[CHAMPION CONCEPT] Rut, Tario, and Ikar, the Protectors of Icathia

Meep Man·9/21/2014, 10:50:09 PM·3 votes·2,004 views

WARNING: LOTS OF READING HERE! This is a large champion concept for a champion with three different primary units that are controlled by clicking on each of them and then using their abilities and commanding them.

INFORMATION

Rut, Tario, and Ikar are the newly revived knights of the fallen city of Icathia. Centuries ago, before the city was ravaged by the Void's magic, it was a prosperous city of great achievements, protected by a trio of knights sworn to it's defense. The citizens, including the knights, were a species now long lost to the face of Runeterra. Their body structure was unlike any other, primarily being a liquid substance that was contained in what seemed to be a bubble-like sphere. The only distinctive body parts that they had were eyes, which were attached to the slime inside. The eyes could move around as it could as they please inside the slime, even being able to stretch upwards. This gave the species a "slug trapped in a bubble" appearance. These creatures were killed with ease at first, being killed off simply by popping their fragile bodies and letting all the slime splatter all over the ground. However, their intelligence is what allowed them to survive. They quickly advanced, much quicker than any humans, creating armor to protect themselves, usually being large metal spheres that could be easily rolled around by the creatures. Once they were found by humans, they were given the name "Zeallugs", combining the words Zealot and Slug. Their interaction with humans remained neutral for as long as they existed. Only 10 years after humans began appearing at Icathia to trade and interact with the Zeallugs, the Zeallugs saw the usefulness in limbs, creating a complex mechanism inside their armor to allow them arms and hands. Shortly afterwards, they were able to make use of weapons, the sword being their most used weapon. Zeallug swords are usually short in nature since their limbs cannot carry much heavy weight, but are known to be sharp enough and sturdy enough to cut straight through stone without even harming the sword at all. Once the sword as "invented" in their society, a group of Zeallugs, known as the Protectors of Icathia rose up to protect their city. The first one to rise up was known as Rut, being the oldest. The most skilled swordsman of them, he is known to be extremely calm. He is able to search out and find the weak spot extremely quickly when dealing with unknown or known threats. This quickly made him to be the leader of the group, unable to be defeated by any of the others. Next came Tario, an inventive Zeallug that quickly befriended Rut. Through their combined positives, they were able to achieve a feat no other Zeallug had ever been able to achieve... air combat. Tario was extremely fascinated with the sky and, with his inventive nature, was able to develop a pair of wings after many years of trial and error. This allowed the duo to fight off even creatures that approached from the sky, saving the city from disaster many times. Tario is, in fact, not a swordsman, more interested in using a staff. He was able to develop much stronger arms and limbs for himself, allowing him to carry a staff equal to his size. While fighting with it is still difficult for him, the group mainly uses it for it's added utility of allowing them to vault over obstacles and being a very great way to achieve lift off for flight. The last member of the group is Ikar, a brute that uses a greatsword, requiring both of his enhanced limbs from Tario to use. His wings are much noticeably bigger due to his weapon as well, allowing a much heavier load. However, he is still extremely heavy, unable to achieve speed in flight anywhere near Rut. Sometimes his mindlessness gets him into trouble, but in the end, the group still sees him as a valuable member due to his sheer strength. To further the destructive force of his attacks, Tario has been able to make his sword catch fire for a couple seconds due to ignitable gas that can be sent out from the sword, allowing Ikar to stab into his opponent and ignite their insides. This group was undefeated by any foe in Runeterra for a very long time. However, one day...

LORE

One day in Icathia, everything changed. Suddenly, out of no where, a huge portal emerged in the center of town, releasing from it an army of creatures that did not look of this world. In the town of Icathia, a group of warriors protected it from any harm that would come it's way. When the army of the Void marched into the town, they answered at a speed only matched by the wind. Immediately, upon the creatures showing aggression, they began to slice and crush the creatures, leaving only pieces of them behind. It seemed as if they beaten the army when, suddenly, a huge creature emerged from the portal, beginning to crush the city of Icathia. The protectors told the messengers of the city to send for help from neighboring cities, but they were immediately devoured by the beast upon attempting to leave.

It seemed as if all hope of defeating the beast was lost when, suddenly, the leader of the group knew what they had to do to save this world. They battled the beast, slowly pushing it back to the portal. They were able to make it retreat back inside the portal, but the portal was still open, allowing the beast and whatever else was inside the portal to still be released into this world. The leader quickly drew upon the opportunity of the beast being back inside the portal, quickly leaping with his team into the Void, causing the portal to close for reason only known by the leader who entered with his team.What is known was a flash of white light was seen all across Runeterra when the portal closed. After the flash, all of Icathia suddenly disappeared for many centuries, replaced with a large crater. This left the protectors that sealed the portal to fight for their lives in the Void for eternity.

