crunch's ultimate ability to be a large crowd control that can turn the tides of a team fight, kind of like Malphite. I do feel his E is somewhat incomplete, as it mostly just a retreat or chase tool, but its simplicity isn't a bad trait since it does provide a utility that could help him different situations, such as retreating and chasing.