Infamy, the Eternal Prisoner
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 Resources | None |
| 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.