Champion Concept: Parnell, the Raging Furnace
#Parnell, the Raging Furnace Piltover Fighter/ Mage
Design Philosophy He is created around the effects of radiation and how radiation is transmitted: through the environment, underground, in waves, arcs of energy, and contamination from source to source. He is also based on how he needs energy in his new form to continue to live.
>#Abilities
Resource - Heat: His abilities have no cost related to them, the use of his abilities is only normally limited by CD's. Instead, he uses HEAT as his secondary resource. He starts with 0 HEAT, and it caps at 100. While not Overheated, after 5 seconds of not using his abilities he will start losing HEAT at a rate of 10 HEAT per second, then at a rate of 20 HEAT per second 3 seconds later. If he uses an ability while Overheated it will cost him 5% health instead.
Passive - Thermodynamic Containment Suit: Abilities generate 20 Heat when used, Ability passives consume Heat at a rate of 1 Heat per sec until deactivated. DANGER ZONE: 50-99 HEAT - AP and MS are increased by 15/30/45/70% (lvls 1/6/11/16)of current Heat, melee AA become 400 unit ranged heat blasts. VFX - Metal Containment suit goes from its normal deep gray, to a dark red OVERHEATED: 100 HEAT - Slowed for 3 sec. The next ability used within 3 sec will gain bonus effects before he is silenced for 7 seconds. Heat resets to 0 after the effect ends. If he doesn't use an ability within 3 sec the silence is shorted to 4 sec.VFX - Containment suit becomes a pulsing bright yellow, flames licking out joints and face grill.
Q - Heat Transfer: range 125-550/400-825 CD -16 The next AA becomes empowered: Parnell hits with extra force, the energy blasts through the initial target to hit secondary targets in a line behind within 425 units (linear AoE 100 width). It can be cast a total of 3 times before CD, as long as each hits a champion within 8 sec. Each subsequent hit deals 20% less damage and generates 75% less heat. OVERHEATED BONUS Grants bonus 10% AS. The first hit slows the initial target. As long as he hits an enemy unit, can be cast 5 more times within 10 sec. Each hit deals full damage and generates a fast decaying shield for 50% of damage dealt.
W - Radioactive Field: range 625/ 70 degrees Passive - Radioactive Contamination: AA leave 50 unit AoE's of heated radiation dealing minor DoT. Each radioactive area last 3 sec. Consumes 1 Heat per sec until deactivated, passive will not work at 0 Heat. Active: Parnell releases a huge amount of extreme heat radiation in a cone, damaging enemy units, leaving an AoE for 3 sec: Allied abilities that pass through this field gain 25% of his bonus AP as Magic Damage. Deactivates passive. OVER HEATED Bonus Cone becomes an instant AoE blast around him. Initial wave silences enemies within for 1.75 sec and knocks them back 100 units.
E - Energy Arc: cast radius - 550 He channels for 0.5 sec retaining 60% MS, holding his hands out far on either side of him, palms up. He sends out an blast of radioactive energy that travels from the right hand to the left in an arc over 1 sec. The blast passes through enemy units, damage reduced by 5% for each target it passes (capped at 40% damage reduction). Enemy active abilities that the arc passes and enemy abilities that pass through it have 50% of their Magic Damage and converted into health for him when the ability finishes. OVER HEATED Bonus Sends out half the arc of energy from both hands at the same time. When the two arcs meet at the opposite side of the arc it causes a 200 unit radius explosion. Damage reduction is negated. Stolen Magic Damage converted to health increased to 75%.
Note: Uses the Arc Targeting system similar to Diana's Crescent Strike; except the arc will go further than a semi-circle and will connect to his other hand. Like the missile range indicator for Crescent Strike; the arc's radius widens as you extend the range. Similarly the direction and range of the arc is controlled by the mouse at the opposite end from Parnell. The energy arcs out in a nearly complete circle; his arms and body complete the circuit. This ability can be fired in any direction, and he will instantly turn to face the direction fired. The radius of the arc can be extended within the ability's max range radius of 550. Think of the attack as a circle of damage; its max diameter is equal to the ability's max range radius. Visually a good static representation of the ability’s range and overall visual AoE look would be the range indicator of Fiora’s Lunge. http://imgur.com/1pCjYHo
R - Meltdown: After channeling for 1 sec Parnell is overcome by his need for energy to sustain himself and bursts out out of his containment suit causing a 575 unit radius explosion. He leaves the suit vulnerable, losing 40% bonus MR and Armor, but gaining MS and ignores unit collision for the duration. He constantly generates a 600 unit radius radioactive AoE; within its range allies gain 5% of his bonus AP and he steals 75% of Magic Damage from enemy abilities that contact him and converts it into AP for all allied units inside. Effects last 15 sec. He cannot reach 100 heat while the ult is active. OVER HEATED Bonus Casting at 100 Heat will make him channel for 3 sec retaining 75% MS. The silence will be reduced to 3 sec. The initial 575 unit explosion exposes enemy and ally units in range to extreme radiation placing 1 stack of Radiation on them. Units affected with Radiation will emit a 200 unit radius AoE dealing minor DoT. Enemy units with Radiation Stack will take 5% bonus damage from his AA. Any unit's Radiation stack last 6 sec and is refreshed as long as they are within the ult's range. If they exit, it's damage quickly falls off over 6 seconds, and is not reapplied upon re-entering the ult's range.
