Argor The Rune Turtle

nasu010·9/1/2018, 5:08:01 AM·2 votes·1,457 views

Role: tank, support, jungle Lane:mid,bot,top, jungle Base health: 680 500 Damage type: mixed Attack range 140 Utility: high Mobility: generally low, relatively high(R, Aqua jets) Crowd control: average Survivability: medium-high Difficulty:5 Secondary bar: Mana Vulnerability: magic penetration, AOEs

Passive, Greater rune of armament conversation; gains scaling magic resistance equal to (60% max) physical armor magic resistance also converts 40% ability power.

Q: Snap / shot; chomp down on a target enemy dealing 30/50/80/120/170 +40% bonus armor as physical damage and 50% of this damage as life-steal, attaching to the target while the button is held, slowing the target by 40% ms while attached 5 sec cool-down. Can be shaken off by knock ups and knock backs, stuns interrupt holding a target.

While withdrawn fires a water bullet that travels 1800 to deal 30/40/50/60/70 + 30 %AP as splash damage in a 300 unit area knocking back the first target/s hit and slowing all others affected by the splash damage by 20% decaying over 2.5 secs, 4 sec CD.

W, Anti-magic Shell ; (toggle) withdraws into shell becoming impervious to projectiles and unmovable.

E, Earthen rune,(Passive) while withdrawn takes 50% reduced physical damage. Activate to empower the earth rune to trigger an earthquake for 10 secs in a 800 unit area dealing 10/20/30/40/50% ability power to surrounding enemies and structures reducing the movement speed of everything in the area by 15% for the duration of the earthquake, 10 sec CD.

R, Aqua jets; enters shell and releases 4 spouts of water used to propel himself,(can be controlled and directed using the cursor in any movement pattern) gaining a burst of movement speed 40/60/80% and dealing 40/60/80% ability power and knocking up enemies hit, allies in the splash radius gain 20% attack and movement speed rapidly decaying while out of the splash radius.

Play style,

Argor is a hefty turtle/tortoise with a generally low movement speed his kit focuses on keeping enemies at his pace, change his stance to switch from a tank to an artillery to blast distant enemies or to defend against bursts of damage. Combos, Argor is able to bite onto foes, withdraw into his shell and then active his rune to trigger an earthquake dealing substantial amounts of damage while holding down and isolating a target(q,w,e bread and butter), after chomping down on a target use aqua jets to take enemies for a wild ride slamming them into walls for extra damage then fling them towards allies to finish the job (Aqua jets is a vercitile ability as it gives up to 80% bonus movement speed so you can really get moving ) Time a withdrawal for next to no damage to your team and 50% less damage to yourself to body block skill shots then return fire with a long range q.

2 Comments

OoTriloDiveroO9/1/2018, 8:45:24 AM1 votes

once I made a similar champion, but he had nothing to do with runes,Gunvei,the healer of rivers and lakes

good work![slayer-pantheon-thumbs]

FlameHalbrdOkido9/3/2018, 2:45:38 AM1 votes

interesting concept: changing abilities based on whether or not the turtle is inside or outside of his shell very nice

needs to be refined a bit tho, u need to be clearer about how abilities can be combined in the ability descriptions themselves, in addition to what they do themselves

i think its better if u keep R as a series of dashes otherwise he becomes a Skarner copy (combining Q and R)