[Champion Concept] Daemov, The Darkin-Cursed
Health 500 (+12) Attack Damage 45 (+4) Attack Speed .35 (+%5) Health Regen 7 (+3) Mana 475 (+25) Mana Regen 5 (+.5) Armor 20 (+2) Magic Resist 39 (+4) Range 125 (Melee) Movement Speed 235
Passive - Chained to the Altar – If Daemov does not move for 5 seconds the Altar becomes impassable terrain. When the Alter is terrain, Daemov, The Demon-Cursed gains 150 movement speed and .25 attack speed but cannot go beyond 1750 units of the altar. When it is not, he uses it as a weapon gaining 300 range and dealing 10% of his Ability Power as extra magic damage.
Q - Altar of Stone - 150 mana - Daemov swings the altar at a maximum range of 550/600/650/700/750 creating a impassable terrain (70 range across, square and granting vision for 700 range) dealing 40/60/75/90/125 physical damage(+75% Attack Damage) and knocking away nearby enemies for .5 seconds and slowing by 25%. The alter remains. Cooldown 60 seconds. Q - Cursebound - 10% of health - If the alter is terrain, Daemov can activate the ability to pull himself to the altar, slowing all enemies hit by 10% and knocking them aside for .1 seconds and removing the terrain. Cooldown 0 sec
W - Immortal Torment - 45/50/55/60/70 mana - Daemov channels for 1.5 seconds, dropping the altar(if it is not already terrain) creating a impassable terrain (70 range across, square), and whips enemy units with his chains in a 1000 range cone from the altar(direction changes to direction of mouse but Daemov cannot move for duration) for 2/3/4/5/6 seconds dealing 20 (+100% Attack Damage) physical damage per second. Cooldown 20 sec
E - Bloody Altar - 65 mana (+5% of health) - If the altar is terrain, Daemov can activate this ability to cause an AoE effect from the altar at 195 range, healing nearby Ally units and damaging nearby enemy units for 50 per second for 3 seconds. If Daemov is within range, the heal and damage to other units is increased by 1% of his maximum health. Cooldown 50/45/35/25/18 sec.
R - Blood Sacrifice - 200 mana - Pulls Daemov and target enemy champion to altar at 950 speed, suppressing them(this is treated as a channel and if interrupted, the enemy champion is dropped and damage is not applied), and dealing 400/500/600 True damage, then if enemy champion is killed cooldown is reset to 30 seconds and Daemov permanantly gains 2% of that champions maximum Health as Attack damage and Ability Power and Daemov gains 3 charges that can be used to deal 50 (+10%/15%/20% of his Ability power) as magic damage to all surrounding enemy units in 125 range on any spell cast. Charges are removed when Blood Sacrifice comes off of cooldown. Cooldown 250 sec (starts after channel ends)
Animations of note – When terrain is placed, a pedestal base abruptly rises underneath the alter. When removing terrain, Daemov pulls on his chains, breaking the alter off the base, and the base sinks into the ground. After ultimate kills an enemy champion, smoke flows from the golden face piece, giving Daemov a Darkin-like figure until all charges are expended.
Lore - The ancient being now known as Daemov was of humble birth, son of a farmer in the early days of Valoran. At that time the ones holding the power were the Darkin, and two of those terrible beings demanded sacrifices to them. Wrenched from home and family, Daemov was imprisoned and tortured, losing many things including memory. He prayed to his deities for release from the pain but none came. He was denied even an end to this suffering. Until the day he was chained to the altar, he was tormented by all. But that day, he shouted to whatever would listen, and another Darkin heard. His wish was granted, the tyrannic two slain by the hand of their own brother. Inside the human's body, Daemov broke the altar from its pedestal, almost freeing the boy. But cursed by the Darkin race, the altar was, and the chains bound Daemov and the human. With dying breaths, the Darkin tyrants cursed their brother and his human tool to eternal torment. Now the two are one, and forever moving and shedding blood to avoid the fate of being bound for all eternity, looking for the remaining Darkin to end their curse.
When I came up with Daemov, I was really looking at existing but under supported mechanics. Their are several champions that can create impassible terrain, but none of them are based on it. So I made one. Daemov's altar makes this champ a mobile wall, but if you stop moving it'll cost you health to pick it back up. He thrives in 1v1 combat with his hard CC initator and his sustain. His ult can pull opposing players out of the fight and even make a good finisher. But this champ isn't all powerful. Positioning his terrain can keep him from chasing the low health targets, even if it can pull him away from the fight. To counter Daemov you only need to find his altar, then your team can burst him down when he retreats.
Any comments can be helpful in balancing this champ or kit, I would love to see Daemov hit the rift.