[CHAMPION CONCEPT] Scrips, the Many Under the Mountain
LORE http://vignette4.wikia.nocookie.net/leagueoflegends/images/2/29/Mont_Targon.jpg Mount Targon is a place where legends of all kinds are born. The legendary celestial beings of Targon have descended to the mountain recently and all shake in fear of what is to come. Aurelion Sol, the mighty dragon that birthed the star the Solari worship, has appeared in the night skies. However, sometimes when all these legendary figures appear out of no where, you forget about the little things. The lesser races that aren't human, dragon, celestial, or even yordle that play such a huge role in the grand scheme of nature. Not everybody is a legend, but that doesn't mean your race as a whole can't be. The Scrips, a race of large mole rat that have dug a long network of tunnels underneath and through Mount Targon, play a huge role in maintaining what little nature exists about the mountain. Whenever nature is in danger, they try their hardest to protect it and their home. Of course, nothing comes before your own people. While small and usually shy in nature, it is not uncommon for Scrips to suddenly unearth where trees are being chopped down and massacre the group of humans that attempted to destroy their home. Using their large teeth and sharp, mineral tipped sticks to ravage the enemies of their home, they are not to be taken lightly. Lately, as godlike beings appear, sightings of the creatures have actually increased drastically. As nature suffers in the wake of beings such as Pantheon who would destroy nature to defeat their enemies, the Scrips have become somewhat of a scavenger race who appear once the celestial being has left the battlefield to finish off any leftover enemies of the angry god and take whatever they can find. They have even been seen attempting to repair the damage done by planting new trees to bloom once time has passed. Reports of Scrips have begun to pop up and the enemies of the mountain have begun to kill and roast the creatures for a meal. The harsh environment of the mountain forces them to kill other sentient life for food. However, the Scrips have ignored their need for survival and have been quickly killing off barbarian tribes at a rate that even the celestial beings bound to mortal bodies cannot hope to match. It should be obvious however, since the celestial beings power would be so destructive that they blow up the mountain itself. Since the Scrips do not rely on such power, they can use their millions, if not billions of soldiers to quickly dispatch of anyone who hopes to invade their home. Even the tribes of Mount Targon themselves have begun to respect the Scrips and have made promises with them to replant and repair any nature that they are forced to use for survival. However, as Aurelion Sol descends upon the mountain, what hope to the Scrips have of defending their home from a dragon angry enough to destroy an entire planet? Only time will tell.
http://images.yuku.com/image/jpg/8b73535e4880b6ebb28f26394e6a1e3ca290f41_r.jpg Scrips, the Many Under the Mountain Unclassified Class/Subclass (Unique) These stats are not divided among the Scrips, instead being the base stats of each Scrip Health- 250 (+15 per level) Health Regen.- 13 (+0.25 per level) Armor- 19 (+1.5 per level) Magic Resist- 32.1 (+1.25 per level) Movement Speed- 355 Attack Damage- 11 (+0.35 per level) Attack Speed- 0.695 (+4% per level) Attack Range- 175 (Melee)
Passive- Growing Numbers https://66.media.tumblr.com/7f3a19d18af3b40335c6692e821760c3/tumblr_o9nr208xUP1ucn3nvo1_500.jpg Innate- User Interface Control: The Scrips race is weak when alone, but strong in numbers. Above the ability bar, there is a number of a circle portraits for each Scrip, with dead Scrips being grey. By selecting one of these circles, you will control said Scrip. As the game continues, more of these circle portraits will appear as the Scrip army increases in size. Each Scrip wears different color clothing, making you able to tell them apart. Pressing the TAB button will also cycle between the Scrips from left to right on the UI bar. Innate- Scrip Army: At the beginning of the game, 5 Scrips spawn at the base with one being designated as the leader. This Scrip is shown to be the leader by the star on his portrait in the UI and the banner attached to him in-game. The leader Scrip can buy items and will divide stats provided by the item among the army. Only the leader Scrip will have the effects of each item, however. Whenever the leader uses a Consumable, the rest of the army will also gain the effects of the Consumable. All Scrips are given the same Trinket as the leader, but the entire army shares any limits from said Trinket, including the cool down. As the game progresses, the Scrip army will expand with a new Scrip spawning in the fountain at Levels 3, 6, 10, 14, and 18, making the total number of Scrips at max level 10. The gold and experience bounty for killing a Scrip is divided among all Scrips, meaning their gold and experience bounty is reduced to 20%/16.6%/14.28%/12.5%/11.11%/10%. The death timer of a Scrip is also reduced by 55/60/65/70/75/80%. Ability cool downs are not shared between Scrips, meaning each individual Scrip has it's own set of abilities and each their own set of cool downs. Innate- Experience Sharing: Only the leader Scrip can leach experience from other allied champions. Other Scrips are outside the experience sharing system of other allied champions, meaning that every unit that dies near them will give them experience as if they were the only ones to gain the experience. Due to their extreme leveling power and inaccurate power level when compared to other champions, the Scrips level when used to calculate the average team level is equal to the level of the highest leveled allied champion. For example, besides the Scrips themselves, if the highest leveled champion on the Scrips team was Level 13, the Scrips would be considered Level 13 when calculating the average team level. Levels: 1/3/6/10/14/18
