[Champion Concept] Algon'Rey, The Jaw of the Slitherine
Lore:
Beneath the shadow Isles, there lies the den of a massive serpent of untold terror. No human has ever seen the vile beast, and the the ones surrounding that place live in perpetual fear of what lies beneath. But a few times in Demacia's recorded history do they have accounts of the ground opening up and spitting green gasses and rocks. Noxia however, having been around the Shadow Isles for centuries, has a much deeper record, and interest, in what the ground may yet hold. Some may ask if the Serpent is still alive, or was it ever real? Others hypothesize that the terror is not just a mere snake, but rather something the gods had locked away to never threaten their existence again. If any of the speculations are true, then the world has very much to fear.
Far above the lair of this myth, no human has seen the beast, and neither has any beast. There are however servants of the legendary reptile that carry out the bidding, and many cults have formed in hope of this atrocity to return and exact vengeance on the gods.
Algon'Rey is such a servant. He, or rather, it, standing 8 feet above the ground, with the body of a man, wears an amulet of a black, obsidian snake, and a silver snake, around his neck. Weilding deceptive powers, he wears pants and a vest, but no shoes.
**Primary Role: **Mage Secondary Role: Support
Resource: Mana
Passive: Amulet atonement: Algon'Reys amulet will glow purple or green, depending on what resource he lacks. That is, health or mana.
When Algon'Reys health percentage drops below his mana pools percentage, his amulet will glow purple and have additional effects accordingly. Purple shows that you have more mana %.
When Algon'Reys mana percentage drops below his health pools percentage, his amulet will glow green and have additional effects accordingly. Green shows that you have more health %.
Abilities: (His AP scales low, because I don't want him to be an assassin or too unbalaced. With a good ally, he is very useful. AP scale might be like +0.5 AP, not like 1.2 AP, as some champions scale).
Q: Terra Schism: The ground at a targeted location will shake and split, releasing toxic chemicals, dealing magic damage and slowing the target, and then a rock, which flies up into the air, striking the same spot on the ground 2 seconds later, dealing physical damage.
Purple atonement: When the ground shakes, it stuns the targets in the center of the blast for 1 second, then applies the slow.
Green atonement: If the meteor strikes a champion, dealing damage, then Algon'Rey gains bonus movement speed.
W: Gaze Portal: Algon'Reys gaze upon a targeted champion allows his master to glimpse at the foe, and them to catch a glimps of his power. Enemies facing Algon'Rey are feared for 0.5 seconds, and enemies facing away have their movement speed decreased. Deals damage based upon AP.
Purple atonement: Algon'Rey heals for half the amount and a nearby ally for the other half of the damage dealt.
Green atonement: The ability applies a Damage Over Time effect for 4 seconds, dealing 5% current health each second.
E: Serpents Spit: Algon'Rey spits on the targeted champion, causing the next basic attack to deal true damage.
Purple atonement: Algon'Rey, if he chooses, can spit on an ally (including himself), causing the next attack on that player to heal for half the amount of damage it would have done, and negating all negative effects. If an ability (not a basic attack) is succesfully blocked, that player gains bonus movement speed.
Green atonement: Algon'Reys spit also lowers the targets armor and magic resistance by 30% for the next 5 seconds.
R: Masters Reckoning: Algon'Reys master becomes enraged by your ensuing trials by the lowly lifeforms. He roars, throwing power to your aid.
Purple atonement: Heals all allies in the area for 2-8% of their max health, depending on how low it is, giving all allies within the area bonus movement speed, and a shield for 2 seconds blocking a small amount of damage.
Green atonement: Deals 10% of current health to all enemies within range as magic damage, and applies to all allies within range the Aura of Venom.
Aura of Venom: Deals magic damage each second for 7 seconds to nearby enemies, based upon their own AP, not Algon'Reys (Medium base damage, so those with no AP will still have a benefit from it.). Champions can only take damage from one Aura at a time (so you can't stack the Aura's, dealing insane amounts of damage without actually attacking).
The buff is that every ally champion gains an aura of venom around them, dealing magic damage each second for 7 seconds, scaling with their own AP, not Algon'Reys.
So how do you like the idea? I know that there is already a
, but we could use some more characters that are unique. We have
and
who are all archers in their own unique way, so why not another serpentine-like champion?
Leave a comment below and up-vote if you like the idea. If you have a suggestion, still leave a comment.