Turok wielder of Deathraze champion concept W.I.P

Spoofghoul·7/13/2016, 8:24:26 PM·3 votes·513 views

Turok Is a Rhino/man hybrid champion i found a picture which represents it pretty well

https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fth04.deviantart.net%2Ffs70%2FPRE%2Fi%2F2014%2F016%2F6%2Fc%2Frhino_tribesman_by_joshcorpuz85-d72e349.jpg&f=1 Not my creation just took it because it depicts a bit what im looking for.

Ok so now picture that with a hammer https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fpreviewcf.turbosquid.com%2FPreview%2F2014%2F05%2F26__23_20_00%2FREN_Warhammer_02.jpgbf0fd2ae-5112-49df-9767-a0c9c88d8df3Larger.jpg&f=1 All credits go to to original creator.

This would be a 2 handed weapon with special properties named Deathraze

Lore For lore, i havent really got much but his place of origin would be the kumungu jungles bordering the voodoolands.

Searching for redemption after failing to safe his tribe from annihilation by the Gray Order and seeking justice. Turok wanted to travel to the institute of war and seek aid. Very little of his tribe remains and whatever they could miss was put into preparation for the journey in the hope he could get help for the few that survived.

But before he would ask for aid, he needed to do something urgent, find out the reason behind the attack, Overhearing one of the Grey order followers telling their commander a woman, wielding shadowmagic, they could not find Deathraze. Turok decided to look for it and take it with him to the Instute of war as proof of its existance and because it was the reason for the attack on his tribe. Then he realized he has heard the name deathraze before, Heard of it in a story when he was still a child told to him by one of the tribal elders who heard the story from his tribal elders they from the elders before him. In the stories the weapon was locked into a temple room which was sealed off and later abandoned. AT least thats what he remembers of the story. So he decided to go looking for the temple.

The rumored origin of the hammer is the voodoolands. The weapon was made using dark magic in an age long past. No one knows its true origin or who created the weapon and for what purpose. Even now there is very little known about this ominous weapon. Rumors is all that is known, They said using this weapon will make you go murderously insane As it converts your own feelings of joy and pride into hate and spite draining you of all empathy and sapping the life out of you and turning you into an ill tempered demon with nothing but malicious intent, Although this has never been confirmed as it is only a rumor, Though Turok to whomever had the misfortune of meeting him later in his yourney can attest to his foul temper which according to rumors has gotten worse and worse.

The Story of Turok is a tragic one, seeking justice against those who oppressed and destroyed his tribe only, through his journey to turn into an even bigger monster himself. ** Base stats & stat growth** Health. 513 – 2496 Health regen. 9.1 – 28 Mana. 325 – 1025 Mana regen. 8.5 – 19.6 Melee. 175 Attack damage. 65 – 131 Attack speed. 0.675 (+0% – 42%) Armor. 21 – 95 Magic res. 32.1 – 53.4 Move speed. 345 ** Passive: Deathraze** Everytime when Turok uses an attack or ability involving the use of his hammer a special effect occurs, with the exception of every first basic attack, after which the next one will aply the currently readied effect applying an effect removes the need to basic attack first. Spells which can always consume the current effect and apply it.

The effects follow a basic pattern using each of the weapons possible effects applying one of the effects via an ability or basic attack then queueing up the next in line for the next spell/attack

So for example Turok basic attacks ashe

First basic attack is jsut a basic attack, his next attack applies effect X then he throws his Q and applies effect Y and then his next basic attack applies effect Z

and sofort after not using any attacks or spells the prerequisites reset so by then your first attack is again just a basic attack, however the effects stay queued up so if you stopped after readying effect Z your next triggering basic attack or spell will apply that effect.

When an effect is applied by basic attacking turok will use different attack animations for applying different effects.

Hope this wasn´t too confusing the different effects will come later.

