[CHAMPION CONCEPT] Viridius, the Biological Nightmare

Meep Man·1/19/2015, 8:40:36 PM·2 votes·2,853 views

LORE Monsters, they are never born naturally. They are made, made with a purpose. Viridius, a being of pure power made to kill and prosper. It is only a matter of time before her kind will take over the Earth. Her kind is one that we have known for a long time, but have never thought would be the end. They are all around us, but never do anything until we are at our weakest. Plants. Viridius was made with a purpose to kill or be killed. Zyra, the Rise of the Thorns, and Viridius, the Biological Nightmare were both made in the dreaded Kumungu Jungle. However, for Zyra, making another being to help her conquer the world was not so easy nor was it able to be done naturally. By travelling across the world of Runeterra to Piltover, Zyra was able to in secret create the beast known as Viridius. Vines sprouted at first before a giant mass of biological mass sprung from the testing chamber. A monstrous number of vines sprung from the ground and the giant bird-like head of Viridius exploded from the ground with it's huge mass of vines protecting it's core coming shortly afterwards. A monster made to kill was born that day. Viridius exploded from the facility it was kept in, rampaging through the city. It's plants began to quickly consume the city. Only through advanced techmaturgy was Viridius able to be contained. The giant beast had consumed an entire fourth of the city before it could be stopped. The section of the city was put under quarantine until the beast could be removed, a feat still unable to be done to date. Whenever a vine is killed, two more grow back. Zyra has succeeded in making an unkillable beast that. It is only a matter of time before the natural way of nature allows Viridius to adapt around the chemicals stopping it from expanding. The brilliant mind of Heimerdinger has thought of ways to make use of the beast however. They have been able to study the beast's body so they can constantly update their chemicals to continue to subdue the beast. Heimerdinger is well aware however that eventually there will be no more chemicals left before Viridius adapts around them. When that eventually happens, Heimerdinger will have to come to face with the beast and kill it. The main question is how. Viridius will continuously regrow for any damage dealt to her. As long as the sun rises and sets, Viridius will continue to absorb energy until she is unstoppable.


KIT

Viridius, the Biological Nightmare Tank Secondary: Mage Health- 615 (+100 per level) Health Regen- 12.75 (+0.75 per level) Armor- 17 (+2.8 per level) Magic Resist- 30 (+0 per level) Movement Speed- 300 Attack Damage- 64 (+2.75 per level) Attack Speed- 0.6 (+2.5% per level) Attack Range- 550 (Ranged) (Projectiles)

Passive- Killer Plant Innate- Slow Yet Powerful Beast: Viridius' attack speed and movement speed cannot exceed from what they are naturally, meaning attack speed and movement speed boosts from abilities, items, masteries, and runes will have no effect on her. All movement speed boosts will be changed to increase her health by a third of the percentage and all attack speed boosts will be changed to increase her health regeneration by the same percentage. Flat movement speed boosts will increase her health by 200/250/300/350% of the flat boost. Viridius has 15/20/25/30% slow resistance. Innate- Expanding Monster: Whenever Viridius casts a spell, the area or projectile made will count as her hitbox. All spells that move through this area will cause Viridius to take 80/75/70/65% of the normal damage from the spell and detonate the spell if it wasn't piercing. Piercing spells cannot damage Viridius more than once. Projectiles and areas made by her spells cannot be targeted by basic attacks or turret attacks. Levels: 1/6/11/16

Ability 1- Monstrous Overgrowth Active: Viridius becomes rooted and causes vines to expand out from herself. These vines will spread out over 6 seconds, growing up to 300/425/550/675/800 units away from Viridius. Enemy champions inside the vines take 11/18/25/32/39 (+5% AP) magic damage per second and are slowed by 8/11/14/17/20%. Enemy minions and monsters take 120/140/160/180/200% damage from the vines. Viridius will be rooted until she recasts the spell, causing all vines to wither and die and allowing her to move again. Cost: 17/21/25/29/33 Health per Second Cool Down: 15/13.5/12/10.5/9 sec. Range: 300/425/550/675/800

Ability 2- Vine Tentacle Active: Viridius causes a Vine Tentacle to explode from the ground at the target location after a 0.75 second delay, dealing 65/95/125/155/185 (+55% AP) magic damage and knocking enemies away from it over 0.5 seconds. The Vine Tentacle will then stay at that location for 7 seconds. Viridius can reactivate this ability to sink into the ground, causing her to channel for 2 seconds. Once she has been fully submerged into the ground and she is finished channeling, she will reappear where the Vine Tentacle was, exploding from the ground and dealing 35/55/75/95/115 (+25% AP) magic damage to enemies around her and knocking them away from her over 0.5 seconds. Viridius can cast Monstrous Overgrowth to cause vines to also expand from the Vine Tentacle, expanding only half of the normal Monstrous Overgrowth range from the vine. Doing so also refreshes the duration of the Vine Tentacle. Cost: 40/50/60/70/80 Health Cool Down: 14/13.5/13/12.5/12 sec. Range: 600 AoE Radius: 225 Vine AoE Radius: 175

