Runn 'el, Fury of the origin
So, this is a champion concept ive had for a while. Let me know what you think.
What he looks like. Runn 'el, Fury of the origin is a being comprised entirely of blue crystallized stable and unstable mana. He is a moderately large humanoid based on ryze's size. Runn 'el has a smooth face without features while in melee form. While in ranged form his face splits open to show a furious mouth and eyes. The mouth doesnt have lips it just has a large row of large sharp teeth syncing perfectly. His arms are enlarged and spiked upwards as if mana had instantly hardened as it was blown upwards creating stalagmites. His torso is a humanoid torso however instead of muscles it is smooth just like his face. At his waste is a tattered hide/cloth that extends past his kneecaps and is held by a weaved leather belt with large, stone, and world rune tablets hanging off the right side. His legs extend past the end of the cloth and hes wearing smooth stone greaves with very little detail. Hes wearing a necklace made of smaller stone runes like the ones hanging off his waist. His weapon is his control over mana. While he is moving he floats much like malz or syndra. While he is sprinting he starts to defuse behind him as if his own life force is being burnt to speed him up. While in ranged form his body gives off particles as if expending excess power.
Lore Runn 'el is the embodiment of mana sprung forth from the depths of mana veins running under the lands, born in a violent eruption in response to Ryze ripping a world rune away from a mana vein that rode too close to the surface. Ryze tore the rune away early on in his journey to secure the world runes unknowing the rune had a very powerful force guarding it and ryze's only choice at the time was to run, leaving Runn 'el to chase after ryze till the ends of the earth. Runn 'el is only part of a whole as he is still connected to the mana veins residing deep within the world. His entire being was made to deal explosive damage to anything in his path in pursuit of the world rune held by ryze, and he will stop at nothing to return the world rune back to the origin of the worlds mana source.
"If i could snatch it away when I was still inexperienced, it obviously was not guarded well enough!" - Ryze
Gameplay Runn 'el is a hybrid melee/range caster that plays like jayce. His melee form is based on stable physical mana. His ranged form is based on unstable ethereal mana. He could be played mainly in mid lane however can go tanky and be played equally well in top lane. His melee form has higher DPS and his ranged form has higher burst however is primarily skillshot based. His stable form has higher health sustain and his unstable form has higher mana sustain. Maintaining a balance in forms allows for multiple playstyles as well as sustain in lane.
Due to his ranged form being an artillery type, his base defenses will be primarily low. Due to his melee form being a diver/fighter type, his abilities will have a moderate amount of in combat shielding or healing.
P Reasoning behind the passive. Due to Runn 'ell having a body made of mana, hes able to siphon off the mana of the world around him. As he moves hes able to harness that mana into himself and is then able to harden that mana.
For visual effect to help you see the ability. This would look like small mana particles like the old mana pots slowly pulling towards Runn 'el as he moves. Once he stops moving a large number of mana particles pushes away from him as if disconnecting from his being.
Ability
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Runn 'el gains increasing regens while moving based on his current form until he remains idle for longer than 2 seconds then loses the regen. Melee - While in melee form he gains increasing health regen up to a cap. ** Ranged** - While in Ranged form he gains increasing mana regen up to a cap.
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While Runn 'el is regenerating due to this passive a 1:x ratio of the regenerated resource is also converted to a shield that decays upon him remaining stagnant or idle unless the shield reaches a cap in which case it does not begin to decay until Runn 'el is damaged by an enemy unit.
Q Reasoning behind the Q. Melee - While in melee form he is more stable and solid meaning his hits should be harder hitting. Ranged - While in Ranged form he is more ethereal meaning hes able to blast mana outwards as a way to poke.
For visual effect to help you see the ability. Melee - Runn 'el's throws up his hands into an X shape and forces them downwards, his hands are then enveloped in a darker blue/purple mana appearing as claws. The purple travels up his arms all the way up his shoulders as if very large veins are pulsing in his arms. Ranged - Runn 'el holds up his right hand above his head and fires a bolt upwards landing at a ground target location. As the bolt is charged an indicator shows on the ground of ionized static. Upon the bolt plummeting to the ground it bursts outwards and the ionized static becomes active continuing to shoot out sparks to nearby enemies. The size of the ability is about the size of xerath w.
Ability
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Melee - For a short amount of time his auto attacks are given an ap ratio converted into physical damage. This newly augmented auto attack can crit. Autos increase the duration of the ability up to a cap and are not augmented by crit damage increase.
