[Champion Concept] Fernus the Iron Sage

terkmc·5/24/2015, 6:10:29 PM·1 votes·1,553 views

Fernus - The Iron Sage

Allies:Maokai Malphite Blitzcrank Rival:Mordekaiser Hecarim Karthus

Appearance: A big, stout metallic golem with rectangular design (reminiscent of a tower) and a mix between a priest robe and a monk robe with a bead necklace around his neck. Hand almost always in the Buddhist gesture of one hand horizontal and the other one vertical resting on top of it. Occasionally green energy pulse between the veins. Attack with his fist and palm, crisp and decisive strike with solid base in his feet. In his transcendent form, he floats, some his bulkier armor breaks off and hover around him, exposing the energy underneath. The beads break off, glows and orbit him. His auto attack is that of palm strikes that sends one of the beads to his opponent. He is surrounded by a circle of energy that signify the range of his ult

Example and inspiration: http://stuffpoint.com/tera-online/image/44042-tera-online-baraka.jpg http://tera-cdn0.enmasse-game.com/datastore/images/2013/02/19/23/36/37/752/Baraka_Trans.png http://img1.wikia.nocookie.net/__cb20141108205627/overwatch/images/8/89/Zenyatta_Overwatch_008.jpg http://cdni.wired.co.uk/1240x826/d_f/earth-spirit.jpg

Lore: The Shadow Isle was believed to be the land of the Dead. This only partially true, for death is only part of the natural order to create life, and the Shadow Isle is the land of both life and death, the ruinous power reversing the natural order, bringing death to the living, and bringing life to the non living. Fernus was once a statue in the castle of the now Ruined King. It was a great statue, standing tall and unwavering in front of the Royal Forge, a symbol of the stalwart and tireless blacksmiths and forge-master that occupied the forge. Starting out as a block of solid iron of the highest quality, it was tradition then for an acolyte, as part of his initiation, to improve upon the iron, either by carving it and making marvelous shape out of it, or tempering the iron into enchanted steel, never rusting nor faltering, or augmenting it with mechanical structure, something only the most talented and ambitious acolyte was allowed to do. Over the years, the block of iron was transformed, refined and augmented into the statue of the mighty Fernus, the founder of the Forge. It was said that underneath the statue lays the coffin of Fernus himself, laid under the greatest creation his beloved forge has created. And then that fateful day came. The day when the just and noble king let his grief take over his mind and meddled with the force of life and death. And in one incantation, life and death changed. Proud soldiers and citizen turned into mourning ghoul and lifeless corpse, thriving trees turned into charred wood, once singing birds reduced to skeleton and the kingdom was no more. But life can not be destroyed, it can only die and be reborn. And when the thousands of craftsmen and forger were reduced to lifeless carcass, the accumulate life force of all of then instead flowed into Fernus, and the golem moved, its mighty and ornate limbs shook the earth and it tore out of the base, the castle trembled as the various gears and machines turned and rumbled, the courtyard illuminated with the light of a thousand suns as Life jump started its core and the golem opened his eyes. Startled with his new found life, Fernus, unlike the ghouls and shambling corpses, instead turned inward, philosophizing about life and death and his own existence. Soon he was joined by others, once-inanimate objects that had been given unnatural life, now utterly lost and flocked to Fernus for comfort, protection and to learn about their own existence. Soon, a monastery was built, the tireless golem was no strangers to fashioning something out of raw material for his souls is one of thousands of craftsmen. And there, in the monastery Fernus sit down, and taught. The Iron Monastery offered sanctuary for undead and newly-living creature that do not wish harm upon other, and instead wished to better themselves. Time and times again the monastery was attacked, by either raving ghouls that lost its mind save uncontrolled blood lust, or the army of the Metal King, angry at the residence who refused to join his army. And time and time again, the gates of the monastery was never breached, for Fernus was kind, not weak, and in his tranquil fury repelled all defenders, his mighty steel arm flattening battering ram, his stalwart body stand unmoving even when hit by cannon balls, and his spirit washing away the dark magic of the King's sorcerer. But he knew he could not continue forever, and one day, after reinforcing the monastery and installing an army of automatons, Fernus ventured out, determined to find a way to stop the onslaught, and failing that, make peace and allies with the living word

