Champion Concept/Creation
Ok, so... I can't seem to post on the actual 'champion idea' page since apparently NA isn't supported there for some reason? Not sure what's happening there.
I don't mind the individual powers being used for other champions if this one doesn't work.
The idea that spawned this champion: Veigar is evil right? He goes around killing people in an attempt to create peace by conquering every single city-state regardless of their affiliation due to the madness caused by his imprisonment in Noxus. So inevitably someone is going to get orphaned and want revenge.
Champion Name: Brynhild
Concept: Rune/Dark Power/Necromancy user who uses magic to do all of her fighting as she sees melee combat as worthless against her intended opponent; does not auto attack at all= instead controlling minion hordes using R which are tied into the user's health pool.
lore: Orphaned during a raid Brynhild had been forced to watch from her hiding place as the infamous Veigar sacked her village after they refused to submit to his will. She witnessed warriors fall without ever reaching the Yordle. She watched as light and elemental magic was negated by the sheer power of Veigar's attacks. However, for a brief moment, a shaman had managed to stand against him by creating runic barriers using the time given to him by the warriors, mages, and priests. The battle, though short, had shown her that dark magic could pierce the Yordle's magical defenses whilst rune magic could shield against it.
As she contemplated this in the coming weeks Brynhild came to the conclusion that others had before her: some darkness was to deep for the light to pierce it. So she began to research magic. Before long the girl began delving into the secrets of runic and dark magic to such an extent she was able to fuse them together. However, Brynhild knew that she could never willingly sacrifice someone simply for the time needed to cast her spells and Veigar was to random in his attacks to ambush. As such, she began looking into ways to distract him.
Golems failed almost completely even against lesser dark wizards; forcing her to teleport away as they were ripped apart using their own magical matrix to hasten the process. Mind controlled animals proved barely any better; having less ability to withstand damage despite not having a magical matrix to rip apart.
Finally, she discovered that Undead powered by life force rather than magic could get by without having a magical matrix yet could withstand tremendous amounts of damage.
Brynhild began using magic to detect evil in the world; killing camps of bandits, hunting wild animals attacking the farmers of small villages, slaughtering monsters terrorizing towns, and collecting the life force seeping into the world after large battles.
It was time for the real test against Veigar himself.
Abilities= all spells use percentage HP to cast or draw from Siphon for an equal amount. Cooldown reduction increases all of her damage by 1%/5% but does not reduce cooldown.
Passive: Siphon: Able to collect up to half max hp as life force from nearby allied or enemy kills; 1/minion, 2/large minion, 1/jungle creep, 5/large jungle, 10/champion. Able to convert it over time into half as much health or use it in place of Health when casting. Drains at 6/second after ten seconds from the latest damage received or dealt. If no Health is missing the life force is lost.
Q: Runic Power: Activating this allows the user to cast a rune empowered by dark magic using W, Death Magic with E, or both with R. If W or E is used Rune power goes on a 15 second cooldown, if R is used it goes on a 90 second cooldown. During the casting the user gains a 5% max-health shield. Creates a glowing blue ring of purple runes around the user's feet.
Q spells focus on either setting traps in bushes or warding an area against incoming enemies such as to prep the area for attacking Baron or Dragon.
Q+W: Dark Rune: after five second self-hold, a rune is formed upon the ground and creates a 300 ring of silence and blind. The ring lasts for six seconds and detonates as a 900 ring to deal ap-ratio damage. A purple rune enshrouded by black energy slowly takes shape.
Q+E: Death Rune: after a five second self-hold, a rune is formed upon the ground and creates a 300 ring which deals ap-ratio damage every second. The ring lasts for six seconds and detonates as a 900 ring to deal damage and heal equal to 1% of caster's max hp + half the amount of damage dealt to enemies during the six seconds as magic damage. A purple rune with a glowing green aura slowly takes shape.
Q+R: Reaper Rune: after a ten second self-hold, a rune is formed upon the ground and creates a 900 sight ring and 700 binding ring. Within the binding ring an undead flesh amalgamation covers the ground and has a central mass with 80/90/100/110/120% of the caster's maximum health as HP and 30/40/50/60/70% damage reduction from all sources. It has 100% of the caster's AP as AD. Any hits from the abomination heal the caster with 10/15/20/25/30% life steal, once every five seconds the creature will throw a tendril of flesh in an attempt to pull the closest non-ally to it; if an enemy champion is near Brynhild it will be targeted first. Lasts for forty five seconds or until death. Towers, Dragons, and the Baron ignore its damage reduction and deal +50% damage to it. During the first five seconds, a purple rune surrounded by black tendrils over a green glow slowly takes shape before darting 700 from the center in all directions. After eight seconds, the 900 sight ring forms giving the user early warning of incoming threats even in bushes within 700 except those created by an enemy Ivern. Cannot be cast within range of Skarner crystals controlled by the enemy but is not dispelled by them being captured.
W: Dark Invocations: Activating this allows the user to cast a invocation empowered by Verbal Runes using Q, Death Magic with E, or both with R. If Q is used Dark Invocations goes on a 30 second cooldown, if E is used it goes on a 8/7/6/5/4 second cooldown, and if R is used it goes on a 90 second cooldown. During the casting of Q and R the user gains a 5% max-health shield. Gives the user a dark aura.