Ability 3- Plant Generator Active: Viridius creates a plant bulb at the target location, sapping the life from nearby enemy units. Enemy units near the bulb take 15/22/29/36/43 (+7% AP) magic damage per second and have their magic resist reduced by 1/2/3/4/5 per second, reducing it by up to 3/6/9/12/15. The bulb's last until destroyed, but there is a maximum of 1/1/2/2/3 bulbs at once. Bulbs are destroyed after being damaged 4 times. Viridius gains back 30/40/50/60/70% of the damage dealt by the bulbs as health and gains 50% of all magic resist reduced by the bulbs. Viridius can hold up to 3 charges of Plant Generators. Cost: 10/15/20/25/30 Health Charge Time: 17/16/15/14/13 sec. Cool Down: 6 sec. Range: 400 AoE Radius: 300

Ultimate- Nature's Wrath Active: Viridius sends a wave of plants across the map, dealing 100/150/200 (+30% AP) magic damage to enemies hit. The plants then persist for 5 seconds, dealing 40/55/70 (+15% AP) magic damage per second and applying a stack of Overgrowth to targets inside the plants every 0.75 seconds. Once a target has 3 stacks of Overgrowth, they are rooted for 1/1.5/2 seconds. Cost: 250/325/400 Health Cool Down: 155/130/105 sec. Range: Global Projectile Width: 350/425/500 Wave Projectile Speed: 2350


RECOMMENDED BUILD Starting Items item 1001 item 2003 item 3340 Essential Items item 3006 item 3512 item 3023 Offensive Items item 3116 item 3151 item 3172 item 3087 Defensive Items item 3065 item 3252 item 3153 item 3800 item 3069 Consumables item 2003 item 2004 item 2044 item 2043 item 3363 item 2138


TIPS

When Playing as Viridius

  • Viridius' passive allows her spells to block non-piercing spells for her allies. If the spell can be blocked by hitting something, Viridius can take advantage of that to save nearby allies from certain doom.
  • Using Monstrous Overgrowth will cause Viridius to take reduced damage from all spell-based projectiles due to overgrowth expanding around her in all directions. This does come at the cost of some health however.
  • Nature's Wrath will expand Viridius' passive hit box all the way across the map in the target direction. Be careful when using this since ANY projectile spells that travel through that wall will damage you, so be sure you can take what might come your way.
  • Plant Generators are excellent ways of regenerating your health and zoning enemies. Use them to sap health as often as possible if you need health.
  • Always try to be at the center of a fight as Viridius to soak up as much damage for your team as possible. Using temporary speed boosts from items or allied abilities will temporarily make you extremely tanky to soak up all of the damage as well.

When Playing Against Viridius

  • Be careful of engaging on Viridius. Any items or nearby allies that can give her a speed boost can temporarily spike her health. Try to avoid dealing damage to Viridius when she is affected by a speed boost.
  • While Viridius is very durable, she is also very immobile. Take advantage of this and interrupt her channeling if she tries to escape with Vine Tentacle.
  • Damage that deals a percentage of the enemies health is extremely effective against Viridius.
  • Viridius deals extremely high sustained damage if stand in her plants for long periods of time. Use any mobility you can afford to get away from her plants.
  • The plants left behind by Nature's Wrath can be attacked with spells to deal damage to Viridius. Keep this in mind when Viridius uses the spell in your direction. However, spells used on the wall that are single target or detonate upon hitting a target will be consumed by the wall, so keep that in mind as well when fighting enemies near the wall of plants.
  • Viridius will usually have low armor if she does not build lots of armor through her items, masteries, or runes.

VISUALS Think big giant plant monster, something that will eat you. A giant plant monster like... http://www.godzilla-movies.com/media/godzilla2014-vs-new-biollante.jpg http://1.bp.blogspot.com/-NdM-VgM16sg/U22Z_cri_-I/AAAAAAAABdI/_-xMe2RaOY4/s1600/TPDiababa.png http://i55.photobucket.com/albums/g143/POETICDRINK2U/Mutated_Plant_Monster_by_FritoFrito_zps04e83d59.jpg


3 Comments

Seth Lightheart1/19/2015, 8:45:20 PM1 votes

Cool champ idea. :) It reminds me of the Ent from Dota (I think it's the ent). I like the idea of how you can't effect its base movement, however I would be concerned for it's lack of mobility. (Unless it was tanky enough not to care)

Meep Man1/19/2015, 11:45:26 PM1 votes

Recently edited to make Viridius to have less armor, modified attack speed, and added a few more tips.