Hrrunvel, The Runed Sage
So, I really like champions that are reliant on kits that are beyond the normal build AP/AD spectrum. However, League is also moving in a direction where there are a huge amount of champs that can hold there own pretty much against anyone, and champs that are, well. Seemingly irrelevant. I mean, in my matches I almost never, and in some cases never, see certain champs because they are stale and honestly just can't compete I imagine with their kits. I understand this means largely champs need some tweaking and reworking to stay relevant, but I also believe the addition of new, mechanically as well, champs would be very nice to see added to the game.
So, I'm introducting someone I have been brainstorming for a while. Hrrunvel, the Runed Sage
Passive - Hrrunvel doesn't gain damage mitigation from armor or magic resist. Instead, Hrrunvel has two shields; one blocks physical damage, the other magical damage. Please not that the magical damage shield does not prevent hard nor soft CC from spells, just the damage. So don't go throwing yourself at Morganas binding willy-nilly. Each shield is linked (or equal) to Hrrunvels max HP, amplified by (a %) of their respective resistance type. I.E. the physical shield is boosted from bonus armor, and the magic shield from MR. These shields do not recover from lifesteal, but do recover based around Hrrunvels HP & Mana regen counts.
Q- Ally Cast: Hrrunvel throws his charged runes to his ally, shield them from damage equal to his MR&Ar values combined for 5 seconds(+?). The shield explodes there-after for its remaining strength in damage, healing the ally for (a %) of damage dealt. This should have a cap for minion-based healing.
Enemy Cast: Hrrunvel throws his charged runes at the enemy, dealing the difference in their armour and magic resist values as damage. If the difference in either of the 2 values exceeds 2x, a stun is applied. If not, a slow is applied. If the enemy is stunned Hrrunvel can recall his rune, meeting it and the attached enemy in the middle of the distance between himself and the rune.
W- Hrrunvel charges his armor stone: While his stone is charged AA's slow (a %).
W2- When cast, depletes charge:
Ally Cast: Hrrunvel anoints his ally with the runic energy of his armor stone and grants them (a %) of his HP5 & armor.
Enemy Cast: The target becomes rife with energy. If Hrrunvel lands 3 spells or attacks on the target before time expires, he steals a portion of their armor and deals the new difference of armor values as damage.
E- Hrrunvel charges his magic resistance stone: While his stone is charged Hrrunvel has an aura that provides (a %) of his base HP & MP5 to allies, and removes (or steals?) that same amount from his enemies (or an enemy? perhaps the highest HP/MP5 in the AOE?). Their MR is reduced by the combined total of his base HP/MP5. (This reduction may be too strong, but something along those lines would be nice.)
E2- When cast, depletes charge:
Ally Cast: Hrrunvel gifts his chosen ally a sudden burst of decaying movement speed.
Enemy Cast: Hrrunvel throws his rune at an enemy. That enemy burns for 3 seconds for (a %) of Hrrunvels combined HP/MP5. At the end, the enemy takes mana damage equal to (a %) of the damage received from the spell.
R- Passive- Whenever an enemy takes damage from Hrrunvel, he gathers lithocharges.
At any point, he can discharge these lithocharges, creating a cloud around him. An arena of charged, molten metal forms, causing damage within equal to (a %) of the lithocharges to be dealt to enemies within. If an opponent travels travels through the wall, they are petrified after (x) seconds for (y) seconds. While they are petrified, their CD's are frozen but they can not take damage and can not be targetted. After the petrification ends, they have their armor shredded and take damage equal to Hrrunvels AR & MR.
Passive-
I have the passive separated here for clarity.
Every enemy killed by or within the arena provides Hrrunvel with a stack of Glyphic Power. Each stack of Glyphic Power gives Hrrunvel increased base:
Armour
Magic Resistance
HP/MP5 (BASE)
Once Hrrunvel reaches max (10?) stacks his runestones awaken and all bonuses to his HP, Ar., M.R., HP/MP5 from his assigned runes/masteries are doubled. (I thought this one would be fun and a neat twist, but if ya'll think it's OP that's okay just say it.)
Some considerations:
I was thinking in addition to this, as it may result in being just too tanky regardless of not having damage mitigation from resistances, that Hrrunvel can't gain BHP, until at least his runestones become awoken and from his masteries/runes. Instead, when he buys an item, if it gives BHP and resistance, it gives a % towards the shield based around the total protective value %'s. For instance: An item gives: 500 HP 25 Armor 25 Magic Resist This means that each shield would get 250 value because each resistance type is 50% of the overall resistance value on the item, and since the item gives 500 HP, it would give 50% to one shield, and 50% to the other. So on, if an item were to give: 500 HP 40 Armor 10 Magic Resist You would get 400 towards the armor shield and 100 towards the magic shield, as 80% of the item is armor based, and 20% is magic resist based.
Thank you. Lemme know what you guys think. :)