[Champion Concept] Argul, the Possessed One
Primary: Mage. Secondary: Assassin. Additional Roles: Player Choice.
Statistics: Attack Power: 3. Defense Power: 5. Ability Power: 9. Difficulty: 9.
Place of Origins: Bubbling Bog. Upon Selection: Argul: Someone help me, please. the Possessor: No one can help you, you are mine forever.
Health: 369(+31). Health Regen.: 2.1(+0.38) Mana: 277(+30). Mana Regen.: 2.0(+0.37) Range: 520(Range). Attack Damage: 34(+2.2) Armor: 14(+2.1). Magic Res.: 30(+0) Attack Speed: 0.631(+2.2%). Move. Speed: 342.
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Enemies:
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Appearance: Argul is an elderly Caucasian man in his 50’s, his body is really thin to the point where he has no fat or muscle almost & he’s all withered. Argul’s hair reaches down to his hip & his beard covers the majority of his face & reaches down to his collarbone, as for his eyes they are grey in coloration but they are glazed over. Argul is primarily just wearing his ordinary clothing but they are torn & ripped, he now wears a dark-brown cloak that’s wrapped around his body & he also carries around a large tree branch with various trinkets from small animal skulls & feathers.
The Possessor has the body of a spider but its abdomen is more plump & round, it has only 6 limbs 4 of which are flat but are very bulky & it coils these limbs on Argul’s torso almost like a bony chest plate while the its front limbs are slender & it uses them to hand onto Argul’s neck. The Possessors mouth is clamped on the base of Argul’s neck, some parts of Argul’s cloak is covering the majority of the Possessors body except its abdomen.
Lore/Backstory: Argul was once an Instructor of Magic in an academy in Demacia where he teaches old & new forms of magic while also showing how magic can be used with science. Aside from being a teacher Argul was also a traveler who went too far away places in Runeterra studying & learning the most unknown or non-documented regions even at times un-discovering hidden secrets or treasures, but all that changed when he made a trip to the Bubbling Bog…that was 15yrs ago.
15yrs later Argul returned to the academy where his piers & his granddaughter Rachel welcomed him back home, but unaware of the horrible danger they let in the walls of their city. Several of Argul’s piers noticed the large insect that he brought back many assumed it was just another undiscovered animal that Argul found & planned on studying it...but one of the other teachers felt something unusual about the creature & felt that it should be destroyed at once but she said nothing.
“So many fresh & lively prey, you have done well host.”
As time went on & things seemed to go back to the way there before Argul’s granddaughter Rachel notice that her grandfather has been acting strange even for him, not just the way he acted but by the way he’s been talking & how no matter how much food he eats he never seems to change outwardly. The teacher noticed the changes in Argul’s personality as well & formed a plan with Rachel to see what has changed, so in the dark of night they snuck into Argul’s private study.
“Come into my parlor little fish & sate my hunger!”
As two woman searched through Argul’s study Rachel found Argul on the balcony in his chair almost lifeless she tries to wake him up but all Argul did was just sit lifelessly in his chair, when she turned to the teacher all she saw was her standing there in the dark
“Rachel…run, please run.” The teacher muttered to Rachel, as the moon raised to reveal the strange insect that Argul brought back on the teachers back
“Rachel….RUN!” Argul yelled as he sat in the chair.
**Design/Inspiration: ** I wanted to create a Champion that emphasizes the feel of being a puppet something that pulls the strings behind someone’s actions. At first I was going to go for a witch that has abilities that controls the enemy’s movement but I figured that with the amount of Crowed Control I piled into her kit it got almost out of hand by having Fears, Pulls & multiple Suppressions. Then I was brought back to a Post I made a while ago that asked where people would like to see the Champion to come from & I posted the Bubbling Bog & as to my knowledge we don’t know pretty much of anything about this place. So I tried to make a Champion from this unknown place & from what I’ve seen in most media when something is from a swamp or bog it’s either something very strange, mysteries or something almost alien that’s where the Possessor came from.
I know we have a spider-themed Champion with
but the Possessor is not a spider per-say, it may some aspects of a spider buts not. In Video Games, Comics or TV Shows insects can be given all sorts of different aspects to turn them into monsters, humanoid aliens or creatures of unknown origins & I really wanted the Possessor to be the main Champion. But by itself I felt that the Possessor was a tad weaker so I tweaked it original design be giving it a “partner”, at first I made its partner a simple animal & went for a heavy A Fighter that’s all about punishing offense….but that went against the Possessor’s main idea as a parasitic creature that uses surprise tactics to capture & ambush its pray that’s when I went for a more human “partner” cause I figured what would be the best “partner” for a mind controlling creature then something to bring in more of its kind, the answer is a human puppet.