The different effects So far ive come up with a number of different effects for the passive

  • First a sundering blow which deals a small amount of extra physical damage and reduces enemy resistances. This effect can stack up to 3 times. Bonus damage on hit 3xlevel + 0,3 of total ad. Reduces resistances by 0,5 x level %

  • A fiery blow setting a target ablaze dealing magic damage over time this would be the most damaging effect, targets set ablaze also deal damage to neabry friendly units. This effect can stack up to 3 times Damage 5xlevel + 0,5 x ap Damage to nearby friendly units 1x level + 0,1 ap Duration 2,5 seconds

  • A thundering blow dealing a burst of magic damage which grounds targets briefly. Being struck 3 times by this effect stuns briefly instead Damage 5xlevel + 0,5 total ad & 0,4 AP Duration of grounded/stun 0,5 seconds

  • A sapping blow which saps the lifeforce of opponents stealing 2,5% of health and mana, which regenerates him over 2,5 seconds and reduces his cooldowns by 1 second on hit. The regen part can stack up to 3 times

** Q Pound:** Turok charges forward in 3 steps swinging deathraze 3 times with incredible force(functions like a channel), Each pounding attack knocks minions &champions back a little and each charge + swing is treated like a separate basic attack with extended range and aoe damage. Also applies the passive effect in the same aoe. The forward chargeing attack has a bit more range then Turoks regular basic attacks. Turoc travels at his normal movespeed when using this ability. Range 250x3 aoe 175 Scaling 1,1 total ad Moderate base damage. Costs moderate mana Deals physical damage Low - Moderate cooldown

**W Passive: Bad Omen: ** Turok absorbs incoming damage storing its energies in deathraze which begins to glow more brightly and he gains an ever more ominous aura. Turok absorbs 25% of incoming damage post mitigation into his weapon capped at 100 per damage received. Turok can absorb 3-15xlevel + 2-10%(depending on rank) of his maximum health. cannot absord damage when at max capacity. This part of the W functions as a bit of a tank steroid.

**W Active: Obliterate: ** Turok can activate this ability releasing the stored damage in a cone in front of him dealing damage and grounding targets hit very briefly. Has a small cast dely to allow for dodging of this potentially devasting ability

Range 800 aoe 150-225 (coneshaped) Scaling = damage absorbed Deals magical damage 20-100 + 0,2 x ap + stored damage from passive Grounded duration 0,5 seconds Costs moderate mana Low - Moderate cooldown

E Shatter & Raze This move consists of 2 components

Shatter; Turok throws his hammer to the target location which applies a heavy decaying slow on impact. The weapons remains there for 5 seconds This move has 875 range Deals damage in 175 aoe radius Slows enemies hit by 75% decaying over 1 second Deals 40-200 physical damage + 1.2 x total ad Applies passive effect. Has modrate mana cost Has moderate cooldown

Without his weapon Deathraze Turok can't use his other abilities. Nor apply his passive on basic attacks. But he does gain 15% extra bonus movespeed when running towards it. Turok also gains 50/55/60/65/70% attackspeed as long as he doesn't wield his weapon. Not wielding the weapon hurts Turok and he loses 1% max health for each second he doesnt wield it.

Raze; Turok no longer burdened by his weapon drops to all 4 limbs, and can now charge at an opponent with greater speed, When hitting a champion deals basic attack damage and deals bonus damage and knocks an enemy aside after which this effect ends. Picking up the weapon also ends the effects After 5 seconds have passed the weapon dematerializes and rematerializes back into Turoks hands this also ends the effects. Because he doesn't hold the weapon his passive doesnt apply to this attack either. Bonus damage 40-200 Knock aside distance 125 Knock aside direction depends on which half of Turok's hitbox makes contact.

So far Only the R remains to be constructed, and i need to add some numbers here and there aswell as put in the base stats, so far he looks pretty unique to me and a fun champion to play.

Turok is a bit inspired by sion in playstyle Dealing alot of damage and having acces to good crowd controll and disruption tools but his attacks can be dodged and he prone to being kited.

His abilties are designed around the fact that they have secondary ways of scaling and therefor must have low-moderate base damage, His passive applies to his abilities in which he uses the hammer to attack. Abilties who do not utilize this effect like W bad omen have a different way of scaling in this case damage absorbed, which also makes him tanky.

Currently i do not have all the passive effects ready yet and still need to work out the E and R abilities. These will all be added at a later date. Abilities are not set in stone yet and his Q might become his E and vice versa. Everything is still very much subject to change right now. Base stats and stat growth will be added later aswell.

looking forward to feedback

6 Comments

Arakadia7/14/2016, 5:25:43 PM1 votes

Cool idea, I can't give much feedback till you complete it tho. Looks good so far.

CobaltTheMadMage7/14/2016, 6:17:54 PM1 votes

I would change his name since 'Turok' is already copyrighted.