However, one day, Icathia reappeared suddenly. Rumors spread of a large, other dimensional beast roaming the world of Runeterra, feasting on whoever came near it. After a year or two, many other creatures appeared from the city, invading the world of Runeterra. It wasn't until recently, however, that something reappeared from Icathia that was not of the strange beasts. Three members of the long lost Zeallug species were said to have returned to Runeterra, completely unaffected by the Void they were trapped in. Now, they fight to rid this world of the beasts that have "escaped" the Void.

KITS

Bolded text is titles for abilities Normal text is the defined description for abilties with more information and numbers; it can also be the stats for the characters and the cost, cool down, range, AoE Radius, etc. for abilities Italicized text is the shortened description for abilities

GROUP KIT

Rut, Tario, and Ikar, the Protectors of Icathia Assassin Secondary: Fighter

Rut's Stats Health- 150 (+25 per level) (175 at Level 1; 600 at Level 18) Health Regen/5 sec- 4.9 (+0.6 per level) (5.5 at Level 1; 15.7 at Level 18) Energy- 200 Energy Regen- 50 Armor- 22 (+3 per level) (25 at Level 1; 76 at Level 18) Magic Resist- 30 (+0 per level) (30 at Level 1 and 18) Movement Speed- 355 Attack Damage- 19 (+2 per level) (21 at Level 1; 55 at Level 18) Attack Speed- 0.67 (+4% per level) (0.6968 at Level 1; 1.1524 at Level 18) Attack Range- 125 (Melee)

Tario's Stats Health- 170 (+30 per level) (200 at Level 1; 710 at Level 18) Health Regen/5 sec- 5.1 (+0.75 per level) (5.85 at Level 1; 18.6 at Level 18) Mana- 160 (+40 per level) (200 at Level 1; 880 at Level 18) Mana Regen- 5.8 (+0.9 per level) (6.7 at Level 1; 22 at Level 18) Armor- 23.75 (+3.25 per level) (27 at Level 1; 82.25 at Level 18) Magic Resist- 30 (+0 per level) (30 at Level 1 and 18) Movement Speed- 350 Attack Damage- 15.75 (+2.25 per level) (18 at Level 1; 56.25 at Level 18) Attack Speed- 0.625 (+2.6% per level) (0.64125 at Level 1; 0.9175 at Level 18) Attack Range- 150 (Melee)

Ikar's Stats Health- 190 (+35 per level) (225 at Level 1; 820 at Level 18) Health Regen/5 sec- 5.5 (+0.9 per level) (6.4 at Level 18; 21.7 at Level 18) Fury- 100 Armor- 24.75 (+3.25 per level) (28 at Level 1; 83.25 at Level 18) Magic Resist- 30 (+1.25 per level) (31.25 at Level 1; 52.5 at Level 18) Movement Speed- 345 Attack Damage- 20.5 (+2.5 per level) (23 at Level 1; 65.5 at Level 18) Attack Speed- 0.635 (+3% per level) (0.65405 at Level 1; 0.9779 at Level 18) Attack Range- 175 (Melee)

Group Passive- Trio of Icathia Innate- The Protectors: By clicking on each Protector, you can command them to do as you say. Each Protector has one passive ability and two active abilities. When all three of them are together, they can use an ultimate ability. Any of the Protectors can use the ultimate ability once they are all together. They must be within a certain range of each other to be considered together. Each Protector only gains a third of the normal experience gain from being near dying units and each of them only gains half of the gold from killing a minion or monster. They share gold, items, and summoner spells, meaning that if one of them uses a summoner spell, the other two cannot use it the summoner spell for it's cool down. The same goes for the active effects of items. Protectors all share the same six items, the stats from each item being divided between them, excluding bonus mana, ability power, cool down reduction, mana and ability power being given to Tario and cool down reduction reducing all of their abilities by the amount of cool down reduction obtained. Bonus on-hit effects from items and masteries deal 50% normal damage. On-spell effects deal 33% normal damage. Innate- Together, Even In Death: If a member of the group dies, they give their killer 33% of the gold and experience they are worth and respawn at the Protector nearest to their death location. If all three Protectors die, they will all respawn at the fountain once one of their respawn timers is finished. Together Range (All Protectors Must be Within This Range Of Each Other To Be Considered Together): 400/500/600 (Level 1/9/18)