Gameplay: Fernus is a tank/support champion, specializing in defensive capability, protection and control of the battlefield. Though lacking in damage, Fernus stand as the unwavering tower at the front of the battle, providing sanctuary for his teammate while being incredibly hard to kill, his mighty engine untiring and his metal skin unbreakable, and his mastery of the earth and the force of magnetism brings un-paramount control to the battlefield. However, Fernus is a mighty but lumbering titan, sorely lacking in mobility, possessing one of the lowest movement speed and no mobility spell. Furthermore, dedicating himself to the the protection of his Monastery, Fernus lack in offensive power. Fernus can hold his own in a duel, but the Sage damage is nothing to write home about

Abilities

Passive: Living Construct Forever Engine: After casting a spell, Fernus next auto attack gain 100% lifesteal. CD: 6 / 4.5 / 3, reduced at lvl 7 / 13 Iron Guardian: For each allied champion within 1200 range, gain 4/6/8 armor and mr

Q: Forceful Palm Range 220. Cost: 40/50/60/70/80 CD: 4 Fernus strike the enemy with his palm, pushing them back 250 unit, dealing 55/110/165/220/275(+50% AD) physical damage and slowing them by 50% for 2 seconds

W: Crushing Fist Cost: 30/35/40/45/50 CD: 8 Fernus next two auto attack in the next 3 seconds gain max attack speed. Each attack slow the target by 90% for 1 second and deals 15/30/60/90/100 (+3% Fernus maximum health) as physical damage. Target hit with both attacks is stunned for 1.5 seconds and have their armor reduced by 25%. Basic attack reduce cd by 0.5 seconds, doubled against champion (not counting itself)

E: Calming Spirit Range: 550. Cost: 60/70/80/90/100 CD: 8/7/6/6 Fernus bring peace to his allies sprit, healing nearby allied champions for 40/65/80/95/110 (+5% bonus health). If no allies are in range, Fernus instead look inward, healing himself for 5/10/15/20% of his missing health and and grant him a 50% damage reduction for 0.5 seconds

R: Transcend Cost: 50 (+30 per seconds) CD: 50/40/30 Fernus enter a transcendent state, slowing his ms by 50%, his auto attack becomes ranged (475 range) and immune to displacement. While in this state, allies within 475 range gain 20% bonus to all healing. All of his spells are upgraded in this state

  • Q: 800 Palm. Range 500. Cost: 60/70/80 CD: 9/8/7 Fernus launch a shockwave from his palm with the force of 800 palm strikes, pushing enemy back 600 unit, dealing 200/250/300(+100% AD) physical damage and stunning them for 2 second if they hit terrain. Enemy champion hit by the knocked back enemy also knocked back with the initial champion (max 1 more champion)
  • W: Crushing Singularity. Range: 700 Cost: 40/45/50 CD: 8 Fernus clasp his hand and will forth a gravitational vortex within an enemy, weakening their defense. Enemy afflicted take 10/15/20% increased damage for 1.5 seconds
  • E: Resonating Pulse. Range: 740 Cost: 80/90/100 CD: 5 Fernus resonate with the life energy in his allies, healing nearby allied champions for 80/95/110 (+5% bonus health), doubled if allies is under 25% health, and himself for extra 50%. Healed allies gain 15% of his armor and magic resist for 2 seconds.

Change log:

New Crushing Singularity Rescaled passive Will of the Earth replaced by Iron Guardian Forceful palm push back less, no more wall interaction but much more spammable with a slow Halved damage on Crushing Fist, upped armor reduction Calming Spirit instead of shield grant damage reduction Added quote Apropriate cd on both passive Damage reduction removed from Calming Spirit, heal increased at low health, grant shield Crushing Fist stun changed to slow, double strike stun still the same Crushing Singularity now correctly follow the law of physic 800 Palm knock back distance reduced, now can knock back two people

11 Comments

antymattar5/24/2015, 7:19:50 PM2 votes

Lore is cool. I like the idea of a living statue, but doesnt that kinda step a bit on Galio's territory?

Anyway

The passive is a bit wonky. I assume both parts of the passive have cooldowns, right? Otherwise the eternity engine part is quite literally the eternity engine, because he will never stop running over the enemy team. The other part, will of the earth, seems really strong as well. It's essentially a free summoner 12. If these have cooldowns, then I assume they might work.

Q is pretty standard wall-stun.

Im not sure I like W. He already has a stun that he has to work for in his Q, so why give him another two? I guess the attack speed works into the monk-of-iron idea, but it just seems too easy.

E is interesting. Im not sure the damage reduction is necessary as it seems he might never pull it off. Obviously, it's meant to deal with some burst, because it lasts for such a short duration. Have you considered just making it a shield when he's alone? It would fulfill the same role of reducing damage dealt to you WHILE being slightly more usable.

