champion concept Tremor the earthquake
contents abstract apperance role stats abilites lore quotes synergies and counters skin ideas poll
Tremor is a zone conrtol mage focused around the manipulation of two stone hands: hands he can use to smash, shove, block and slam his enemies into submission. Tremor lacks the upfront burst damage of most mid laners but makes up for it in his power to shape the battle field to grant his more damage oriented allies the advantage they need to win. that being said Tremor is no push over, getting hit multiple times with 2 tons of magically animated rock can still be lethal to those lacking the proper protection.
Appearance: Entire form made of stone. “legs” arthee a swirling opaque mass of rocks, varying in size, and dust. Torso broadens toward his shoulders and is angularly cut to resemble toned muscles. Head consists of a small dome with two glowing white eyes. Arms are angularly cut and end in three digit hands. Has two massive stone hands floating above him, the hands are cobbled together from a random assortment of rocks and gravel with the right being darker in tone than the left.
Role: mage/support
Stats Health:470-1658 Health regen:5.4-14.3 Mana:396-1246 Mana regen:6.1-19.9 Range: 550 Attack damage: 54-107 Attack speed:0.615 (+0%-+28.6%) Armour:22.1-90.2 Magic resist:30 Movement speed:330
Abilities Passive: Aftershock Slow amount: 10%/15%/20% Max slow amount:30%/45%/60% Damage per second: 4+lvlX2 (+10% AP) Cooldown: 7/6/5 Tremor’s abilities involve usage and manipulation of two massive stone hands, when an ability causes the designated hand to move it will remain at the new location for 5 seconds after the ability ends before returning to tremor’s side. If tremor moves more than 800 units away from a hand it will immediately recall to his side. Tremor’s stone hands create 150 unit wide zones around themselves that slow enemies inside them. Whenever tremor casts an ability this slow amount is tripled for 3 seconds and slowed enemies, and structures, take damage every second (the slow amount decays down to the normal amount over the duration.
Q:Tectonic smash Cost: 50 mana Range: 700 Radius: 125 Damage: 40/70/100/130/160 (+35% AP) Direct hit damage: 52/91/130/195/208 (+45.5% AP) Cooldown:7.5 seconds Orders the right hand to smash a target area to damage and apply aftershock’s slow to all enemies hit for 2 seconds, damage is increased by 30% if the target is within 50 units of the epicentre. If tremor hits an enemy with tectonic smash then he cast recast it within the next 5 seconds to smash with the left hand. This order takes priority over others so it will cancel landslide and stonewall, but not deep impact.
W: landslide Cost: 70 mana Range: 600 Push damage: 50/70/90/110/130 (+45% AP) Stun time:1/1.25/1.5/1.75/2 Cooldown: 12 Orders the right hand to moving toward a target location, pushing enemies along the way. The hand will stop moving if it: reaches the targeted location; collides with terrain or strikes a champion. Any enemies in contact with the hand when it stops moving, including champions hit by it, are flung 300 units in the direction it was travelling. Any enemies flung into terrain by the hand will stop upon hitting it, take 75% bonus damage and be stunned.
E: Stonewall Range:700 Barrier health: 150/200/250/300/350 (+50% AP) Cooldown: 15 Orders the left hand to act as a 500 unit wide barrier for 4 seconds. The barrier blocks enemy movement and absorbs all projectiles, including turret shots. The wall can be targeted by enemies and will be destroyed if it absorbs too much damage, taking double damage from turrets. The wall can also block normally untargetable objects such as orrianna’s ball and Azir’s sand soldiers.
R: Deep impact Cost: 120 mana Range: 750 Slam damage radius: 600 Slam knock back radius: 300 Grab Damage:75/150/225 (+35% AP) Max slam damage:75/150/225 (+35% AP) Stun time:0.75/1/1.25 Cooldown:140/130/120 Channels for 1 second before grabbing the target champion with both hands, suppressing them for 0.75 second and then slamming them into the ground to stun them and knocking back nearby enemies 250 units. Tremor deals half the damage to the targeted champion as they are grabbed and up to half again to them and surrounding enemies, depending on how close they were to the original target and enemies flung into terrain are stunned for half the time of the original target.
Lore The rune wars may have been ended but the scars leave by them on both the landscapes they where fought upon and those who barely survived them still remain. While the league of legends has stopped any further damage and works to undo what was done, it may have come too late to make a difference. The magic that fuelled the rune wars of old have brought one final horror to life, Tremor. Forged from the earth by the stray magic of the battles and moulded by the anger and hate of those that cast the spells he has risen with monumental power and one goal: extinction.
