Infamy, the Eternal Prisoner

Lucificarius·2/11/2016, 5:59:47 AM·3 votes·753 views

Name: Infamy, the Eternal Prisoner Intended Role: Jungle, Top, Bruiser, Juggernaut Appearance:

Large male covered in armor plating and chains, with chain shackles covering his hands. Chains drape down from his wrists so that he can swing them. Infamy would have a similar look to Juggernaut from X-Men, plus more chains.

Background/History/Lore: WIP

Stats#
Health:589 - 2236
Health Regen:7.3 - 22.1
No ResourcesNone
Range:175 (Melee)
Attack Damage:59 - 148
Attack Speed:0.625 (+0% - 45.7%)
Armour:31.5 - 75.8
Magic Resist:30.5 - 52.6
Movement Speed:340

Abilities: Passive: Revengeance

Infamy's basic Attacks increase his auto-attack range by 80 and ignore 5% armor. Stacks up to 5 times, lasts 3 seconds. (This means a maximum of +400 Range, maximum ignore 25% armor when at full stacks with the passive.)

Q: Jailbreak: Cost: 25 Health CD: 4 Seconds Range: 580

**ACTIVE:** Infamy slams down with both chains at target location, dealing [100 / 140 / 180 / 220 / 260 (+60% Bonus AD)] and increases the damage they take from all sources by (10 / 12 / 14 / 16 / 18%) for 3 seconds.

W: Law Breaker: Cost: 55 Health CD: 11 Seconds Range: 600

**ACTIVE:** Infamy launches a chain at target location, if an enemy is hit deals [ 60 / 75 / 90 / 105 / 120 (+45% Bonus AD) ] over 5 seconds. Activating Law Breaker again within 5 seconds pulls Infamy to the target and knocks them back slightly. If no target is hit, Infamy is pulled to target location. (Can be used to move over walls!)

E: Animosity and Ruin: Cost: 40 Health CD: 9

**PASSIVE:** Reduces damage to Infamy that totals more than 15% of Infamy’s maximum health by 33.3%.

**ACTIVE:** Infamy spins his chains wildly for 3 seconds. For the duration, Infamy cannot use basic attacks, is ghosted and deals physical damage [ every 0.6 - 0.3 (based on level) seconds] to enemies within range, increased by 66.6% if being struck by both chains at once. Can critically strike, dealing 50% x (1+2 bonus critical damage) bonus damage.

    [ Physical Damage Per Spin: 15 / 18.8 / 22.5 / 26.3 / 30 (+ 34.5 / 35.3 / 36 / 36.8 / 37.5% AD) ] [ Enhanced Physical Damage Per Spin: 20 / 25 / 30 / 35 / 40 (+ 46 / 47 / 48 / 49 / 50% AD) ]

        (Currently the damage is scaled with Garen's Judgement due to similar damaging mechanics, not certain on how to tweak uniquely.)

            (Ruin can generate Revengeance stacks)

                (Strikes in a V formation in front of Infamy, with the area where the two chains cross dealing increased damage.) Here's an idea of how it is shaped.

R: Death Row: Cost: 15% Current Health CD: 120/100/80 Range: 550

**ACTIVE:** Infamy deals physical damage to nearby enemies as they are dragged into the center and fears them for 1 / 1.5 / 2 seconds, restoring Infamy's health by 10% per enemy champion hit.

    [ Physical Damage: 185 / 285 / 385 (+100% bonus AD) ]

        (Functions in the same vein as Amumu's ultimate, with a 550 radius AOE that deals damage and causes an effect. Visually it would consist of chains flying at enemies in range and pulling them to Infamy.)

Discussion: WIP

Images: This is art of Juggernaut that I found to be incredibly inspiring. http://www.wallpaperup.com/uploads/wallpapers/2013/07/16/119047/big_thumb_8730936cd452bf20c81043b5f352dc61.jpg

Changelog:

R name changed from Death Sentence to Death Row. [2/10/2016 9:28 PM]

R silence changed to short fear that scales with level. [2/10/2016 9:28 PM]

W has been changed from the quasi Nautilus Q to something a bit more unique. Rather than pull Infamy and the target together and apply a slow, the initial damage is now a DoT with the ability being activate-able again to launch Infamy at the target and knocking them back slightly. [2/10/2016 9:28 PM]

More, I'm certain, in the future.

8 Comments

FloRaider422/17/2016, 9:18:35 PM3 votes

Seems a bit overloaded, in my opinion, but let's take a closer look:

Passive: Both effects are already very powerfull and make little sense on a Juggernaut champion Since the passive also procs on every AA there is hardly any counterplay or gameplay involved since you just keep it stacked. Q: Pretty basic ability. The damage amplification effect however has to be removed and the numbers tweaked. W: So Threshs pull with an additional mobility effect ? Not very original... E: The passive seems pretty strong (Lack of Counterplay) and could use some work. The active seems interesting, but seems a bit unclear (picture would definetly help) R: Pretty loaded: Damage + Knockback + Fear + Sustain Cut down on the unnecessary aspects and focus on a clear goal

Doesn't feel like a real Juggernaut champion to me (harmless at range, but deadly when close) as he has relatively long ranged abilities and AA and strong CC with his ultimate and mobility with his W. Think about how you want to play this champion and how against him and modify his kit accordingly.

Best Regards, A customer of the Bilgewater Tavern

BladeSteel2/17/2016, 6:57:13 PM2 votes

This champion is 100% broken....Would never work sorry...thats probably the reason you're getting all the downvotes.

Lucificarius2/17/2016, 6:48:12 PM1 votes

Bumping to garner some attention to the post.