Champion Concept: Ifriet, The World Fire Reborn.

Iridium Devil·2/10/2016, 10:13:40 AM·1 votes·303 views

Ifriet was once a powerful elemental who gave fire to the mortals of his world, worshiped for his gift of warmth and the benefits there in. Warriors also deemed him the god of battle, for his quick and fiery temper and his haste in solving problems through liberal application of his ever burning flames. Over time, his followers slowly started praising and thanking him less and less and his ears grew distant from the world he had kindled his flame for, and with his connection to them dwindling, so too do his desire to remain awake. Eventually, he slumbered within the world fire, bringing with his sleep a mighty winter as the flames of the world fire could not keep the world warm without his aid. The relentless cold lingered for months before the people remembered their now sleeping lord and held a festival in his honor, believing he had retracted his heat out of malice and spite, in an attempt to win his favor once more. The festival of flame was enough to awaken Ifriet for a time, and with his awakening he returned heat to his followers and battle to the warriors who still desired it. However, his followers again grew complacent with his gifts and it took only months to forget once more how much they needed his aid. This time, though, Ifriet did not simply turn a blind eye and a deaf ear to their arrogance, and withdrew his flame purposefully to punish the humans. Months of the freezing wind and snow reminded them again of their need, and though no prayer or begging seemed to return their masters eye to their world, they decided to hold the festival once more. Ifriet made a personal appearance at that festival, and told his followers that their arrogance would cost them. Each year, he would give them his flame for only six months before retracting that grace. They would suffer the cold for six months, then hold a festival if they wished the heat to return. His followers obeyed, and passed this legend on to each generation. This continued for hundreds of years, until his followers again grew arrogant, simply going through the motions to keep themselves comfortable. Ifriet eventually grew tired of his weak followers, and called a sacred pilgrimage to the warriors that still paid him homage to the volcanic ruins he made his home. He demanded a sacrifice from among them to give him form so he may cleanse his pitiful followers himself. The warriors obliged, and one brave young warrior volunteered his life to the eternal flames so Ifriet could walk his world. His led his warriors on a bloody crusade, slaughtering the people who time and again disregarded his commands. When the world was left burning and bloody, he left it in the hands of the warriors and took the body he had been given to another world, where he stumbled upon the league, where he was not a being to be worshiped, but simply a fiery warrior with a love of battle. This would be fine for him, for the time being, until fate called him back to his warriors.

"In the end, all will be ash, to be scattered on the winds. One way or another." -Ifriet

Appearance: Ifriet is fairly tall, with long dark red hair, almost black but not quite. He wears burnt plate armor and carries with him a large blade that looks like cooled volcanic rock. His basic walk animation looks like heavy stomping and leaves behind burning foot prints for a moment. When his movement speed is temporarily increased, he dashes forward with his sword trailing behind him, a smoldering inferno erupting from his feet. When he attacks, he swings his sword in large, sweeping arcs that leave a small trail of fire behind the blade. When he dies, he is simply consumed by fire and vanishes. On a critical strike, he ignites his sword and plunges it into his foe.

Role: Ifriet is a tanky top lane warrior or potential bottom lane support. He brings a decent amount of damage for his defenses and a small amount of crowd control, but otherwise excels in extended brawls and team fights.

Base stats: Health: 580 at level 1, +65 per level. Health Regen: 8.5 at level 1, +0.8 per level. Mana: 300 at level 1, +30 per level. Mana Regen: 6.0 at level 1, +0.5 per level. Armor: 27.5 at level 1. +3.5 per level. Magic Resistance: 32 at level 1, +1.2 per level. Melee Range: 175 Melee Damage: 55 at level 1, +3 per level. Attack Speed: 0.65 at level 1, +2.5% per level. Movement Speed: 325

Abilities:

Passive: World Fire: World Fire works in two ways, Presence of the World Fire and Touched by the World Fire.

Presence of the World Fire: Ifriet constantly radiates fire from his human body, dealing (1-18)+(2% Bonus Health)+(3% Bonus Armor)+(3% Bonus Magic Resistance) magic damage in a 400 unit area each second. This cannot inflict Touched by the World Fire unless Molten Bulwark is active.

