Dinames the Mutated Drake-Hound

Gilgayu·2/14/2019, 9:35:23 PM·4 votes·1,816 views

(Pronounced Die-Na-Mes, not Di-names...) https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/d5429c62-0654-460b-92db-7604bdbf1a66/dbin0qc-df5a02aa-18cb-47c2-8e21-9156ea141152.jpg/v1/fill/w_1024,h_615,q_70,strp/dino_dragon_by_jeffchendesigns_dbin0qc-fullview.jpg https://www.deviantart.com/jeffchendesigns/art/Dino-Dragon-696435060 I do not own this artwork, the artist go by the name jeffchendesigns. This concept is actually done a week ago, but I've been trying to write a longer bio but... meh... too dumb to do so.

Enjoy :)


Drake-hounds are not mindless pets, but are rather wise enough to listen to those in power. Once we lose power, we will lose control over everything.

— A certain Noxian commander


Please give comment, critic, or whatever. I’ll take all suggestions into consideration.


This concept is highly inspired by page two and three of “Life in Noxus”, which is linked below on drake-hound.


Lore Summary: A longer bio might come out later Once a deadly drake-hound trained for combat, Dinames became a completely different breed after being exposed to the toxic chem-tech that Noxus has been adapting to in the past years. Now filled with new-found power, he is ready to take down the empire that has enslaved his kind for decades.


Region: Noxus Roles: Skirmisher/ catcher/ diver Positions: jungle, top ,(support?)

Base Stats:

Health --------------------------------- 575 (+98) HP Regen --------------------------- 4 (+0.55) Mana ----------------------------------- 390 (+64) Mana Regen ---------------------- 4 (+ 0.55) Attack Damage ----------------- 68 (+ 3.5) Attack Speed -------------------- .675 (+1.2) Armor ---------------------------------- 15 (+3.1) Magic Resist --------------------- 18 (+2.45) Movement Speed ------------ 345 Range ---------------------------------- 125

Some notes on his stats:

  • He has a pretty average - high hp and mana, but he has little to nothing HP5 and MP5. His armor and magic resist are also on the low side, but he has a decent AS and AD for a skirmisher.

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Passives: (the following / will indicate levels 1/7/13) Toxic Veins : Dinames will lose 0.75/1/1.25% of his maximum health as physical damage every second (after 1:30, so he doesn’t just die...). Dinames is immune to this damage for 30 seconds after entering his base; duration starts after he leaves the base and it has no cooldown, meaning it can be refreshed infinitely. His auto attacks will also apply a stack of toxic spit on the enemy for 4 seconds, stacking up infinitely (refreshes every time a new stack is added). If he has at least 3 stacks on enemies (minions or whatever) anywhere on the map, he will heal for 0.25/0.5/0.75% of his maximum health every second instead of losing 0.75%. He will be healed an additional 0.2/0.4/0.6% for every additional stacks he apply (so heals for 2% if he applied 5 stacks to enemies on level 1-6). This additional heal is halved if there are more than 10 stacks present (meaning if there are 14, it works like there are 12, not 7.) Damage: 2/4/6(+1.75% total AD) true damage per stack

Trained for Combat : Dinames gains 3% bonus armor and mr for every second if more than 1 enemy champion within 1200 range of him, capping at 15/30/45%. Loses at the rate of 3% / second when there is only 1 enemy champion in range. The Effects (all effects: duration, %hp lost, %hp gained, etc.) of toxic veins are tripled when there are at least 3 enemy champions within 1400 range of Dianames.

Note: Toxic Evolution doesn’t have to be all stacked on the same enemy, so sometimes it might be good to put a few stacks on caster minions so you don’t have to push nor lose health (but considering he is melee, it will probably be pretty hard to stack those on casters) Unlike most health costs, this one is physical damage. It somewhat allows him to survive without having to stack if his second passive can be in effect (which is why I put support as a possible role, but jungle/top will probably be better).

