[Champion Concept] Rajn, Guardian of the Green
please leave a Comment, Review any Feed Back or your Thoughts on my Concept please, i look forward to what you have to say.
Primary: Support. Secondary: Tank. Additional Roles: Player Choice. Statistics: Attack Power: 3. Defense Power: 5. Ability Power: 7. Difficulty: 7. Place of Origins: Demacia. Upon Selection: I am now the voice of the green.
Health: 428(+30). Health Regen.:1.8(+0.38) Mana: 0(+0). Mana Regen.: .0(+0.) Range: 500(Range). Attack Damage: 32(+2.2) Armor: 15(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.
Friends:
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Enemies: None.
Appearance: Rajn is a 5’3ft tall Caucasian woman with light tan skin, short brown hair & deep green colored eyes. She wears a torn up cloak that covers the majority of her human body ( whatever is left of it). Rajn will be encased in wood making her arms & legs are bulkier while her torso is has bark covering her chest as a chest plate, she also has 2 small branches sprouting out of her back with leaves that form a small cloak. In game she sort of crawls on all four with her arms being longer then her legs.
Summoner Spells:
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- Support.
Item Builds:
Starting Items:
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***Essential Items: ***
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Offensive Items:
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Defensive Items:
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Passive: Emerald Seeds. Instead of Mana Rajn has 5 Emerald Seeds that hover behind her back, each seed will aura that will give both Rajn & any allied Champions within the radius a 2% HP Regeneration Boost while also allowing her Basic Attacks deal 2% of her current Attack Damage as Magic Damage for each seed. All of Rajn’s Abilities cost a certain amount of seeds in order to be used once she uses an Ability she will lose the bonus effects from the spent seeds, when a seed is used to cast an Ability she will start regaining her missing seeds every 2.25 seconds.
Q-Ability: Arbor Smash. Range: 400. Cool Down: 15/14/13/12/11. Cost: 1 Seed. Magic Damage: 60/80/100/120/140(+40% bonus AP). Activate: after Rajn has chosen a broad path with this Ability then upon its activation Rajn will convert the spent seed into a large log then lobs it in the chosen direction, while the log is traveling down the path it will deal Magic Damage to the first enemy target hit & the sheer force of the blow will Stun the target for 1 second while also Shredding the targets Armor by 10% for the duration of the Stun.
W-Ability: Enchanted Grove. Range: 650. Cool Down: 25/24.5/23/22.5/21. Cost: 1 Seeds. Magic Damage: 100/140/180/220/260(+20% bonus AP). Activate: after Rajn has chosen a 300-radius within this Abilities Casting Range then upon its activation Rajn will have 1 of her seeds gather in her left hand then she throws them at the targeted area which they will implant themselves, after the initial activation the seed will create a grove of pure natural energy that will remain active for 4 seconds. while the grove is active both Rajn & any allied Champions within the grove will be given a 15% increase both Attack & Movement Speed boost as will as take 6% less damage from non-tower sources while they Champions remain in the grove, at the end of the groves duration the seeds will be so enriched with energy that will explode dealing Magic Damage to all enemies within the graves radius while also Knocking Up all affected enemies.
***E-Ability: Strangling Vines. *** Range: 450. Cool Down: 17/16.5/16/15.5/15. Cost: 1 Seeds. Magic Damage: 45/55/65/75/85(+30% bonus AP). Total Damage: 135/165/195/225/255. Activate: after Rajn has chosen a single enemy target within this Abilities Casting Range then upon its activation Rajn have 1 seeds gather in her right hand then she slams them into the ground, after a 0.25 second delay after the initial cast the seeds will sprout roots that will entangle the targets legs for 1.5 seconds Slowing the targets Movement Speed by 35%. While the targets legs are entangled the roots will deal Magic Damage to the target every 0.5 seconds.
R-Ability: Chain of Life. Range: 850. Cool Down: 185/165/145. Cost: 3 Seeds. Heal: 10/12/14%(+40% bonus AP). Damage Reduction: 12/14/16%. Activate: after Rajn has chosen a single allied Champion within this Abilities Casting Range then upon its activation Rajn will gather 3 seeds between both her hands then she fires them in a stream of ethereal energy, when the stream makes contact with the allied Champion it will Heal a percentage of the targets missing HP & then will apply a percentage of Damage Reduction to the Champion. once the stream has Healed the Champion it will bounce up to 3 additional allied Champions within 350-radius of the initial target applying this Abilities effects.
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fulfill support and top as well as mid lane requirements. This contributes to there greatness as champs. The flexibility you've built into Rajn would help maintain her viability regardless of what the meta is doing.