Jarl, the Totemic Storm Wielder (Champion Concept)

Meep Man·3/15/2016, 6:27:33 PM·1 votes·818 views

LORE http://vignette4.wikia.nocookie.net/leagueoflegends/images/1/1f/Freljord_Volibear.png/revision/latest?cb=20140804171722 When Volibear went to the top of the sacred Ursine mountain and saw the visions of the future of the Freljord, he was stopped by the triumvirate. After he overcame them through the powers of the maelstrom and told the Ursine clan of what was to come, becoming their leader in the process, he made a new council among the Ursine. Among them was the previous triumvirate and three more members. Among those three was Jarl, a shaman like Volibear who was the last known bear before Volibear to be able to wield the storm, though not as powerfully as Volibear is currently. When he was young, Jarl was a master at carving the protective totems that surrounded the Ursine clans. He was a prodigy at it, yet his ideas for what the totems could do were limited by what the Ursine could do. For many years he tried to advance what his totems could do and how he could interact with them and, one day, he was able to advance to an entirely different level. He traveled to the top of the sacred Ursine mountain and, there, constructed a powerful glove allowing him to tap into an extremely small segment of the power of the maelstrom housed overhead. With this, totems advanced. Being able to channel the maelstrom through the totems, he was able to create something of a channel that allowed even a small spark to create a barrier around the wall of totems surrounding the clans. With this, he became a vital member of the Ursine society. The triumvirate praised him for his talents and made him the leader of the totem makers of the clan. Now, he resides in the new council, providing knowledge to Volibear over the Ursine totems. With this knowledge, Volibear's preparations for the coming dark days have progressed. Jarl, now as Chief Adviser to Volibear, is right beside his leader to the end.


Jarl is a Fighter/Mage who uses his totems to create areas of danger for the enemy team, allowing him to zone enemies on a global scale and dominate his lane. His ability to dominate the map allows him to dominate the enemy team once he has set up his array of totems.


Jarl, the Totemic Storm Wielder Fighter Secondary: Mage Health- 584 (+82 per level) Health Regen.- 7 (+0.55 per level) Mana- 355 (+35 per level) Mana Regen.- 7 (+0.75 per level) Armor- 25 (+3.5 per level) Magic Resist- 32.1 (+1.25 per level) Movement Speed- 345 Attack Damage- 57 (+3 per level) Attack Speed- 0.645 (+3% per level) Attack Range- 125 (Melee)

Passive- Thunder Flow Innate: Every 13/12/11/10/9/8 seconds, Jarl's next basic attack deals 20 (+2.5 per level) (+20% AP) bonus magic damage to his target and all enemy units around the target. If this hits a totem, the totem will release a larger flow of thunder around itself. This will continue to connect to nearby totems until there are no more totems nearby who have been touched by that particular flow of thunder. Jarl's basic attacks reduce the cool down of this effect by 0.25/0.3/0.35/0.4/0.45/0.5 seconds. AoE Radius: 250/275/300/325/350/375 Totem AoE Radius: 500/525/550/575/600/625 Levels: 1/4/7/10/13/16

Ability 1- Static Chain Active: Jarl releases a lightning bolt at the target enemy unit, dealing 45/80/115/150/185 (+40% AP) magic damage and then chaining to the closest nearby enemy unit or totem. This can chain up to 4 times, the chain range being increased for chaining to a totem. The first target hit by this spell is slowed by 50% for 0.5/0.75/1/1.25/1.5 second(s). Every time this connects to a totem that was not previously hit by this cast of Static Chain, the amount of times this can chain to a nearby enemy unit or totem resets. When it hits a totem within the first 4 bounces, the totem will gain a stack of Charged. Once a totem has 3 stacks of Charged, the totem will release Thunder Flow around it. The same enemy unit cannot be hit by this spell more than once per cast. Cost: 45/50/55/60/65 mana Cool Down: 12/11/10/9/8 seconds Range: 675 Chain Range (Enemy Unit): 350 Chain Range (Totem): 575/625/675/725/775

Ability 2- Lightning Totems Passive: Jarl gains 20/40/60/80/100% increased base mana regeneration. Active: Jarl places a lightning totem down at the target location with 5 health and provides vision in a 175 radius around it. This totem will mark nearby enemies every 8/7.5/7/6.5/6 seconds, causing Jarl's next basic attack against them to always release Thunder Flow, even if it is currently on cool down and this not putting it on cool down. Jarl can hold up to 1/1/2/2/3 charges of this ability. Cost: 20/23/26/29/32 mana Cool Down: 19/18.5/18/17.5/17 seconds Range: 400 AoE Radius: 550

Ability 3- Frost Totems Passive: Jarl gains 20/40/60/80/100% increased base health regeneration. Active: Jarl places a frost totem down at the target location with 5 health and provides vision in a 175 radius around it. This totem will slow the movement speed of nearby enemy units by 4/5.5/7/8.5/10% and their attack speed by 5/7.5/10/12.5/15%. Jarl can hold up to 1/1/2/2/3 charges of this ability. Cost: 20/23/26/29/32 mana Cool Down: 19/18.5/18/17.5/17 seconds Range: 400 AoE Radius: 475

Ultimate- Ursine Maelstrom Totem Active: After a 0.75 second delay, a large totem explodes from the ground at the target location, casting Static Chain at all nearby enemy units every 1.25 seconds for the next 5/6.25/7.5 seconds. This totem counts as impassable terrain for the duration. Jarl gains 20/30/40% cool down reduction while near this totem. Cost: 100 mana Cool Down: 145/135/125 seconds Range: 550 Static Chain Cast Radius: 675 Cool Down Reduction Radius: 900 Totem Size Radius: 150


RECOMMENDED BUILDS Lane Starting Items item 1056 item 2003 item 3340 Essential Items item 3020 item 3116 item 3285 Offensive Items item 3151 item 3146 item 3087 Defensive Items item 3742 item 3060 item 3157 Consumables item 2003 item 2043 item 2139

Jungle Starting Items item 1039 item 2031 item 3340 Essential Items item 1410 item 3020 item 3116 Offensive Items item 3151 item 3146 item 3100 Defensive Items item 3157 item 3060 item 3742 Consumables item 2003 item 2043 item 2139


Feedback is appreciated for this! I wanted to create a champion that interacted with ward-like objects with his spells and the objects weren't turrets or did damage on their own. With this, I looked for similar characters in League of Legends currently and found Volibear, who was a shaman in his lore. With this, I made an Ursine character named Jarl, who uses totems to create a network of lightning for his team. Lightning Totems are placed at points of conflict and Frost Totems are placed to connect bases of Lightning Totems. Using totems without thought leads to them being easily cleared and disconnected so proper use of totems is needed.

5 Comments

Pyrodinium3/15/2016, 8:04:51 PM1 votes

Why does he have frost-based powers?

Macer2003/16/2016, 4:17:12 PM1 votes

the frost totem's slow needs to be buffed. its way too low at 7% max. Im thinking more like 20/25/30/35/40% slow