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Q: Poisonous Bite : Cooldown: 14/13/12/11/10/9|| Cost: 60/55/50/45/40/35 mana

Passive: When Dinames successfully gets 10 stacks of toxic spit on a single target, they will be slowed by 10%(+1.2% for every stack exceeding 10)(+2% for every 30 bonus AR/MR) for 0.5(+0.05 second for every 1 stacks exceeding 10) second. 4/3.8/3.6/3.4/3.2/3 seconds static cooldown on the target effected, but no static cooldown otherwise.

Active: Dinames empowers his next auto attack, gaining 15/17.5/20/22.5/25/27.5 bonus range, dealing 15/25/35/45/55/65 (+70% bonus AD) bonus physical damage, and applying 1/1/2/2/3 (+1.25% total AD) stack of toxic spit. This resets auto-timer.

Note: A relatively simple ability. 10% slow for 0.5 second is barely noticeable, but this will become extremely annoying if the enemy has a lot of stacks. An enemy with 20 stacks will be slowed by 22% for 1 second. That scaling for AR(stands for armor) and MR is basically allowing a tank build because tank build would mean less AS (most of the time).

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W: ??? : Cooldown: 60/55/50|| Cost: 5% current health

Passive: Every third attack Dinames uses his tail to swipe the enemy, gaining 5/10/15/20/25/30 bonus range, dealing 5/10/15/20/25/30(+140/145/150/155/160/165% bonus AD) magic damage in a 70 degree arc, and slows himself and targets hit by 10% for 1 second. This applies 2 stacks of toxic spit.

Active: Dinames times the effects of Trained for Combat by 1.5/1.5/2/2/2.5/3 for 5/7/9/11/13/15(+1 for every 40 bonus AR/MR) seconds, but both him and his teammates loses the ability to stack Toxic Spit on enemies but is also immune to the self damage of Toxic Veins for 13/12/11/10/9/8(-1 for every 50 bonus AD).

Note: Passvie: The damage isn’t that high: for this to do the same damage as his auto, he needs at least 70 bonus AD or so. Mixed damage is nice, and that slow benefits Dinames because he can further slow his opponent with his q’s passive. This is mainly made for his wave clear, as he isn’t the best user for any of the hydras.

Active: This gives him a burst of defensive stats in an emergency situation while he isn't punished as much if he has enough ad (but he also won't have a lot of stat gain, so in a way, it's "adaptive")

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E: Sprint/Snatch : Cooldown: 20/18/16/14/12/10|| Cost: 60/55/50/45/40/35 mana

Passive: Dinames gains movement speed for everything he kills (0.25 for minions, 0.3 for small monsters, 0.6 for large monsters, 2 for champion/epic-units). He also loses 4 times as much health when killing units ^.

Active: Sprint: Dinames rushes forward at twice the speed of his MS(similar to dash, but will attempt to auto-path if a structure is in the way) for 800/900/1000/1100/1200/1300 units (but max range is 600, meaning that extra range is just for going around walls and things like that), “biting” the first champion hit/within 100 units (including allies) and snaring them for 1.5 second, and will be able to cast Snatch in the next 1.5 second.

Snatch: Dinames can recast within 1.5 second to yank the “biten” champion to his back. If the champion hits a structure before being fully yanked, they will be stunned by 0.5/0.75/1/1.25/1.5/1.75 second and dealt 0(+100% total AD) physical damage even if they are an allies. Yank means to swing the champion either toward your left or toward your right, which is the only thing you can control during that 1.5 second recast time. (So you will swing the champion in a half circle arc if you choose to recast, but you can decide which way you want to swing them...)

Note: So… quite a long ability His passive basically grants him some MS since 345 isn’t the greatest MS for an melee, but the other half of the passive just pushes down his passive (like, passive passive) a bit so he doesn’t just become mundo 2.0

During the time between the first cast and the second (no cook time or anything, you can cast the second one as soon as you “bit” someone), any form of hard cc will interrupt you and disallow the second cast. This makes your teammate think twice before just putting a huge iceberg right on top of you (yes, trundle). This ability will only deal damage if Dinames actually slam a champion into a structure, INCLUDING ALLIES. This ability will be extremely strong if used right, but if you yank an ally into a wall… ggwp all.