W+Q: Runic Barrier: After a five-second self-hold, all allies within 500/1000/1500/2000/2500 range are shielded for 2/4/6/8/10% of the user's maximum health. The shield lasts for two seconds and then detonates in a 300 ring around each affected to deal remaining shield as magic. The dark aura becomes gains a tiny bubbles floating around it each second with runes inside.
W+E: Necrotic Blast: Immediately release a wave of energy which reduces movement by 10/15/25/30/40% and attack speed 10/15/20/25/30% for 1.5 seconds of all enemies in a 450 cone of 90 degrees and deals ap-ratio damage. After it returns, allies inside the cone and the caster are healed for half the total damage dealt to all enemies split between them even if they are full health. The dark aura glows green as the wave shoots out and returns.
W+R: Darkness Unleashed: After a two-second self-hold, a burst of dark energy blasts outwards in a three sectioned 300/600/900 cone of 90 degrees. The first zone deals true damage, the second ignores 50% of all magic resist but is not affected by magic pen=flat or %, and the third deals normal magic damage but is affected by both. The user is healed by 10% of all damage dealt by this ability. The aura gains five tiny bubbles every second until two overlapping pentagrams connected by green energy magnify the dark aura into a forward wave of destruction.
E: Necrotic Influx: Activating this allows the user to break a hole into the realm of death and create a spring of Necrotic energy empowered by Verbal Runes using Q, Dark Incantations with W, or both with R. If Q is used Necrotic Influx goes on a 15 second cooldown, if W is used it goes on a 8/7/6/5/4 second cooldown, and if R is used it goes on a 90 second cooldown. During the casting of Q and R the user gains a 5% max-health shield. Creates a green aura around the user.
E+Q: Life-Flow Blast: After a two-second self-hold, the caster channels a beam of green energy into an enemy within 800 dealing 1/2/3/4/6% of her own maximum health as magic over 4 seconds. Then beams connect to enemies within 300 dealing 1/2/3/4/6% of the original target's maximum health to each target as magic over 2 seconds. The green aura forms into bubbles around purple runes.
E+W: Leech Bolt: the user fires out a bolt of black and green energy swirling around each other to strike the first enemy champion it hits. This deals ap-ratio and splits all damage dealt to heal allies within a 300 ring. The green aura darts into a single point as darkness gathers and shoots out as a single bullet.
E+R: Blood of the Willing: after a 2 second self-hold, the user sacrifices her half of her maximum hp for 20 seconds: giving half of the total sacrifice as a shield to each ally within 500/1000/1500/2000/2500. This shield is able to regenerate at a rate of 1%/second in combat and 5%/second outside of combat. If the targets leave one and a half times the original casting range, they lose the shield but the health remains sacrificed for all 20 seconds. 10% of all AP damage is reflected as AD, 10% of all AD damage is reflected as AP. Even if the user dies, the user's corpse will act as the central point for the shield spell. After the sacrificed maximum health returns the user will still be lacking the actual health and must heal.
R: Unrelenting Army: Activating R allows the user to directly control, and thus position three separate armies using Q, W, and E. Each army shares 20% of the user's main health as the lower half of their HP and a shield on the user shares with the upper half of each army's health. It is possible to AOE damage all four at once, but the damage to each is reduced by up to 10/20/30/40% from caster to Q to W to E in that order. Damaging the user's shield splits the damage equally with any armies above half health. Damaging the user's health splits the damage equally with all armies. 'Killing' an army immobilizes it, makes it untargetable, and reduces its damage by half: though going beyond 650 range calls an army back to the user through tunneling underground regardless and deals damage to any they pass under.
Each army has HP equal to 40% of the user's maximum health. Each army is a small group 6? of minion-sized zombies with animal head-shaped helmets including rabbits, wolves, and such. Each group attempts to stay tightly packed together and can be targeted by clicking any of the zombies: meaning that the same army can actually bounce shots between its own members even though they take AOE damage as a whole: Miss fortune could double tap to deal double damage + double love tap.
Q army: spear 150 attack range, uses 35/45/55/65% of AP to deal AD damage: Kinetic Runes: every five seconds the army attacks as one unit to perform a knock up.
W army: Staff 600 attack range, uses 35/45/55/65% of AP to deal AP: Heal: every ten seconds each member can heal a random nearby ally equal to 1% of the user's maximum health.
E army: Necrotic darts 300 attack range, uses 35/45/55/65% of AP to deal half AD/half AP damage: life steals 10/20/30/40% to the army: if full, life steals to the user.
When she dances, all the minions dance dance around with her: even the Reaper Rune Undead Amalgamation if it is currently active.
Skin: Candy-Goblin Queen Brynhild: Bright colors all throughout her outfit with various candy-shapes instead of skulls, runes and such. The minions in the armies are now Green skins instead of zombies and have rock-candy spears, candy-cane staves, and shoot gumdrops out of their dart guns. The Undead amalgamation is made of taffy tendrils and rock-candy spikes instead of flesh tendrils and bone spikes. Runes in her spells are replaced with purple candy shapes.
I thought I had done so well on planning Brynhild, but it seems like only four people liked it enough or hated it enough to leave a vote. I guess everyone else thought it was just average. Maybe I'll try again in a few months with a fresh mindset 