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Ranged - Runn 'el channels a lightning bolt and fires it at a ground target location. The lightning bolt deals modest damage upon impact and then continues to shock and deal damage for a short duration after the lightning bolt lands. If the ground is already ionized prior to the ability cast, the damage dealt over the duration is immediately dealt.
W Reasoning behind the W. Melee - While in melee form he needs a way to keep his DPS up for an extended duration while his Q is down. This augments his Q but does not limit him to using his Q for dps. Ranged - Being an artillery mage, Runn 'el requires a way to land the abilites hes throwing. Creating destructible terrain allows for him to land hits as well as leaves enemies with chances to escape.
For visual effect to help you see the ability. Melee - Runn 'el quickly drops down and stomps his feet on the ground which causes lightning to strike a large area around Runn 'el and the lightning ionizes the area leaving plumes of purple static electricity crackling in the area. The lightning crystallizes around the outer ring of the area creating a thin wall turning the area into an arena. The area is around 3/4 the size of trundle w. Ranged - Runn 'el quickly drops down and stops his feet to the ground which causes lightning to strike a ground target area and creates an ionized field around the area. The lightning then crystallizes around the outer ring of the area creating a thing wall. The area is around 1/2 of the size of trundle w.
Both Casts take around 3/4 seconds to complete and the ability to be fully cast.
Ability
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Melee - Runn 'el creates a large arena around himself of ionized ground that him and his allies can freely walk through. While Runn 'el is in the arena he receives %crit chance based on his AP. This ability has a long duration and a long CD but the duration is not tied to his ult passive. Leveling this ability reduces the CD. The wall has 4 sections with 2 health each. This ability does interact with his Ranged form's ionized abilities however this ionized ground is not replaced.
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Ranged - Runn 'el creates ionized ground at a target location and a thin wall around the targeted area that him and his allies can freely walk through. The entire wall has only one section and only has 2 health.
E Reasoning behind the E. Melee - While in melee form he needs a way to close distances or he will be killed too quickly as he has the stats of an artillery mage. Ranged - While in ranged form he is an artillery mage meaning he needs to be able to push enemies away.
For visual effect to help you see the ability. Melee - Runn 'el claps his hands together creating a mana bolt in front of him and then quickly dashes along the bolt sending out mana shocks to enemies he passes through. This is a skillshot. Ranged - Runn 'el quickly forms a large darker blue/purple mana sphere in his left hand and throws it in a direction. Upon it's impact it explodes outwards past the point of impact with force and then dissipating into the ground to return to the vein as it ionizes the ground just past the land where the sphere impacted. This sphere is about the size of him. This is a skillshot.
Ability
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Melee - Runn 'el claps his hands together which shoots out a non-damaging bolt of ionized mana that he travels along and deals auto attack damage to enemies he passes through. He stops upon the first champion encountered. If this ability is cast while he is on ionized ground or travels through ionized ground the duration of the ionized ground is refreshed and a fraction of this ability's cd is refunded. Ionized ground can only be refreshed once.
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Ranged - Runn 'el forms a sphere of mana and throws it in a direction. Upon impact it explodes pushing all non-friendly units back and ionizes the ground just past where the sphere impacted. If this ability explodes on ionized ground, its damage is doubled and the enemies are stunned instead of knocked back. Has a long range but travels slowly. The ability explodes upon reaching its destination/max range.
R Reasoning behind the R. Runn 'el is made out of mana and mana can be unstable as well as stable. Him being able to use both forms shows hes linked to mana in a way that rakan and xayah would be envious of.
For visual effect to help you see the ability. Melee - Runn 'el while in melee has a clear fog around him to show hes solidifying the mana around him. Compacting the mana into a crystal. Ranged - Runn 'el while in Ranged has a purple fog around him thats constantly swirling in and out showing hes dissipating and reforming.
Passive - Many of Runn 'el's abilities leave ionized ground. Ionized ground has a clear circle indicator around locations where ionized ground is active.
Active - Runn 'el speeds the mana around him and reverses the flow causing the stable mana to become unstable and visa versa.
Ability
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Passive - Many of Runn 'el's Ranged abilities leave ionized ground. This ionized ground lasts for x duration. Ionized ground from earlier spells is replaced by later spells if they interact with the ionized ground. Spells can only interact with one ionized grounds at a time and will interact with the earliest placed ground.
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Toggle - Runn 'el changes abilities and loses/gains range when transferring between forms. CDs between forms are not linked meaning QWE can be on CD when in one form while being ready in the other. Range specific items can only be used in the particular range set however all can be purchased.
Welp. There it is. let me know what you guys think.