Ultimate- Pursuit of Justice While all three Protectors are together, they can slice at an enemy champion anywhere on the map after 2.5 seconds of warning. This deals damage based on each of the Protector's current attack damage. After the slash, they are all teleported back to their initial location. Active: This can only be cast while all three Protectors are together. The target enemy champion is marked for 2.5 seconds, warning them that they are marked. After the 2.5 seconds are up, Rut, Tario, and Ikar teleport to the target's position in a triangle formation around them and lunge at the enemy champion, dealing 100/125/150% of each Protector's attack damage to the enemy in physical damage. Once they collide in the center of the triangle, all three of the Protectors teleport back to where they were when Pursuit of Justice was cast. This cannot be dodged, but the enemy must stay within vision for the full 3 seconds for this to occur. While slashing at the opponent, each Protector is immune to crowd control. Cost: No Cost Cool Down: 180/165/150 sec. Range: Global

RUT KIT (READ GROUP KIT FIRST)

Rut Ability 1- Extreme Concentration Rut gains bonus attack speed and armor penetration based on how much Energy he has, being the most powerful at full Energy. Passive: Rut gains 4/8/12/16/20% attack speed and 2/4/6/8/10% armor penetration. This increases to up to 8/16/24/32/40% attack speed and 4/8/12/16/20% armor penetration as he gains energy, being at max effectiveness at 200 Energy.

Rut Ability 2- Night Blink Rut blinks behind the target unit after a short delay, dealing damage and applying Grievous Wounds to the target if they are an enemy. If any of the Protectors kill the unit while the unit is applied Grievous Wounds if they are an enemy, Rut gains a lot of benefits. Active: Rut blinks behind the target unit after a 0.75 second delay, dealing 15/30/45/60/75 (+135% bonus AD) physical damage to them and applying Grievous Wounds to them for 2/2.25/2.5/2.75/3 seconds if they are an enemy. If he or one of his team members kills the unit while they are affected by Grievous Wounds if they were an enemy unit, the cool down of this ability is reset, the energy cost is refunded, and Rut gains 40/45/50/55/60% attack speed and 10/15/20/25/30% armor penetration for 3 seconds. Cost: 90 Energy Cool Down: 14/13/12/11/10 sec. Range: 600

Rut Ability 3- Storm Onslaught Rut enhances his next basic attack to deal bonus damage based on the unit's missing health. This can be used two more times for free after the first. If he kills a target with one of these basic attacks, he can use this two more times within the time limit. Active: Rut causes his next basic attack within 7 seconds to deal 5/10/15/20/25 (+50/55/60/65/70% AD) physical damage plus 1/1.5/2/2.5/3% of their missing health in magic damage. This can be used 2 more times for free after the first within 21 seconds. If Rut kills a unit with one of these basic attacks, two more uses are added to be used within the time limit. Cost: 110 Energy Cool Down: 20/18.5/17/15.5/14 sec.

TARIO KIT (READ GROUP KIT FIRST)

Tario Ability 1- Intellectual Genius Tario gains back a percentage of his missing mana whenever he kills a unit, doubled for monsters and champions. Passive: Tario salvages supplies from units he kills, giving him 2/3/4/5/6% (+1% per 35 bonus AD) of his missing mana each time he kills a unit, doubled for monsters and champions.

Tario Ability 2- Staff Glide Tario becomes untargetable for 1.5 seconds. Reactivating this ability during that time will allow Tario to become targetable again and begin to glide, ignoring unit collision and impassable terrain and gaining movement speed, but becoming unable to basic attack or use spells for the duration. Rut and Ikar can also be affected by this if they are nearby. This can be ended early by reactivating the ability again. Active: Tario uses his staff to jump into the air for 1.5 seconds, becoming untargetable for the same duration. He can reactivate this ability while in the air to begin to glide in the direction of the cursor, ignoring unit collision and impassable terrain and gaining 15% movement speed for up to 2/2.25/2.5/2.75/3 seconds. While gliding, he cannot basic attack or use other abilities, but is immune to crowd control. Tario becomes targetable again once he begins to glide. He can reactivate this ability while gliding to land early. Once he stops flying, he lands on the nearest passable terrain. If Rut or Ikar are within 300 units of Tario upon using this, they are also flung into the air and glide as well with the same restrictions and bonuses, all moving in the same direction. Cost: 90 mana Cool Down: 23/22/21/20/19 sec.

