[Concept] Triton, Lord of the Deep

Arenvalde·6/8/2015, 12:49:04 AM·1 votes·808 views

Triton is the King of the Marai, Nami's people. A strong and powerful leader whose people face imminent destruction as the power of the Moonstone fails, Triton has ventured onto dry land to discover what became of Nami and aid her in her quest. Triton has joined the League both to find Nami and because it's the only place in Runeterra where so many heroes from so many disparate lands gather.

In game, Triton is a hybrid jungler/brawler who rules the river and excels at disrupting enemy actions while striking enemies down with his mighty trident.

Abilities:

Passives: Sea's Grace: Triton gains (10 + 0.01 ap) % movement speed, (10 +0.015 ad)% attack speed, and 50% increased health regen while on water terrain. Erupting Spring: Whenever Triton's enchanted trident strikes terrain, it causes a spring of sea water which forms a pool that lasts for (10 +0.01 ap) seconds. Impale: Enemies Impaled on Triton's trident are first interrupted and then rooted for (1.0 / 1.25 / 1.5 / 1.75 / 2.0 + 0.003 ap) seconds. Impaled units cannot dash or jump. Disarm: Without his trident, Triton must fight with his fists for 5 seconds or until he picks it up again. Attack speed is increased by 50%, attack damage is reduced by (50 - 0.05 ad) %, and attack range is reduced from 175 to (125 + 0.05 ap).

Q - Trident's Strike: (Range: 175 / 650 Cooldown: 15 / 13 / 11.5 / 10 / 9) Targeted: Triton thrusts at target champion, Impaling his target and dealing physical damage. While a unit is impaled by Trident's Strike, Triton cannot autoattack, but can still move, taking the Impaled champion with him. Pressing Q a second time before Impale ends will dislodge the target, knocking them away slightly.

Non-targeted: Triton throws his trident in a line, Disarming himself. The trident deals physical damage and knocks back the first enemy hit to 650 range, knocking aside other enemies units in its path. If the trident strikes a wall, it triggers Erupting Springs and any struck enemy is Impaled and takes the same damage again. While within 175 range of the trident, pressing Q will take back his trident and cancel Impale and Disarm early.

W - Trident's Depth: (Range: 550 Cooldown: 19 / 18 / 17 / 16 / 15) Armed: Triton plants his trident, raising himself up on it before diving straight down, becoming untargetable. Disarmed: Instead, while on water, Triton can dive down, becoming untargetable.

Botth: After 2 seconds or on recast, Triton erupts from the water at the cursor location, knocking up and dealing physical damage to one enemy unit directly above him. If there is no water beneath the cursor, Triton appears from the nearest water in a line between his initial position and the cursor. Triton can also dive or emerge in water created by other champions such as Nami's or Fizz's ults.

E - Trident's Fury: (Range: 175 / 400-650 Cooldown: 11 / 10 / 9 / 8 / 7) Cannot be cast while Disarmed unless within range of his trident.

Melee (based on cursor < 400 range) : Triton rises to his full height before thrusting his trident into the ground with great force. Triton continues moving in the direction he was travelling until his trident strikes.

Ranged (cursor > 400 range) : Triton hurls his trident in a high arc towards the cursor location where it sticks in the ground.

Both: Enemies near the trident as it lands are knocked down and take physical damage. If a unit is Impaled on cast, Trident's Fury casts as melee and that unit takes physical damage on hit, is Impaled, and drained for (X) health per second magic damage while Impale lasts. Triton cannot move or attack during the duration of the drain.

R - Search the World: (Range: 500 Pool: 800 Vision: 1200 Cooldown: 140 / 120 / 100) Triton summons the Lighthouse of Alexandria at target location. The Lighthouse counts as a turret with twice the HP of a typical turret and will remain until destroyed or summoned to another location. The eruption creates a tidal wave of water at its base that spreads in a circle, knocking up and dealing magic damage to all enemy units in its path, decreasing as the wave travels. The wave leaves a large pool of enchanted water around the lighthouse that grants Sea's Grace for 10 seconds to all allied units that pass through it.

The Lighthouse of Alexandria reveals terrain in a long 45° arc that revolves slowly. The Lighthouse's searchlight can see over all walls and into bushes, but because of its height all enemies on the map can see the lighthouse. Does not reveal invisible or stealthed units.

1 Comments

Arenvalde6/10/2015, 5:20:10 AM1 votes

Edit: Removed a lot of needless AoE interrupts.