R is interesting. I think the Q change is a bit of an odd choice. His range isnt really that great, so making the Q push enemies out of your range just kinda seems counter productive. The E is HOLY BALONEY!!! He CLAPS HIS HANDS so hard he creates a GRAVITATIONAL SINGULARITY!? WITH THE SHEER STRENGTH OF HIS HANDS HE IS ABLE TO COLLAPSE THE AIR AROUND HIS FISTS WITH SUCH FORCE THAT IT CREATES A SMALL LOCALIZED KUGELBLITZ!!! HIS CLAPPING ALONE CAUSES THE AIR AROUND HIM TO VIBRATE SO INTENSELY THAT IT OVERHEATS TO 141,000,000,000,000,000,000,000,000,000,000,000 DEGREES KELVIN AND CAUSES A FREAKING MINIATURE BLACK HOLE FROM THE EXCESS RADIATION THAT GETS LEFT OVER!!! FORGET BRUCE LEE, FORGET CHUCK NORRIS, FORGET EVERYTHING. FORGET THE FREAKING IMPROVED W STUN AFTER 2 SECONDS. IT SHOULD JUST READ THIS "If enemies remain standing in the area after two seconds, THEY ARE IMMORTAL GODS OF THE MULTIVERSE WHO CANNOT DIE."

No but in all honesty the improved W is just a Viktor W with a few changes. Not much to say. Improved E sounds fun because of the bonus resistances that it gives.

I dont know, I think its a unique take on the overdrive/steroid archetype.

terkmc5/24/2015, 8:43:50 PM1 votes

Quotes:

  • Selected: Iron mind, Iron body

  • Movement: Do not rush In due time I sense a calling I will forth The earth guides me So much to see The living world is so strange Perfect positioning The journey is more important than the destination As swift as a coursing river

  • Attacking: Unstoppable force Strength of mountains The hammer of the forge Maintain your stance Balance within every movement Channel your passion The will is just as important as the force Do not hesitate Necessary action Control you fury The flesh is weak Surrender Be certain in your intention With all the force of a great typhoon

  • Using Eternal Engine: Hah satisfied My will is eternal I will not step down Life fuels me My wounds mend The fire burns still I will not stop There's more to be done

  • Using Will of the Earth I shall depart To a new realm A journey? Someone calls for my aid Be one with the Earth

  • Forceful Palm Kyah Be gone Mountain mover Stand back Collect thyself No such thing as unmovable object Brace yourself Forceful Palm Your stance is weak

  • Crushing fist Destroy from within Break you down Swift strikes Rock splitter Meaningless armor Humble yourself Crushing Fist How many hands do you see? Quick and efficient With all the strength of a raging fire

  • Calming Spirit (allied) You have much to learn We shall rest later Your strength is within you Focus your resolve You can be so much more Cast your worries aside Renewed defense Rally to me As firm as a great oak tree

  • Calming Spirit (self) Look within Strength from the spirit I must go on Mind and body as one I am not yet defeated My mind is clear New found resolve I have much to do This is only a scratch I will myself onward Unbreakable

  • Transcend I see everything The cycle renew I understand Do not fear I shall protect The Will of Iron Force of Nature made manifest

  • 800 palm Move 800 strikes

  • Crushing Singularity Stop Your mass betrays you

  • Resonating Pulse Live We are one

Nesmith5/25/2015, 4:34:30 PM1 votes

Hello, I'm Nesmith. I'll be here to help make your champions kit better :)

You don't have to listen to any of the advice I give you, however I've been doing this almost professionally for a long time, and I've concepted over 22 champions - I know my sh** ;)

Anyways, let's get started.

Passive: Living Construct Forever Engine: After casting a spell, Fernus next auto attack gain 100% lifesteal. CD: 6 seconds. Reduce to 4 seconds at lvl 11, and 2 seconds at lvl 16 Will of the Earth: Fernus can click on an allied structure (destroyed turret and inhibitor included) and after channeling for 2.5 second, materialize at target structure. CD:200

I like the "Forever Engine" part of him, but it seems like the progressive cooldown is too strong. I'd suggest bringing it down to 6 / 4.5 / 3, as well as making it scale at levels 1 / 7 / 13, like most champions.

The second part of the passive is essentially a copy of Azir's. I'd suggest completely scrapping the idea, or changing it to some extent.

