Warlow, The Magic Cannon - Champion Concept

quantum calamity·2/28/2016, 5:46:53 PM·1 votes·595 views

Lore

Warlow grew up in the outskirts of Zaun and was always fascinated by the travelers coming from the capital that seemed to always have a new gadget or gizmo that they tried to sell to the normal plains folk that he lived and worked beside. After saving up enough money to travel to the capital Warlow met the man that would change his world for the better in his eyes, Vicktor, a man that all said was the go to guy for anything Techmaturgical in nature even if his views were a little extreme. To Warlow though he found this mans words to be like a bible to him to the point where Warlow seen Vicktor as almost like a god incarnate. After Vicktor’s transformation into the machine herald it was no surprise to see Warlow follow suit in his own way, getting surgery to remove and replace his arms with Hextec robotics and infuse it with magical rounds of pure arcane energy. Warlow has now left Zaun and has followed his self proclaimed god to the League of Legends to see with his own eye’s the might of his power.

“I will serve my messiah until the day I die, non will defeat him until they get trough me!” - Warlow

Roles

Marksman Mage

Base Stats

Auto Attack Range - 530 units Health - 530-1750 Special resource - explained in Passive Armor - 22-78 Magic Resist - 28 Health Regain - 3.5/sec.-17/sec. No mana for regain No physical damage Attack Speed - 0.645-0.975 Movement Speed - 335

**Moves **

Passive - Hextec Hands

Auto attacks by Warlow deal 70-200 (scaling with level) (+70% of ability power) magic damage in return Warlow does no physical damage. Every third auto attack deals 10-50(scaling with level) (+15% of ability power) extra damage and steals energy from enemies giving you a Hextec Charge (max of six charges held at one time) which is used to cast all of Warlow's spells.

Q - Mind Over Matter

Cost - 3 Hextec Charges Cooldown - 22/20.5/19/17.5/16 secs. Range - 600 units Creates a vortex at target location for 3 secs. with a radius of 250 units that slows all enemies trapped within it by 25/30/40/55/75% that decays over 0.5 Secs. reapplies slow every 1 sec. If enemies are still within this spell when it ends they are rooted for an extra 0.5 secs. and take 40/60/80/100/120 (+75% of ability power) magic damage.

W - Fast Hands

Cost - 1 Hextec Charge Cooldown - 20/18/16/14/12 secs. Range - Self Cast

Warlow uses one of his charges to empower his hands to attack faster gaining 10/15/25/40/60% attack speed and dealing an extra 20/40/60/80/100 Magic damage on every auto attack for 4 secs.

E - Power Charged

Cost - 2 Hextec Charges Cooldown - 16/14/12/10/8 secs. Range - 750 unit skill shot

Warlow Consumes a Mystic Charge and blasts out a huge amount of magical energy in a line of 200 unit width dealing 120/140/160/200/240 (+75% of ability power) magic damage, 50% damage to minions.

R - The Cannon

Cost - 6 Hextec Charges Cooldown - 180/150/120 secs. Range - 1500 unit skill shots

Warlow consumes all of his Hextec Charges over Charging his hands and bringing them together to allow for three rooted long range energy blasts (0.5 delay between blasts and starting shot from cast) each have a width of 150 units and deal 150/300/450 (+100% of ability power) magic damage. If enemies are below 50% HP each shot deals an extra 50/100/150 (+20% of ability power) magic damage increased even further when enemies are below 25% HP by 25/50/100(+10% of ability power) magic damage. Root and spell duration total of 5 secs. or if all rounds are used. Can be recast to cancel refunds 1 charge for each unused shot but puts all abilities on half of their normal cooldown (except for R - The cannon, full cooldown still applies).

Playstyle and Counter Play

Warlow is heavy damage champion who excels at picking off low HP units and going in for short burst engages as the longer he is in a fight the less he can do with spells costing stacks of Hextec Charges instead of your normal mana reserves you see on most other champions. The system of having to use charges also make his dueling unique as he will have to auto attack minions in order to start fights. This in a way makes him a little telegraphed because if he’s farming a lot and ignoring you he is most likely saving up charges for either an all in with his basic spells or a long range ultimate kill. Although even if you know this its still not that easy to just back off as he is good at locking people down with his Q – Mind Over Matter allowing for easy engages on champions caught in the zone and can charge his Hextec Charges quickly with his W – Fast Hands while you are stuck in the zone allowing for some good trades in his favour if played right. Down fall to him is his lack of escapes with only his Q giving any kind of cc he is easy to gank not to mention if you catch him at the proper time when he is low on charges then he’s easy pickings. Main Combo would be Q-W-E and if he gets enough autos in during this time maybe even an R to finish them off.

2 Comments

lordlancet2/28/2016, 5:53:45 PM3 votes

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