#Lore
10.05 7:42 With the newly emerged and quickly growing field of techmaturgy, progress has not been made without the assistance of accidents. It is a harsh but true constant across many fields of science and mage craft. While of the most paramount discoveries ever happened upon have occurred through seemingly incredibly lucky accidents; not all accidents result in a scientist gleefully exclaiming "Eureka!" Some can have unintended effects, ranging from minuscule and harmless, to catastrophically deadly. But none have been considered worse than the Meltdown of Piltover's first outer city Arcane Nuclear Reactor. It was the first major project to combine arcane energies and natural elements on a large scale. All for the goal to boost the max power output. In a sense they achieved just that... and it didn't end well. It still remains a stark reminder of what happens when technology and magic are unwittingly combined.
12 years ago...
8.02 10:15 The Arcane Nuclear Reactor (or ANR) has been successfully completed, and cleared for fuel cell ignition! All systems are fully operational. All measuring instruments go.
8.29 14:33 A few power fluctuations detected within the Arcane fission sector of the Reactor, bothersome. Power output and radiation levels are still well within the parameters. Arcane energy output has been stabilized as expected. All systems unaffected, ANR still operational.
9.03 7:00 Energy Consumption Levels within Piltover have increased. Subsequently the injection levels of Nuclear Elements have been increased. ANR proving to be very effective!
9.14 12:00 During a routine inspection a highly alarming anomaly was discovered. A gas leak in the Nuclear Fission sector of the Reactor. The gas detection instrument had been corroded! Recommended Project to proceed with caution.
9.28 21:30 A large energy arc was detected in the Arcane and Nuclear Fusion sector. The energy arc caused a leak of radioactive materials, contaminating the North quadrant! Radiation has been contained. Current state of ANR, unsatisfactory, system operations not optimal. ANR proving to be inefficient in energy output, need to recalculate some equations... Recommend ANR Project to proceed with extreme caution.
10.07 22:07 Large energy spikes detected and becoming more frequent. Signs observed that the Arcane and Nuclear energies may be rejecting each other! ANR nearing Danger Zone. Calculations suggest a meltdown may be inevitable! Demanded immediate termination of ANR Project.
10.12 3:02 Arcane Nuclear Reactor has surpassed the Danger Zone and Overheated Zone. Structural integrity of arcane energy and radiation containment tanks compromised. ANR now in full, complete MELTDOWN! Piltover... We have problem.
11.05 8:33 Fallout has been recorded at a max of 30 km from ground zero. The land for 10 km has been completely razed to the ground. No survivors located. ANR project: Failed.
11.08 5:54 Subject Parnell found. Test show Subject was closest in proximity to the Core of the reactor when it detonated. Subject received roughly 99.8% of the volatile energies. His body was bombarded by radioactive and arcane ions. The process shredded his flesh and tore his cells apart.
6:08 Subject's body slightly glows red from extreme radiation contamination. Subject has retained his humanoid form and vital signs despite containing an unbelievable amount of radiation: Radiation levels exceed 100%! Subject actually possesses his own active field of radiation. Arcane, radiation, and energy reading instruments all overload when in close proximity to Subject.
11.11 18.08 Subject still unconscious. Has not taken in any nourishment, any attempts to feed subject in any way has resulted in the burning or melting of any materials that touch the surface of the subject's skin. The heat resistant observation table has begun to smolder!
11.13 7:23 Subject has begun to shift while unconscious. Lights within the observation chamber have started to dim. Subject has subsequently glowed brighter. Observed energy arcing off of subject when any type of power source is in the vicinity. Evidence suggest that subject has gained the ability to absorb energy from external sources as a form of nourishment. Unknown whether or not subject can manipulate said absorbed energy. Relocated subject to an energy insulated room.