Tario Ability 3- Shock Staff Tario's next basic attack sends out a shock wave, dealing magic damage and stunning the target and enemies around them. This also refunds a portion of the mana cost based on how many units are hit. Active: Tario's next basic attack deals 15/30/45/60/75 (+60% AP) magic damage in an area around the target and to the target, stunning enemy units hit for 0.25/0.375/0.5/0.625/0.75 seconds. Tario restores 20% of the mana cost per enemy unit hit by the electrical shock, restoring up to 100% of the mana cost. Cost: 70 mana Cool Down: 12/11.5/11/10.5/10 sec. AoE Radius: 275

IKAR KIT (READ GROUP KIT FIRST)

Ikar Ability 1- Inner Fury Ikar uses Fury to cast his spells and gains increased attack damage based on his current Fury. His Fury decays after being out of combat for a bit. Passive: Each time Ikar slashes at an enemy, he gains 5 Fury, increased to 10 against champions. Ikar's attack damage increases by 3/3.5/4/4.5/5% for every 20 Fury he has. Ikar also uses Fury to cast his abilities. Ikar's Fury begins to deplete by 5 per second after being out of combat for 5 seconds.

Ikar Ability 2- Fire Impale Ikar impales the target enemy, dealing physical damage and then magic damage after a short delay. During the short delay, the enemy is rooted. Active: Ikar dashes a short distance to the target enemy unit and impales them, dealing 5/15/25/35/45 (+65/70/75/80/85% AD) physical damage initially and then 15/30/45/50/75 (+10/15/20/25/30% AD) magic damage after a 0.5 second delay from the flames that are unleashed from his sword. During the 0.5 seconds, the target is rooted. Cost: 50 Fury Cool Down: 16/14.5/13/11.5/10 sec. Range: 375

Ikar Ability 3- Flame Sweep Ikar sends out a cone of flames in the target direction, dealing physical damage and slowing enemies hit. The slow decays over the duration. Active: Ikar swings in the target direction, unleashing a cone of flame in front of him, dealing 0/15/30/45/60 (+75% AD) physical damage and causing targets hit by the cone of flames to be slowed by 30/35/40/45/50% for 1/1.25/1.5/1.75/2 seconds, the slow decaying over the duration as the flames on them die out. Cost: 50 Fury Cool Down: 13/12/11/10/9 sec. Range: 550

TIPS

When Playing as Rut, Tario, and Ikar

  • When one of the Protectors is considered to be in combat, all of the Protectors are considered to be in combat. Keep that in mind when managing Ikar's Fury.
  • When all three members are together, they can use Pursuit of Justice. This can only be done if they are all together. Keep this in mind if you separate them to go to different lanes or farm from different jungle camps.
  • Red and Blue Buff is given to all Protectors when one of them kills the boss monster holding the buffs. This can be used strategically to immediately gank upon killing one of the buffs, making full use of the buff duration.
  • The Protectors are much more of a force when they are together, but can push multiple lanes at once when apart. Think up a plan before telling each of them where to go.
  • item 2003 A Health Potion will recover a lot of health for the Protector that uses it due to each of their low health.
  • item 3156 Maw of Malamortius will give each of the Protector's attack damage based on only their own missing health, not the total missing health of all of them combined.

When Playing Against Rut, Tario, and Ikar

  • Each of the Protectors only consumes a third of the normal experience from nearby minion deaths. This means that there is a possibility that one can be in every lane and still gain around as much experience as a solo lane. However, they are weaker when they are separated from each other due to their low individual stats, notably health. If they are causing trouble in all three lanes, it should be easy to dispose of each of them when the opportune chance comes to engage each one.
  • Each of the Protectors have their own unique opportunities to be engaged upon. It is easiest to engage Rut shortly after he has used both of his abilities since he will need to regenerate his Energy to use them again. Having burst damage will help a lot when going against Rut. It is easiest to engage Tario when he is out of mana since he can then not use any of his abilities until he can recover mana from killing units, meaning it is smart to try and zone him from farming. It is easiest to engage Ikar before he is in combat for too long since he will be unable to cast his abilities due to his lack of Fury. Using crowd control on him will help with this since he cannot basic attack then.
  • The Protectors gain a lot of offensive power when they purchase an item with an on-hit effect such as Blade of the Ruined King or Trinity Force. Staying out of their basic attack range will help a lot when they buy these items.
  • Items and abilities that gain benefits upon killing an enemy champion gain one per Protector killed, making these items and abilities very effective if you are able to easily kill them.
  • Chogath Cho'Gath can one shot a base health Rut without any bonus ability power, able to one shot base Tario and Ikar with some bonus ability power. This makes him an extremely good choice against them.

