[Champion Concept] Chaks, The Runic Automaton
Chaks is shaped like a large silverfish, with larger legs for support, and is covered in wiry veins containing a blue-green luminescent fluid, connecting to two clear obelisks on its back full of the chemtech formula. Chaks has three lines of windows that run down its body, as well as a cluster of 5 on the front of its head, each of these windows contains its own rune.
Passive: Rune Engine Each time Chaks puts a point in a skill, he can activate one of his runes. Runes follow the same levelling standards as abilities. (Can only reach rank 2 at level 3, rank 3 at lv5, rank 4 at lv7, rank 5 at lv9) Chaks starts the game with Runes of Recovery and Regeneration already active.
Offensive: Rune of Power: +8 AD Rune of Magic: +13 AP Rune of Piercing: +10 lethality Rune of Penetration: +10 magic penetration Rune of Destruction: +10% outgoing damage
Defensive: Rune of Armor: +5 armor Rune of Resistance: +5 Resistance Rune of Health: +150 max HP Rune of Mitigation: -10% incoming damage Rune of Deflection: Reduces all incoming damage by 20, after mitigations
Utility: Rune of Haste: +30 movement speed Rune of Alacrity: +10% attack speed Rune of Mind: +10% CDR Rune of Presence: +10% summoner CDR Rune of Chilling: Slows speed of enemies within 500 units by 15%
Staying Power: Rune of Recovery: Heal for 0.5% max HP each second Rune of Regeneration: Regenerate 0.5% max Mana each second Rune of Vampirism: Heal for 10% of physical damage dealt Rune of Wit: Regenerate mana equal to 10% of magic damage dealt Rune of Immortals: Regenerate 2% of missing health and mana each second
Chaks’ basic abilities are stronger the more runes are active from their tree
Q: Runic Bolt Cost: 100/110/120/130/140 mana CD: 14 seconds Chaks channels the power of his runes to fire an arcane bolt in a target direction after a 0.3 second delay, passing through the first X-1 enemies, stopping after hitting X enemies, dealing 30/40/50/60/70(+15% AP) magic damage per active offensive rune, plus (60% AD) physical damage, to each enemy hit. This bolt travels up to 1000/1100/1200/1300/1400 units. Enemies hit by Runic Bolt are marked for 3 seconds, and if Chaks hits them with a basic attack or another runic bolt, they are stunned for 1.5 seconds.
W: Chemtech Barrier Cost: 80 mana CD: 22 seconds Chaks activates the power of Chemtech to create a protective barrier around himself as well as all allied champions within 900 units, shielding himself for 50 plus 10/20/30/40/50 (+2% Max HP) for each active defensive rune, and shielding his allies for 6/7/8/9/10% of his max HP, each shield decaying over X seconds.
E: Hextech Acceleration Cost: 175 mana CD: 30 seconds Chaks activates the power of Hextech to accelerate his own flow of time, increasing his movement and attack speed by 10% plus 6/6/8/8/10% per active Utility rune, and resetting cooldowns of his other basic abilities after a 10(- 0.5xActive utility runes) second delay. Taking damage cancels the cooldown reset of Hextech Acceleration. The Movement and attack speed bonus from Acceleration lasts X seconds.
R: Arcane Overclock Cost: 100 mana CD: 120 seconds Chaks overclocks his runes and tech, multiplying the effects of each active rune by 2/3/4 for X seconds, and causing his other abilities to act as if he has 2/3/4 times the number of active runes. During the duration of Arcane Overclock, if Chaks’ gets a kill or assist, Hextech Acceleration will be cast automatically, separate from its normal cooldown. Arcane Overclock does not multiply the number of active staying power runes.
(X= number of active staying power runes.)