11.14 8:30 Radiation Scrub: Failure
9:27 Radiation Heat Sink: Failure
10:32 Iodine injections: Failure
12:13 Near-Field Radiative Heat Transfer: Failure Radiation Depletion levels - unchanged All tests to relieve subject of excess radiation have resulted in failure. Subject simply contains too much radiation and generates too much heat for any methods to be effective.
11.15 6:56 Test show that subject is roughly composed of 80% completely radioactive and arcane energized matter (blood vessels, nervous system, muscles, lymph nodes) and 20% organic matter that is partially radioactive (bones, tendons, brain).
8:24 Subject has now been withheld contact or close proximity to any form of energy uninsulated in the energy isolation chamber for 3 days. Now showing signs of distress, vital signs have begun to dip.
11.17 8:32 Allowed subject access to uranium yesterday. Uranium fuel cell completely depleted as of now! Subject now shows healthy vital signs, has regained consciousness. Concluded that subject needs some form of energy to sustain life. Further analysis suggest that Subject will absorb any form of energy when close proximity is achieved.
11.24 19:05 Testing the viability of a Radiation Containment suit to give Subject independent mobility again. It will be able to withstand the radiation he subconsciously emits and insulate his energy absorption. But it may not be able to completely insulate the massive amount of heat that he generates.
11.29 2:05 Containment suit successfully completed. The suit can contain any form of energy he involuntarily emits. Any energy that he forcefully generates or emits would be beyond the capabilities of almost any material or design. The suit will protect people from his otherwise lethal radiation transmission. He will be able to move amongst other people freely as long as he does not allow his energy attraction tendency to bypass his logical thought process.
"Subject Parnell is a ticking time bomb... Always on edge... And full of explosive energy... A wonderful subject to observe and study" - Heimerdinger.
Quotes I burn I like my steak a slightly charred If only I could still eat food... I'll settle for whatever energy you've got Not tasty but it will have to do Radioactivity fuels my essence To hot for you? Hope you like it hot Melt them down to ash Feel my fury I am contained...for now Wither in radiation Boom Heating up So much energy built up... Too hot Need more Too much heat, not enough energy Attacking me is like throwing coal into a fire Radiation containment, failed
Special Interaction with Hiemerdinger “Thanks for the suit doc” gives a thumbs up
Joke "Under the surface I'm actually quite cool and calm." Vents a large bright burst of flame "Some like it hot... With a side of radiation" same action "It's quite stuffy in here" same action
Theme: RWBY - I Burn 1:55-3:10
#Tips
- You get some great passive buffs while in Danger Zone, so spam abilities to stay within the Heat Range, but be careful and spam wisely so you won't become Overheated if you don't want to.
- Overheated will give you great buffs for you abilities
- f you become Overheated you have 3 sec to act on it before you are silenced, pick the ability that you want to buff carefully based on the situation
- Plan wisely, always blindly becoming Overheated will be a drain on your health
- Active Field has the Passive of Radioactive Contamination. This passive can be in effect while the Overheated silence is on if Active Field is not on CD
- plan what you will do with Active Field's Passive. While the ability is available you can use the passive, but when you use W or when W's on CD, you cannot use it. It's CD is lengthy
- when you don't need the passive try to use Active field as a lead off for your other abilities to boost them.
- Also use it at the beginning of team fights to buff allied skill shots
- While it is easy to hit an enemy's AoE ability to steal AP, Energy Arc can be timed to hit skillshots as well
- E is great for trades.
- When using E try to go through the least enemy units possible before it hits the enemy champ
- Meltdown can give you a lot of very effective offensive buffs but you lose defense in return.
- decide if you want the Meltdown's initial explosion to hit enemy champs or not
Tips
- Beware the mechanics of Energy Arc, it can hit you from the front, side or back
- most players will try to hit you at the furthest point away in the arc, which means your side will be hit
- you can tell how far he will shoot his Energy arc by the angle of his hands, the further set apart his hands are the further the blast will go. And you can dodge inside or outside the line of fire.
- watch out for the "Spell Vamp" on the Energy Arc
- wait out Energy Arc if you can, it's his main trade tool
- Watch for E, it makes his other abilities and teammate abilities stronger
- when Active field has been cast or is on CD, the Passive part will be disabled, look for this window where he will be weaker.
- while he is using Active Field's passive watch out for those radioactive areas.
- and watch our for abilities that pass through Energy Arc
- when he uses his ult any AP champs should not focus him, that will just make his team stronger even if he dies.
- He cannot have W's passive on indefinitely, it will drain his heat.
- Watch out for when Heat reaches 100 a strong attack is likely to come soon