Aigne, A Visitor from the Beyond.
.space faring alien being of great power. we need more space things guys, we have a space dragon and insect monsters from the void. so why not have a strange space being that is drawn to Runeterra, because
mere presence around the planet.
Place of Origins: Unknown Portion of the Cosmos. Primary: Mage. Secondary: Support. Additional Roles: Player Choice. Upon Selection: . Arriving on the Rift: .
Statistics: Attack Power: 3. Defense Power: 6. Ability Power: 7. Difficulty: 7.
Health: 400(+28) Health Regen.: 2.1(+0.37) Manna: 0(+0) Mana Regen.: .0(+0.) Attack Range: 520(Range) Attack Damage: 38(+3.0) Armor: 14(+2.0) Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%) Move. Speed: 342
Friends: .
Enemies: .
Connection to To:
.
Appearance: (Bodily design) .Aigne has a humanoid upper body made out of stone, with pulsing veins of ethereal green energy. Aigne’s head looks like a demons, but the top portion of the head is flat, with a ball of energy floating above it. Past the waist area is just a bulky rocky spike, which has some king of ethereal wings protruding out from the back (Clothing & Special features) .none (Equipment) .Aigne carries around a staff, same height as himself, made out of the same rock material. The head of the staff has a flowing source of the same ethereal energy.
Summoner Spells:
/
or
.
Item Builds:
Starting Items:
/
.
Essential Items:
/
/
.
Offensive Items:
/
/
/
.
Defensive Items:
/
/
/
.
Innate Passive: Otherworldly Essence. Instead of Mana Aigne uses a recourse called Sanity. Sanity is gained with each Basic Attack that Aigne makes against an enemy Champion or Tower or Cannon Minion. In total Aigne can have a total of 10 Sanity. For every stack of Sanity Aigne will gain 5 Magic Resist and Heal 2% of any Physical Damage he receives from enemy Champion Abilities. (Max stack of 10 Sanity x 5 = 50 bonus Magic Resist) (Max stack of 10 Sanity x 2 = 20% Heal from Physical Damaging Abilities)
Q-Ability: Wisp. Range: Self-Cast/Auto-Attack Enhancement. Cool Down: 5. Sanity Cost: 2. Bonus Magic Damage: 80/105/128/146/168(+65% bonus AP). Passive: At Aigne’s side is a small ball of ethereal light that will reveal a 375-radius around Aigne every 20 seconds, and will reveal any Stealth Units. Activation: Upon activating this Ability Aigne will infuse his staff with the small ball of ethereal light that lingers round him. after the initial activation Aigne’s next Basic Attack within 2.5 seconds will instead have 800-Range, deal bonus Magic Damage and will Blind the target for 1.15 seconds. If this enhanced Basic Attack scores a kill, then Aigne will regain 2 Sanity.
W-Ability: Astral Guise. Range: 550/Champion targeting Point-Click. Cool Down: 22/20/18/16/14. Sanity Cost: 7. Damage: N/A. Passive: N/A . Activation: After Aigne has chosen either himself or an ally target, he will send the chosen target into a gap in space for 5 seconds. While in this gap of space the targeted Champion cannot be seen or affected Abilities, from enemy or ally, as well as unable to use Abilities or declare Basic Attacks. At the end of the Abilities duration the chosen target’s next Basic Attack will deal 6.5% of their next targets Max Health as bonus Magic Damage.
E-Ability: Cerebral Fracture. Range: 600/A.O.E Nuke. Cool Down: 21/19/16/13/10. Sanity Cost: 9. Magic Damage: 65/97/126/158/189(+60% bonus AP). Passive: N/A . Activation: Choosing a 260-radius location within this Abilities Casting Range Aigne will create a strange wave of energy. Enemy Champions that are within this Abilities chosen radius, after a 1 second delay upon its activation, will have their minds shattered being dealt Magic Damage as well as being Stunned for 1.25 seconds.
R-Ability: To The Beyond. Range: 555/Champion targeting Point-Click Nuke. Cool Down: 225/196/168. Sanity Cost: 10. Magic Damage: 300/417/533(+60% bonus AP). Passive: N/A . Activation: After Aigne has chosen a single enemy Champion within this Abilities Casting Range, Aigne will then Channel for 1.5 seconds, after which Aigne will send the champion to space. For the next 1.20 seconds the chosen Champion will be in a state of Stasis, but at the end of the duration the Champion will return to the Map where he/she was affected by the Ability. When the Champion returns they will take Magic Damage from the Ability and will have their Armor & Magic Resist reduced by 10% for 1 second.