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R: Chem-Evolution/The Oppressed : Cooldown: N/A|| Cost: 100 seconds

Passive: Chem-Evolution cannot be upgraded and is unlocked at level 1, but all of Dinames’s basic abilities can be upgraded to rank 6.

Chem-Evolution: Dinames’s basic abilities will gain extra effect upon being upgraded to rank 6. Q: Dinames will slow himself for only half the amount W: Applies 4 stacks instead of 2 E: Cast range becomes 800, and it becomes a dash (no longer have to auto-path)

Upon maxing out two basic abilities, this ability gains an active: The Oppressed: After 2 seconds of channeling, Dinames gains 5% bonus MS, 20% lifesteal, and becomes immune to fear, slow, and charm for 4 seconds. Dinames also grants allies within 800 units of him (only those who are present right at the end of the channeling) Chemical Mutation for 4 seconds. Chemical Mutation: allies with Chemical Mutation can apply toxic spit with their auto attacks.

Note: His ult is pretty weak when used alone, but if his whole team is near… he will put mundo to shame.

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

Important Informations:

  • Dinames’s passive is not that strong at all. For comparison, Darius does [13 − 30 (based on level) (+ 30% bonus AD) physical damage] per 1.25 second per stack.
  • Dinames is not an easy champion at all. The player himself(herself) need to be aware when will be a good time to activate ult or use e, since a misplay might lead to the enemy getting an ace.
  • As Dinames: In laning phase Dinames should focus mainly on keeping the stacks on the enemy champion since he doesn’t benefit from hard-shoving (he has no ranged ability).
  • Against Dinames: Run away when you have more than 3 stacks on you; stay away from walls, simple as that.

Tips and Combos:

  • Dinames loves to have teammates that can create structures, so there is nothing easier than ganking anivia.
  • In laning phase against champions that like extended trades (darius, garen, etc.), try to use the combo [empowered auto(w), aa, q, aa, aa, empowered auto].
  • For short poke use [empowered auto, q] since they both enhance your attack range

4 Comments

ChaosReyn2/15/2019, 3:20:11 PM1 votes

You seem to love making it a challenge for your champions to do even the most basic of things...in your first concept, it was move without running out of energy and being unable to fight. With this one, it's live for any amount of time. xD

Even if hitting minions can trigger the healing, it takes an average of 35s to walk from base to the outer turret of a side lane (or 30s for mid) with no boots. At 2% max hp/s, that's about 70% of your hp by the time you reach lane. And that's reaching lane, before you can get 3 stacks on anything. You're going to die when the enemy laner looks at you funny.

If you're going to make this champion with the intent of it losing a lot of hp with the reward of healing under certain requirements, I'd remove his mana and that kys passive, and just make his abilities cost %maxhp. This means you don't just instantly die a lot if your requirements aren't met, but that you're still at an insane disadvantage if you try to do anything without meeting your requirements. Sort of like Zac: if he misses his abilities, or if his opponents step on his blobs, he can't gain his HP back. Except in your case, with a much more aggressive skirmisher, it'd be far more high risk-high reward than playing as a tank that stacks massive loads of hp. Especially using %maxhp instead of %currenthp, because Zac does %currenthp (and heals for %maxhp of his blobs) and still has issues if he goes full Leeroy with his abilities without getting blobs.

As this undoubtedly will have a huge impact on the rest of your concept, I'm going to leave it at that for the moment. I don't think the idea behind it is a bad one, as there's still a lot of potential to the overall kit, but in its current state, it seems like you've tried to make things a bit more grandiose than they need to be, noticed that you're making something huge, and tried to balance out all the insanity with an equally insane drawback. Both need to be reigned in a bit before you have something potentially playable.

OoTriloDiveroO2/16/2019, 6:48:07 AM1 votes

HMMMMM,this is kinda good concept...and this concept inspired me o create another third concept champion)))))