[Champion Concept] Totem, the Uncaged
Totem, the Uncaged
Theme: Uncontrollable Beast/Insanity/Madness Role: Fighter/Zoner/Initiator/Jungler/Top Laner
Hey guys! I decided to brew up a champ concept out of boredom. It's meant to convey the whole fantasy of cultivating and fighting to control a dangerous beast, and then letting it loose upon your enemies at the right moment. He has similar characteristics to Gnar, but differs in that the player actually loses almost all control over him when his "meter-o-rage" fills up.
Appearance: (Seems like Imgur is down, but I'll upload reference images once it's up). I'm thinking that Totem would have a canine-like body and voice that is comparable to Fenrir from Norse mythology. He has runes and binding sigils all over his body, and magical chains are speared into his flesh. He always runs on all fours, and the runes on his body shatter whenever he is Unleashed.
Here's the kit!
Passive - Avatar of Discord:
- Totem accumulates Madness when issued move commands, casting abilities, and being dealt damage while at or below 30% Health. If he reaches maximum Madness, Totem becomes Unleashed, breaking free of its Summoner's control, gaining massively increased Attack Damage, Size, and Health, and becoming taken over by its own AI until he is drained of Madness.
- While Unleashed, all basic abilities are replaced with a new set used to control the Unleashed Totem and drain him of Madness. Summoner Spells and item actives are locked from use during this time.
- Totem cannot buy trinkets. Instead, his trinket slot is used for the summoner ability Spirit Anchor. Spirit Anchor: Places a destructible totem anywhere on the map which serves as a waypoint for Totem's AI and stores Madness while Totem is Unleashed. Provides vision in a small area around it, and has an area of effect which increases with the amount of Madness it has stored. Destroying it will reset its cooldown and reset it to 0 stored Madness. Visible to the enemy team as if it were a Vision Ward. Long cooldown at low level. Only one Spirit Anchor can be active at a time.
Q - Aberrant Strikes: Totem swipes furiously at everything in front of him, dealing damage in a wide arc. This damage can critically strike. For each time this initial attack critically strikes, Totem will generate Madness and strike again for rapidly diminishing damage. Each strike applies on-hit effects.
Q[Unleashed] - Chains of Binding: Send out a magical chain that can only collide with Totem. If it hits, it will tether Totem to the ground at the fire point, slowing him, restricting his movement to a certain area, and instantly draining him of some Madness. Totem breaks free of the chains after a short time. If the origin point of a chain is within the Spirit Anchor's circle of influence, the chain will channel the drained Madness and store it in the Anchor. Holds up to 3 charges.
W - Spirit Surge: Totem surges his spirit energy, causing a shockwave that knocks up and Fears enemies nearby, dealing magic damage. Generates Madness if it hits a champion. For each enemy Feared, Totem heals.
W[Unleashed] -** Whispers of Possession**: A tide of spirit energy manifests around the Spirit Anchor, slowing all enemy champions within its current area of effect and pulling Totem toward the Anchor itself.
E - Fragmentate: Totem becomes untargetable and dashes to target enemy or ally, dealing magic damage and stunning it for a short time if it's an enemy. If other units are within range of Totem when this ability is cast, identical images of him will also dash to them, inflicting the same damage and stun.
E[Unleashed] - Insanity Vector: Marks an enemy champion or neutral monster within a certain range of Totem. While Unleashed, Totem will move to and focus all of his attacks in an effort to kill that target.
R[Castable in Both Forms] - Reign of Chaos: Totem instantly gains maximum Madness and draws his Spirit Anchor to him, which becomes untargetable. He then goes berserk, attacking everything near him with basic attacks and his basic abilities. During this time, Totem's basic attacks consume Madness (his own and the Spirit Anchor's, if it remains within range) to deal bonus damage. The Summoner may use all Unleashed abilities during this time.