[Champion Concept] - W.R.E.N., the Precise
W.R.E.N., the Precise
Who is W.R.E.N.?
Not who, but what. It was once the Wholesome Energized Nurse, or a W.E.N., which were prominent automatons in health facilities around Piltover, as they used super-heated energy particles to instantly heal small wounds and perform intense and extensive surgeries without fail. Treatment had a 100% success rate. That is, until armed gangs stole some of the robots themselves to harvest their equipment to weaponize. Raids became more common and violent, as the automatons lacked the programming to defend themselves, their patients, and the facilities. Then, in one armed assault, a W.E.N. managed to put two and two together and fought off the enemies, killing them all in the process, but didn’t stop there. It then proceeded to murder certain patients deemed as threats, or at least those with a criminal history tied to gang acts. Once subdued and deactivated, the W.E.N. unit was sent to be scrapped and decommissioned, and was renamed W.R.E.N., including Retired in its acronym.
A scrapper saw an opportunity to install the robot as his personal bodyguard renaming it W.R.E.N., but he didn’t have the proper skills or equipment to reprogram the robot before reactivating it, and lost his life to its heartless mission: kill. The soulless robot then started heading in a direction, eliminating life, before vanishing into the Ironspike Mountains, and not seen or heard of for many years.
Now, the name W.R.E.N. has resurfaced, echoing from the souls of the victims who ventured too close to the mountains, slowly leading it closer to their hometowns. Survivors rarely make it back, but when they do, they speak of its name and robotic appearance, its menacing eyes, and its murderous intent. The name of W.R.E.N. brings fear and a haunting reminder of the bearer of the name: the Wicked Renowned Enigmatic Nightmare.
W.R.E.N. is the first mana-less AD carry, and it uses abilities based off a new source, Heat.
Passive: Heating Conduit Basic attacks generate Heat, and abilities cost a percentage of stored Heat. Basic attacks deal damage to all enemies in a line between W.R.E.N. and the target. W.R.E.N.’s basic attack range is slightly less than most champions, but waiting between basic attacks allows it to charge up, increasing the range of the next attack, and generating more Heat with the next attack. Upon reaching max Heat (100%), W.R.E.N. gains the buff Overcharged for a duration, which decays his Heat, but it’s abilities have bonus effects and reduced costs. Basic attacks will not generate Heat during this time, and death will result in an explosion damaging all nearby enemies. Once Overcharged, W.R.E.N. cannot become Overcharged again for another 10 seconds.
Q: Plasma Volley / Energized Volley Upon activation, W.R.E.N. channels briefly while stepping towards the cursor and is immune to crowd control. After channeling, it rapidly fires three shots in the direction of the cursor, dealing damage to the first enemy in it its path. If Overcharged, this ability deals AOE damage.
W: Ignition / Outburst W.R.E.N. ignites a plasma energy barrier that reduces incoming damage and burns nearby enemies. If Overcharged, passively, W.R.E.N.’s basic attacks burn enemies for a percentage of their current health. If activated while Overcharged, W.R.E.N. instead consumes all remaining Heat to deal explosive magic damage to all surrounding enemies. This deals bonus damage based on Heat consumed.
E: Surveillance / Target Lock Passively, W.R.E.N. gets notified when an enemy champion gets too close (within a certain range), and points out the general direction of where they are, but not their exact location, or who it is. [W.R.E.N. will have four indicators, like a compass, and these indicators will glow and increase in size when an enemy champion or champions is or are nearby.] Actively, W.R.E.N. will select one enemy champion and they will be revealed for 3 seconds. If Overcharged upon activation, W.R.E.N. will be able to attack the targeted enemy champion at maximum basic attack range (this will not provide bonus Heat from passive).
R: Focused High-Intensity Plasma Beam W.R.E.N. channels ever so slightly and fires a very powerful global plasma beam in a target direction, stopping at the first enemy champion and dealing massive damage. The beam has a very thin hit-box and there is no delay between firing and hitting a target. [If an enemy champion is in the line of fire at the time of firing, they’re hit.] If Overcharged, the ability executes enemy champions at 15% health or below.