Ability 1- Gnaw Active: Your next basic attack will instead cause this Scrip to gnaw at it's target with it's teeth, causing the target to take 8/14/20/26/32 (+100/105/110/115/120% AD) physical damage and have their movement speed reduced by 20/35/50/65/80% for 1 second. This attack will critical strike when used on an enemy minion or neutral monster and will instead slow their attack speed by 90% for 1.25 seconds. Cool Down: 5/4.5/4/3.5/3 seconds
Ability 2- Burrow Trap Active: This Scrip burrows underneath the ground, becoming invisible after channeling for 2/1.75/1.5/1.25/1 second(s). This channel is interrupted by damage and interrupting crowd control. While invisible, the Scrip will regenerate 4/5.5/7/8.5/10% of it's max health every second. A burrowed Scrip is connected to any other burrowed Scrip within a 400/550/700/850/1000 radius around it. If a burrowed Scrip is stepped on, the Scrip and all other burrowed Scrip connected to the burrowed Scrip will emerge around the target that stepped on the burrowed Scrip. The target will be then be stunned for 0.5 seconds plus an additional 0.2/0.225/0.25/0.275/0.3 seconds for every additional burrowed Scrip connected to the burrowed Scrip that emerged with the Scrip. Cool Down: 20/17.5/15/12.5/10 seconds after emerging Trigger Range: 125 Connected Range: 400/550/700/850/1000
Ability 3- Spreading Nature Active- On Ground: This Scrip plants a seed plant at the target location. After 20 seconds, the seed will sprout and give off a Nature Aura, causing allied champions within a 750 radius around the sprout to be healed for 4/6/8/10/12 (+15% of this Scrip's bonus AD) health every second. Nature Aura stacks with other Nature Auras. The sprout can be destroyed with 4 ranged attacks, 2 melee attacks, or 1 tower attack. After 40 seconds, the sprout will grow to become a small plant, causing it's health to also be fully restored. This plant will give off an empowered Nature Aura, healing for 7/10/13/16/19 (+20% of this Scrip's bonus AD) health every second. The small plant can be destroyed with 5 ranged attacks, 3 melee attacks, or 1 tower attack. After 60 seconds, the sprout will grow to become a fully grown tree, causing it's health to once again be fully restored. This tree will give off an even further empowered Nature Aura, healing for 10/14/18/22/26 (+25% of this Scrip's bonus AD) health every second and also granting affected units 1/2/3/4/5 armor and magic resist. The tree can be destroyed with 6 ranged attacks, 4 melee attacks, or 2 tower attacks. A max of 5/6/7/8/9/10 (increasing every time a new Scrip enters the army) seed plants can be planted at one time by the entire Scrip army. A seed plant lasts for 90/105/120/135/150 seconds. Active- On Sprout/Small Plant/Tree: Resets the remaining duration on the targeted seed plant and fully restores it's health. Cool Down: 60 seconds Range: 250 Nature Aura Radius: 750
Ultimate- Nature Network Active: This Scrip enters the targeted fully grown tree, becoming untargetable for up to 3/4/5 seconds. While inside the tree, this ability can be reactivated to cause this Scrip to teleport to the target other fully grown tree after a 2.5 second delay. The teleport can only be interrupted by the tree the Scrip is in being destroyed. If the Scrip is able to complete the teleport, it will teleport to the targeted fully grown tree and deal 70/110/150 (+35% of this Scrip's bonus AD) magic damage and silence all enemy units within the fully grown tree's Nature Aura for 1/1.5/2 second(s). Cool Down: 50/40/30 seconds after exiting the tree Enter Tree Range: 300 Teleport Range: 4000/5250/6500
IMPORTANT INFORMATION, TIPS, AND HIGHLIGHTS
- Each Scrip besides the leader Scrip gathers experience as if it was it's own champion in a solo lane. Due to this, this champion (army?) will level up at an astronomical rate. It would be as if one champion was gaining experience equal to 5-10 champions at the same time. While their passive, Experience Sharing, limits the amount of systems this extreme leveling can break, it does not limit everything. Upgraded trinkets and elixirs become available to them at a much earlier level.
- While spreading out allows the Scrips to increase their experience gain, they are EXTREMELY weak when alone and are essentially gold fodder for the enemy team. A good way to see how many Scrips should be in each group is by seeing the cool down of Gnaw and putting them into a group of Scrips equal to the total cool down of Gnaw since, if cycled correctly, Gnaw can be applied to a target permanently. This allows them to jungle at an extreme rate with little worry of dying, especially while inside a Nature Aura.
- Since only the leader Scrip has effects, it is smart to buy items with auras and AoE effects so the leader Scrip can act as a general to boost the army.
- The leader shares all stats with it's army. This includes Health, Armor, Magic Resist, and Attack Damage. Any percentage based stats, Flat Movement Speed, Flat Armor Penetration, and Flat Magic Penetration are special in that they aren't divided when given to the rest of the army. The special Life Steal vs. Monsters on Machete is even given as a stat to the rest of the army.
- Boots of Mobility are a wise purchase since they will only deactivate if the leader wearing them takes damage. This means that the entire army gets the out of combat movement speed and it cannot be deactivated even if one of the non-leader Scrips takes damage. Other FAQ will be answered here after answered below in the comments
RECOMMENDED BUILD Starting Items
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Essential Items
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Offensive Items
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Defensive Items
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Consumables
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This is a very experimental concept, so feedback is much appreciated! Thanks for reading! I hoped you enjoy my Photoshop master piece for their UI!
Essential Items
Offensive Items
Defensive Items
Consumables