Now has for type of human “partner” I wanted to give the Possessor I at first went with a ranged assassin to go with the Possessor’s method of hunting & stalking its prey, but even then It was doing it for me for the mere fact that the Possessor was intended to be more a mysteries creature that has some strange power which in my mind made it more fitting to be something that uses AP then AD that’s when I tried either an AP Support or Mage. Now I mainly main Support Champions but I wanted to go outside my comfort zone & made a Mage which is not my strong point in any shape or form but I went with it anyway, as I worked through 3 different Mage types (one that tries to be more of a trap master, the 2nd was way to damage focus & had not utility or anything that help the team if the need arise & the 3rd was more of a carbon copy of
in using the Possessor as controllable unit which once again defeated the Possessors role as the controller not the controlee) but finally I came to Argul. For Argul I went with a mage who is not only powerful but is good in using tactical planning, so based Argul’s kit in utilizing burst damage that can apply crippling De-Buffs which went with the theme of being able to control the fight or an enemy that the Possessor can do. Now that I have my duo Champions I now had to find a way to have both characters act as one Champion & yet still feel as two different characters…that’s when I toke a page from Kindred in having 1 of the duo act as an Ability, I know just having 1 Ability that has 1 of the 2 affect the other may not be enough but I also figured if I overdo the concept of having both Characters affect each other to much would kind of ruin their individuality.
But finally after 2 days of 1 concept after another with minor or major tweaks or changes Argul, the Possessed One was finally finished.
Game-Play/Play Style: As a duo Champion the Player needs to learn & use each of the Characters own characteristics: Argul is an AP Mage that uses his Abilities to quickly deal tons of Burst Damage to rack up kills for himself or peel the enemy teams HP down enough for his teammates to nab kills for themselves, now that doesn’t mean that Argul is all about damage his Abilities have side effects that can aid his team in minor ways utilizing some crippling De-Buff’s to aid in his kills or his team.
The Possessor on the other hand is more about controlling the Fight in one way or another. Although the Possessor’s kit has little to do with damage or using various Crowed Control Abilities the Possessor uses its Abilities to mainly Poke & Harass the enemy Team by moving around the outside of fights & aid the team in getting kills or distracting enemies from picking on his teammates. There is a bit of risk & reward if the Possessor tries to use its Ultimate in the case of taking a key Opponent out of the fight & make it an easy target, that being said since the Possessor has to get within arms-length of its target it leaves it vulnerable unless it can land its Q or get some form of back-up from one of its allies & the sheer fact that the Possessor has to start out with low HP forces the Possessor to bide time to get its HP high enough so it can make such a bold move.
Summoner Spells:
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Item Builds:
Starting Items:
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Essential Items:
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Offensive Items:
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Defensive Items:
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Passive: the Possessor. When Argul’s Max HP has 10% remain Argul will “die” allowing the Player to take control of the Possessor, when Argul dies it does not count as an actual kill. The Possessor has its own Abilities, have 15% increased Movement Speed & all of the Possessor’s Auto-Attacks will deal 4% of its current Ability Power as bonus Magic Damage. Until the Possessor goes back to the Base the Player will continue to control the Possessor.
[Argul’s Abilities] Q-Ability: Violent Wisp. Range: 600. Cool Down: 21/19/17/15/13. Cost: 100. Instant Magic Damage: 20/40/60/80/100/120(+50% bonus AP). Re-Cast Magic Damage: 50/90/130/170/210(+40% bonus AP). Activate: after Argul has chosen a 180-radius location within this Abilities Casting Range then upon its activation Argul will send out a small green fireball at the targeted area, after a 0.25 second delay after initial activation & when the fireball lands it will deal Magic Damage to all enemies within the radius. After dealing damage the fireball will remain on the map as a small Ward providing Vision for 5 seconds. Re-Cast: while the fireball is acting as a Ward Argul can recast this Ability after a 0.5 second delay, once re-casted the fireball will explode dealing Magic Damage to all enemies within the radius.