RECOMMENDED BUILD

Starting Items item 2041 item 2003 x4 Essential Items item 3006 item 3072 item 3156 Offensive Items item 3078 item 3153 item 3087 item 3074 item 3050 Defensive Items item 3083 item 3143 item 3190 item 3069 item 3139 Consumables item 2003 item 2004 item 2044 item 2043 item 2037

TO DO LIST

Quotes For All Three Protectors with Interactions with Other Champions and Each Other (oh my gosh) Match Ups for Each Protector (still oh my gosh) Allies and Enemies Page

THREAD UPDATES

Update 0- Created

Update 1- Added Shortened Descriptions, Minor Balancing, Clarification, and Warning at the Beginning of Post Increased multiple ratios slightly Rut Ability 2- Night Blink Increased bonus AD ratio to +150% bonus AD from +125% bonus AD Tario Ability 2- Staff Glide Now also gives the Protector's affected increased movement speed while gliding

Update 2- Clarified They Are Not Corrupted by the Void

Update 3- Bolded Passive:'s, Active:'s, and Innate:s, Added Names to Each Part of Group Passive, Added at Level 1 and 18 Stats, and All Around Nerfs (with a slight buff to ultimate delay time and AP Build Tario I guess) Reduced all base healths by 5 Group Passive- Trio of Icathia Tario now also gains all bonus AP Rut Ability 2- Night Blink Reduced damage to 15/30/45/60/75 (+135% bonus AD) from 25/50/75/100/125 (+150% bonus AD) Rut Ability 3- Storm Onslaught Reduced damage to 5/10/15/20/25 (+50/55/60/65/70% AD) from 15/20/25/30/35 (+50/60/70/80/90% AD) Tario Ability 2- Staff Glide Mana cost increased to 90 at all ranks from 70/75/80/85/90 Cool down changed to 23/22/21/20/19 sec. Tario Ability 3- Shock Staff Damage changed to 15/30/45/60/75 (+60% AP) from 20/40/60/80/100 (+75% AP) Ikar Ability 2- Fire Impale Physical damage reduced to 5/15/25/35/45 (+65/70/75/80/85% AD) from 5/20/35/50/65 (+65/75/85/95/105% AD) Magic base damage reduced to 15/30/45/60/75 from 20/40/60/80/100 Ikar Ability 3- Flame Sweep Damage ratio reduced to (+75% AD) from (+80% AD) Slow duration changed to 1/1.25/1.5/1.75/2 seconds from 2 seconds at all ranks Ultimate- Pursuit of Justice Warning/Delay time reduced to 2.5 seconds from 3 seconds Cool down increased to 180/165/150 seconds from 170/150/130 seconds

FURTHER INFORMATION

  • It took a full week to come up with the characters, lore, and kit of Rut, Tario, and Ikar. It then took 4 hours to fully type the original post since their kits and lore were written on paper, not on the computer (woops).
  • Unintentionally, this idea is similar to the Three Musketeers since there are three Protectors.
  • The group's total health at Level 1 is 600. Their total health at Level 18 is 2130.
  • The ginormous beast in the lore is Chogath Cho'Gath.

INSPIRATION

Rut is inspired from Meta Knight from the Kirby franchise http://kirby.wikia.com/wiki/Meta_Knight

Tario is inspired from Leonardo da Vinci https://www.google.com/?gws_rd=ssl#q=Leonardo+Da+Vinci&spell=1

Ikar is inspired from Ike from the Fire Emblem franchise http://fireemblem.wikia.com/wiki/Ike

Icathia Crest (art not made by me)

4 Comments

Professor Donger9/21/2014, 11:04:24 PM2 votes

Its a decent concept but it seems really op, instead of each person having two abilities why not have them each have one passive and one active ability, and when they're together each ability gets an added effect along with an ult. Maybe instead of having the player control them seperetly theres a chain like the one you see when Azir uses a soldier that connects them and the chain can be broken by knocking them a certain ways away.

For every one of the three protectors knocked away they take time to run back to the group and the group loses the ability to use their utl (or make the ult less effective making it so with one member it does 50 percent damage, two 75 and then all three full damage) and then have all of their abilities less effective as well. just an idea

have them share a health bar as well instead of separate ones and have them all have a third of each others stats, that way it encourages players to keep them as a team instead of trying to fight without all 3 maybe that could be there passive,

Passive: Rut, Tario, and Ikar are connected by the void, they share stats and a health bar, a chain connects them and can only be broken by knock ups and knock backs, if one of the three are broken away from the group they become damage immune and move at half their move speed back to the group. for every member missing from the group the three's abilities lose a third of there power (One for each member) but to make up for that the remaining member (the one not broken out) would keep the stats and health that they share. The remaining member can run back to the other three to relink the chain after a one second channel time (probably by right clicking the missing champion)