Champion Concept: Ira, the Frenzied Hunter

Lord Acacius·8/21/2015, 3:25:54 AM·1 votes·726 views

I have a discussion about taking champions back to more savage roots, allowing for a more diverse cast of champions to exist other than gun, sword, or technology wielding champions to dominate the rift.

Check it out at: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/NBihQjXA-champion-ideas-thematic-and-conceptual-redefinition

However, my idea for a Velociraptor inspired champion has caught attention, so I have decided that, in my spare time, I will expand on that specific champion idea.

Ira, The Frenzied Hunter

Ira means "Frenzy" in Latin

Lore 1: The Kumungu Jungle is a place of mysterious treasure, and unfathomable horrors. One such horror is Ira, the Frenzied Hunter who hails from the jungle tribe Cretacia. The Cretacia is known for their fierce warriors and hunters, Ira is the most feared hunter of the Cretacian tribe.

Lore 2: As a Zaun experiment, Ira has been brought back from the past by a dedicated Zaun Scientist specializing in reanimation. Unfortunately, Ira's fury cannot be contained, so the scientist suffered an undesirable death, and Ira was set free to walk the world of RuneTerra.

Passive: Ambush Instinct When standing in a bush, your vision is extended and able to see beyond walls that would normally hinder your sight. Passively gains a flat amount of movement speed.

Movement Speed Gained: 10 + 3 per level.

Q Ability: Frenzy Go into a feeding frenzy, dishing out 3 swift strikes that deals true damage on the 3rd strike as well as applying on-hit effects. This is a very short channel that during which you will move along with your target

Mana Cost: 65 / 75 / 85 / 95 / 105 Cooldown: 15 / 13 / 11 / 9 seconds Channel Duration: .65 Seconds

Damage: 15 / 50 / 100 / 125 / 150 (+50% of total AD) 3rd Swipe: 25 / 65 / 120 / 150 / 180 (+25% of total AD)true damage Total Damage: 55 / 165 / 320 / 400 / 480 (+125% of total AD)

During "Ambush" Mana Cost: 65 / 70 / 75 / 85 / 95 Channel Duration: .35 Seconds

Additional Damage per swipe: 15 / 35 / 55 (+10% of total AD) Additional True Damage on 3rd Swipe: 50 / 100 / 150 (+5% of total AD)

W Ability: _Sickle Claw _ The next basic attack deals % missing health damage.

Mana Cost: 35 / 40 / 45 / 50 / 55 Cooldown: 8 / 7 / 6 / 5 / 4 seconds

Bonus Damage: 25 / 45 / 75 / 115 / 155 + 4 / 5 / 6 / 7 / 8% (+1% for every 100 AD) of target's missing health

_During "Ambush" _ Mana Cost: 35 / 45 / 55 / 65 / 80

Target bleeds for 100 / 150 / 200 (+25% total AD) over 3 seconds

Tips: Should be paired with the third strike of Q ability for maximum effectiveness.

E Ability: Carnivorous Leap Leap with ferocious intent to a target , dealing damage and slowing the target for 1.5 seconds

Mana Cost: 60 Cooldown: 15 / 14 / 13 / 12 / 11 seconds

Damage: 55 / 100 / 145 / 190 / 235 (+40% of total AD) Slow: 25 / 30 / 35 / 40 / 45%

Ultimate: Ambush

Mana Cost: 90 / 100 / 110 Cooldown: 80/ 70 / 60

Only usable mid-leap from E ability Instead of landing, grab and mount the target champion for 4 seconds and gain additional effects on basic abilities while gaining flat armor and magic resist while being immune to cc while mounted.

Bonus Resistances: 30 / 45 / 60

Q: Q's channel time is effectively reduced, and deals additional damage

W: W gains a bleed effect that can serve to secure a kill

E: Leap off your target to another location

Tips: Extremely effective in killing a target then escaping a team fight, however, has downsides to being restricted to your target, and punishable if out of position.

**Overview: **This assassin is extremely ambush worthy, however he has no sustain or usable form of hard cc. He often will require upfront confrontation, but has quick mobility to get in and out of fights with his leap. Choosing when and where to fight is the most important part of his concept. Since Frenzy is a channel, it is vulnerable to being canceled by hard cc, and if not combo'd with his W, can be extremely ineffective. His ultimate is a crucial part of assassinations during teamfights, but can be quickly shut down if the target is peeled correctly.

**Tips: **Since the third strike of Q applies on-hit effects, W can be triggered before the channel and will applied on the third strike, however this may pose a balance issue.

Combo'd with E, Ira's Q can be easily pulled off as the slow will allow Ira to stick to his target.

Ira's Ultimate is an extremely effective assassination tool, it will allow for the most optimal single target damage and an escape tool once you have exhausted your full combo on the target.

I know the numbers may be quite a bit overbearing, please feel free to tweak and suggest. Thanks!

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