Touched by the World Fire: Ifriets spells and auto attacks leave enemy champions with a stack of Flame Touched, dealing 25% of Presence of the World Fire's damage each second, for 5 seconds to the champion and each other enemy unit within 200 units of the burning champion. A champion can have a maximum of 4 stacks on them at a time and may be affected by more than once instance of damage of World Fire at a time.

Q: "Blasted Lands". Ifriet stomps on the ground, sending a fissure forward 550 Units long by 125 units wide, stunning enemy champions for 1/1.25/1.5/1.75/2 seconds and dealing 70/115/160/205/250 magic damage. 0.5 seconds after the initial fissure, the ground around it quickly ignites in a 600 unit long by 300 unit wide rectangle, dealing (2.5% Maximum health) magic damage to enemies inside the area each second for 6 seconds and reducing their movement speed by 30% and their armor by 20% as long as they remain within and for 0.25 seconds after leaving the area. Mana cost: 50/60/70/80/90, Cool Down: 14/12/10/8/6 seconds.

W: "Molten Bulwark". Passive: Ifriet pulls a slab of molten obsidian from the ground and straps it to his left arm for the rest of the game. Ifriet gains a 15% increase to Bonus Armor and Magic Resistance and takes 2/3/4/5/6 less Physical and Magic damage from enemies affected from World Fire.

Active: Ifriet slams his shield into the ground, surrounding himself in a fiery shell, immobilizing him for up to 8 seconds. While within the shell he gains a health of 90/120/150/180/210 + (10% Maximum Health) + (15% Missing Health) and gains 15/30/45/60/75 (+15% Armor and Magic Resistance) Armor and Magic Resistance and a 75% increased health regeneration bonus for each enemy affected by World Fire. If the health shield is depleted or the immobilization ends, the shell explodes, dealing 10/15/20/25/30 + (1% of the targets missing health) magic damage to each enemy within 500 units for each second Ifriet remained within the shell. After 4 seconds, if the shield has not been depleted, Ifriet may reactive the ability to detonate the shell early. Mana Cost: 40/45/50/55/60, Cool Down: 18/16/14/12/10 seconds.

E: "Grand Fireball". Ifriet throws a large ball of fire in a straight line 1000 units long and 250 units wide, passing over and damaging minions and detonating at the end of the line or if it strikes an enemy champion, dealing 90/140/190/240/290 + (10% Maximum Health) magic damage to all enemy units within 400 units of the target. If the target struck is affected by World Fire, the explosion will deal 50% more damage in a 25% increased area and heal Ifriet for 1/1.5/2/2.5/3% of his missing health for each enemy hit. Minions take 1/4 of the explosion damage as the fire ball passes over them and double damage from the explosion.

Once the ball has exploded, it will leave circle of burning ground the size of the detonation, dealing 10/15/20/25/30 + (5% Armor and Magic Resistance) magic damage each second for 5 seconds to enemies who remain within it. Mana Cost: 60/70/80/90/100, Cool Down: 18/17/16/15/14 Seconds.

R: "Unforgiving Sun". Ifriet brightens the map, increasing ally vision range by 60/80/100% for 5/7/9 seconds and prevents his team from being affected by blinds or reductions to vision range for the duration. In addition, Ifriet may reactivate this ability to lob a massive fire ball to another point any where on the map, traveling at a rate of 1600 move speed. Once the ball is within 2500 units of the target destination, the area it will land in begins to burn, dealing a very small, but very quickly growing, amount of magic damage (10/15/20, adding its base damage every 0.25 seconds) until the ball is over head. Enemies in the area when the ball arrives have their movement speed and attack speed slowed by 75% and take 60/90/120 + 1% Maximum Health, +3% Armor and Magic Resistance magic damage each second they remain within area, are revealed and cannot benefit from stealth until they leave the area. The area lasts for 8 seconds upon arrival. Mana Cost: 100/150/200, Cool Down: 180/120/60 Seconds.

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