Quotes Upon selection “In war I was made. In war, they will be un-made”
Attacking “Tremble before me” “Crumble” “I’ll crush you like the worm you are” “PATHETIC!” “Flesh is so weak”
Movement “The end is near” “This world will be mine” “They do not deserve to live” “This isn’t war, its extinction”
Taunt “I will grind you to dust” “Mountains crumble at my order. What makes you think you stand a chance?” Taunting Malphite ”You waste your power protecting them”/”I was here first, get your own dimension“ Taunting Lissandra/Anivia “ice shatters just like bone” Taunting Xerath “You will not even rule the ashes” Taunting Azir “watch as you lose your world again” Taunting Darius/Swain “Noxus will crumble to dust” Taunting Garen/Jarven IV “Demacia will be rubble” Taunting voidborn/malzahar “first this world, then yours”/”the void will be next” Taunting undead “not even death will save you from me” Taunting zileen ”I’ll knock back to the stone age where you belong”
Joke “Let’s rock! Get it?” “Who wants to get stoned?” “anyone up for a trip to next week?” Dance
Synergies and counters Who does tremor counter? Tremor works well against immobile opponents that are unable to evade his hands, even more so when his foes uses projectiles as stone wall can be used to mitigate a good chunk of their damage output before using landslide to slam them into nearby terrain .
Annie: Tremor’s more reliable CC let’s him better control any engagement. Aftershock slows both her advance and retreat; land slide shoves her back so she can’t land her stun; stonewall is more than able to block her disintegrate and Tibber’s movement while deep impact can be used anytime for an instant stun to step up the rest of his punishing combo.
Orrianna: Tremor is one of the few mages able to play and beat orrianna at her own zone control game. Stone wall both stops her ball in its tracks and holds off her strong auto attacks while tremor brings down the rock solid pain on her.
Cassiopeia: While cass has the superior damage it only holds true if she can stay in range and keep hitting with twin fangs. Tremor’s superior crowd control and proper positioning of stone wall can halt both her assault and advance while enabling his retaliation.
Who does tremor synergise with? Tremor works best alongside high sustained damage allies that are able to take advantage of his his high amount of CC and zone control to maintain an advantageous position as they lay down their damage. Jinx: the loose cannon and the earthquake are a force to be reckoned with whether they team up in the small scale bottom lane skirmishes or group up in massive teamfights. Aftershock and deep impact keeps the enemy front line close enough to shoot but far enough away to avoid retaliation, landslide can shunt unwanted assassins and tanks away while stonewall holds off the assault of the opposing mid laner and ADC while Pow-Pow and fishbones tear the entire enemy team to shreds.
Vayne: Not much can stop vayne and tremor when they team up. Stonewall makes condemn much easier to land, aftershock can slow down their target’s retreat long enough to kill them, landslide can cover Vayne as she falls back while also smashing condemned target’s into the wall for a second round of CC as the night hunter rips them apart.
Tryndamere: Tryndamere’s DPS is among some of the highest in the game, unfortunately he has a hard time getting, and staying, close enough to dish it out, cue Tremor. The CC of the earthquake allows the barbarian king to crit to his heart’s content, or until he runs out of things to crit on.
Who counter’s tremor? Tremor’s zone control nature, relatively low range and damage makes him equally vulnerable to mobile assassins as he is against some of the longer ranged mages. Enemies able to circumvent his defences, via mobility or sheer range, will find him to be a rather brittle target.
Zed: zed’s shadow let’s him bypass all tremor’s defences with ease and avoid any retaliation while death mark let’s him stomp Tremor like he was nothing more than a sand castle.
Lux: what to beat the earthquake at his own game? The lady of luminosity has the tools to do it. Whether it’s locking him down with light binding, outranging him with lucent singularity or finishing him off with an unblockable final spark there isn’t much tremor can do to stop her if he falls behind.
Xerath: When all else fails, turn to the apex of long range glass cannoning. All his skills out range tremor’s hands and all but shock orb bypass stonewall, letting the godly Xerath obliterate the stone titan without some much as a scratch.
Skin ideas Crystalline tremor: similar to skarner arcade tremor: appearance is based off Rayman with some of the fluorescent ascetics of other arcade skins volcanic tremor: body is made of lava and obsidian