W-Ability: Twisted Surge. Range: 450. Cool Down: 18/17/16/15/14. Cost: 60/70/80/90/100. Magic Damage: 65/85/105/125/145(+50% bonus AP). Activate: after Argul has chosen a broad path with this Ability then upon its activation Argul will channel dark magic from his staff into his left hand, after the initial activation Argul will send the energy in the chosen path dealing Magic Damage to all enemies in the path while also being applied with a 60% Movement Speed Slow for 1.25 seconds.
E-Ability: Cruel Fate/Dark Demise. Range: 450. Cool Down: 21/20/19/18/17. Cost: 70/80/90/100/110. Heal: 15/20/25/30/35(+50% bonus AP). Total Heal: 75/100/125/150/175.. Magic Damage: 90/140/190/240/290(+40% bonus AP). Increased Damage De-Buff: 6/8/10/12/14%. Activate - Argul: if Argul uses this Ability on himself the Possessor will inject Argul’s body with the life force it has drained from Argul back into his body, after the initial activation the Possessor will continue to Heal Argul every 0.5 seconds for 2.5 seconds while at the same time giving Argul a 40% Movement Speed Boost that will decay over the duration of the Heal. Activate - Enemy: after Argul has chosen a single enemy target within this Abilities Casting Range then upon its activation Argul will blast his target with dark energy, after the initial activation Argul will surround the target in energy then detonate it dealing Magic Damage to target. After damaging an enemy with this Ability the affected target will be given a De-Buff that increases the damage the affected target takes for 2 seconds.
R-Ability: Orb of Dread. Range: 650. Cool Down: 180/170/160. Cost: 120. Magic Damage: 35/55/75(+40% bonus AP). Activate: after Argul has chosen a single enemy Champion within this Abilities Casting Range then upon its activation Argul will Channel dark energy in his left hand creating an orb of dark green energy for 0.75 seconds. After the brief Channel Argul will toss out his orb onto the target, for the next 2.5 seconds this orb will bounce on the target every 0.5 seconds dealing Magic Damage to target & any nearby enemies within 150-radius of the initial target. The orb will be able to bounce to any additional enemy Champions as long as they are within 200-radius of the initial target, the final 5th bounce will apply a 1 second Fear to the main target it deals damage to.
[The Possessor’s Abilities] Q-Ability: Into My Parlor. Range: 450. Cool Down: 13/12/11/10/9. Cost: 80. Magic Damage: 40/50/60/70/80(+60% bonus AP). Activate: after the Possessor has chosen a narrow path with this Ability then upon its activation the Possessor will fire a glob of silk in the targeted direction, the 1st enemy that the glob makes contact with will be dealt Magic Damage & will be Stunned for 1.5 seconds. After the glob makes contact with an enemy it will also create a 210-radius of slime, the zone will remain on the map for 2 seconds & any enemies that enter the zone will have their Movement Speed be Slowed by 35% while they remain in the radius.
W-Ability: Essence Drain. Range: 450. Cool Down: 18/17/16/15/14. Cost: 50/60/70/80/90. Magic Damage: 30/50/70/90/110(+50% bonus AP). Activate: after the Possessor has chosen a single enemy target within this Abilities Casting Range then upon its activation the Possessor will literally drain the life out of his target, after the initial activation the Possessor will deal Magic Damage to the target while also Healing itself by 10% of the damage dealt.
E-Ability: Hidden Threat. Range: Self-Cast. Cool Down: 16/15/14/13/12. Cost: 65/75/85/95/105. Reduced Damage: 5/7/9/11/13%. Activate: after the Possessor has activated this Ability the Possessor will bury itself in the ground, for the next 7 seconds the Possessor will have 15% increased Movement Speed & will be Immune to all Auto-Attacks but can still be affected by Abilities. While the Possessor is underground it has Immunity to Unit Collision & is still able to use its Auto-Attacks & Abilities.
R-Ability: Captive. Range: 350. Cool Down: 140/130/120. Cost: 110. Magic Damage: 100/170/240(+40% bonus AP). Activate: after the Possessor has chosen a single enemy Champion within this Abilities Casting Range then upon its activation the Possessor will leap at its target, once the Possessor has latched onto its chosen target it will deal Magic Damage as well as Suppress its victim for 2 seconds. While the target is Suppressed the Possessor will have full control of its targets Movement & the Possessor can use its Auto-Attacks but not its Abilities while it’s attached to its victim, at the end of the duration the Possessor will detach from its victim.