Angra, the Awoken
Angra, The Awoken
Lore Magic and technology rarely mix, and often the consequences for doing so are extreme. In a secret lab researchers attempted to create a generator capable of powering an entire city, using incredibly complex spells and machines to fuel the reactor. So complex and powerful was the result that the spell came to life, breaking free from the lab and destroying everything in its path.
Appearance Angra is a living ball of energy; while small in appearance it has a large unit size and constantly has lightning arcing out to nearby ground locations, units, buildings and champions. These visual effects have no in game use, they just look cool.
http://locklip.com/wp-content/uploads/2014/12/ball-lighting.jpg
Role As the awoken heart of a reactor Angra is a powerful mage, who specializes in setting up massive chain reactions using its passive.
Abilities Passive – Arcane Discharge Whenever an enemy takes damage from one of Angra’s spells it gains a stack of Arcane Charge. Upon reaching 5 stacks the power detonates, dealing magic damage to the target struck and arcing to up to 3 nearby enemies dealing additional magic damage. The arcs will preferentially target enemies with stacks of Arcane Charge, and enemy champions. If a target has more stacks of Arcane Charge it is more likely to be hit with an arc from a detonating target. Additionally Angra’s basic attacks can trigger a detonation on a target with fewer than 5 stacks, but for reduced damage.
Targets hit by an arc from Arcange discharge gain a stack of Arcane Charge, note the detonating target does NOT gain a new stack of it.
Finally note that for a brief period after detonating a target cannot detonate again, it can however gain new stacks of Arcane Charge, though if it hits 5 stacks again during this time it will detonate once the cooldown ends rather than immediately.
Q – *Energy Spike* (4 sec CD)
Angra sends a portion of its energy into the ground, for it to erupt at target location, briefly slowing and damaging all enemies struck. If any enemies struck have more than 1 stack of Arcane Charge on them before taking damage from this ability they are briefly stunned instead, with the duration dependent on the number of stacks. Additionally, if this ability causes any Arcane Discharges Angra gains mana based on the number of discharges caused.
W – *Living Power* (16 sec CD)
Passive: Angra gains bonus movement speed based on its bonus mana Active: Angra consumes its built up energy to restore itself, draining a % of its current mana to heal itself based on the mana drained over a few seconds. If an enemy attacks Angra while it is consuming mana it causes a backlash, instantly draining a large portion of Angra’s current mana and dealing damage to the enemy that attacked it based on the mana drained. Angra loses its speed bonus while this ability is on cooldown.
E – *Bouncing charge* (8 sec CD)
After a short cast Angra sends a burst of energy in target direction, dealing damage to the first enemy struck. For a short duration after striking a target Angra may cast this spell again, creating another charge only this time it originates from the target of the first cast, dealing additional damage to the original target and the first enemy struck by the new bolt. Bouncing Charge may be recast in this way any number of times, however the source of the Bouncing charge must be visible to Angra and the mana cost increases the further the source is from Angra. Bouncing charge only goes on cool down once no bouncing charge remains.
R – *Meltdown/Collapse* (128 sec CD)
Angra explodes with power draining ALL of its current mana and dealing damage to all enemies in a huge area around it. Damage done is based on the mana drained. For a few seconds after casting meltdown Angra is untargetable, having dispersed itself across the area struck, this area is visible to Angra and its allies, but the area cannot be moved. Enemies who remain in this area are slowed.
While untargetable Angra may cast Energy spike anywhere within the area struck by Meltdown for free, and on a reduced cooldown. In addition Angra gains access to ‘Collapse’ and may cast it any time while dispersed. If Angra does not cast Collapse before the untargetable duration ends Angra automatically collapses, targeting the location Meltdown was cast.
Collapse targets an area within the dispersion zone, the energy released by the meltdown rushes to the target as angra reforms there. Enemies caught by this rush of energy take additional damage and are knocked a short distance towards where Angra is reforming. Upon reforming Angra regains mana for each enemy struck by Collapse, additional for enemy champions. Additionally Angra regains a portion of its missing health for each enemy champion hit by Collapse.
only as a spell.
doesn't count. :P