Q: Forceful Palm Range 220. Cost: 40/50/60/70/80 CD: 11/10/9/8/7 Fernus strike the enemy with his palm, pushing them back 500 unit, dealing 55/110/165/220/275(+50% AD) physical damage and stunning them for 1 second if they hit terrain

Too similar to Vayne's Condemn, to be honest. I like the idea of how it pushes back, but that push back is definitely quite some distance, considering it has a max cast range of 220. Bring the knock-back down a bit and perhaps add a slow effect instead of a stun, even if the stun only lasts 1 second.

W: Crushing Fist Cost: 30/35/40/45/50 CD: 8 Fernus next two auto attack in the next 3 seconds gain max attack speed. Each attack slow the target by 90% for 1 second and deals 30/80/130/180/230 (+5% Fernus maximum health) as physical damage. Target hit with both attacks is stunned for 1.5 seconds and have their armor reduced by 20%. Basic attack reduce cd by 1 seconds (not counting itself)

Max attack speed for the next two auto-attacks, and the second stuns if it hits the same target again and reduces armor? Sounds like a nerfed Jayce and Vi's W combined. Also, this ability alone is simply too powerful as it is. The damage is monstrous, the 5% health ratio is much bigger than you think. Considering this guy is a support, his damage is more like an assassin. As well as adding a massive slow and a relatively long stun, this ability is far too powerful. To counter this being over-powered, I'd suggest bringing the damage down a lot more, and the ratio down to about 2.5% to 3.5%. I'd also suggest making the armor reduction a bit more to compensate.

E: Calming Spirit Range: 550. Cost: 60/70/80/90/100 CD: 8/7/6/6 Fernus bring peace to his allies sprit, healing nearby allied champions for 40/65/80/95/110 (+5% bonus health). If no allies are in range, Fernus instead look inward, healing himself for 5/10/15/20% of his missing health and and grant him a shield equal to the amount healed that last for 1.5 seconds.

That would be a big shield. If he were very low on health, he could literally use this as a half-Barrier, half-Heal. The heal towards allies seems alright, though the base numbers could go up a tiny bit. Otherwise an interesting spell.

R: Transcend Cost: 50 (+30 per seconds) CD: 50/40/30 Fernus enter a transcendent state, becoming immobile, his auto attack becomes ranged (475 range) and immune to displacement. While in this state, allies within 475 range gain 20% bonus to all healing. All of his spells are upgraded in this state

Q: 800 Palm. Range 500. Cost: 60/70/80 CD: 9/8/7 Fernus launch a shockwave from his palm with the force of 800 palm strikes, pushing enemy back 600 unit, dealing 200/250/300(+100% AD) physical damage and stunning them for 2 second if they hit terrain. Enemy champion hit by the knocked back enemy also knocked back with the initial champion (max 1 more champion) W: Crushing Singularity. Range: 700 Cost: 40/45/50 CD: 8 Fernus clasp his hand and will forth a gravitational singularity, destroying the Summoner Rift in the process Ahem, Fernus clasp his hand and bend gravity to his will. For the next 4 seconds, enemy in the ult area will be rooted by 0.25 seconds every seconds. E: Resonating Pulse. Range: 740 Cost: 80/90/100 CD: 5 Fernus resonate with the life energy in his allies, healing nearby allied champions for 80/95/110 (+5% bonus health) and himself for extra 50%. Healed allies gain 50% of his armor and magic resist for 2 seconds. His next auto attack slow the enemy as by 25% for 2 seconds

Whoa. This is pretty big. Like, for the mana cost and some-what low cooldown, this could be a mix between broken and useless. Flash, Ult, Q, and the whole enemy team just suffered from head-trauma. I suggest a few things: in his Transcendent state, allow him to move, but at a much slower pace - being immobile makes this ability suffer. Then, fix a lot of the numbers in all forms of his abilities. The fact his is like it was before but in an area and much more effective (not to mention HELL OF A TON stronger) makes it essentially his ult (which is not a bad replacement idea, by the way.) Then his second ability doesn't last long at all, nor does it really seem effective, despite the interesting mechanic of constant rooting. His new E seems REALLY frickin' powerful. See below.

TL;DR

  • Movement during ultimate ability.
  • Ult Q needs a big damage and CC nerf.
  • W is alright, but could use a pretty big buff in terms of utility.
  • E is broken as hell, armor and magic resistance need to go down hard, and the next auto-attack bonus is almost worthless.
  • All in all for his ult, a wide range of nerfs.