(Champion concept: Bruiser-Diver) Beauty de Morknaut
Well hello everyone and welcome to my champion concept!
This one is inspired from the Ork walkers in the Warhammer 40K universe. These walkers are built during a WAAAAGH!! (Morkanaut just being one type of these walkers, built as an effigy to the Ork god Mork). They are big, bulky, tough mechs that are armed to the teeth.
#Lore
Taken from: http://warhammer40k.wikia.com/wiki/WAAAGH!
"The WAAAGH! is the name given by the Orks themselves to the massive military campaigns they periodically unleash on the galaxy as part of their eternal desire to seek out combat and war. The term also applies to the key concept of Ork "kultur" around which the entire Greenskin society, if it can be called that, revolves. Barbaric and savage, the Greenskins spread across the galaxy like a viridian stain. They plague the battlefields of the 41st Millennium in great numbers, overrunning any who stand before them in a torrent of bloodshed and usually mindless violence. An Ork WAAAGH! is war on an apocalyptic scale. Orks beyond counting swarm from one world to the next. Whole civilisations are exterminated and defenders' armies laid to waste as the Orks plough ever onward in an unstoppable tide. Orks need battle just as humans need food and drink. Due to their warlike nature, they constantly fight amongst themselves, or launch piratical raids upon nearby enemies. Such conflicts tend to be small-scale or localised. They never really develop beyond random outbursts of violence and looting. However, Ork populations can reach a critical mass that leads to a full-scale planetary migration. This is known as a WAAAGH!, a crusade of pure aggression that crashes through star systems in an orgy of violence.
Ork behaviour is dominated by the WAAAGH!, which is also the name given to the gestalt psychic field the Greenskins generate that affects the Ork psyche, which allows Orks to instinctively recognize who is "bigga", and therefore who is in charge, since might makes right in Ork society. All Orks generate this field, and it grows stronger as the Orks enjoy themselves, generally while fighting, and as more of them congregate together in one geographical area. The WAAAGH! helps give momentum to the Orks' planetary assault campaigns, which are also known as WAAAGHs! (the Orks like to call a lot of things WAAAGH!s). Such a WAAAGH! is a cross between a holy crusade and a pub crawl, with a bit of genocide thrown in for good measure. Thousands of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss or Warlord if the WAAAGH! is particularly massive, who is bigger and more intelligent than the Orks around him. Then the Orks will set off to find an enemy to fight and defeat. Ork WAAAGHs! will sweep whole planetary systems away and destroy armies and fleets in tides of bloodlust and carnage, and only once the Orks have killed every available enemy will they start to fight amongst themselves again.
The Imperium of Man's Tech-priests have theorized that this gestalt psychic field also has a telekinetic or quantum probabilistic effect, allowing the seemingly ramshackle and poorly designed Ork technology to work as the Greenskins expect. It is believed that the reason this hypothesis came into existence is that the Imperium adopted the Adeptus Mechanicus' religious belief that aspects of a universal "Machine Spirit" inhabits all technology, and that this Machine Spirit serves Mankind at the command of the Machine God. If this is the case, without a Machine Spirit, Ork machines could not work, requiring some psychic cause to justify their often devastating effect. Furthermore, Mechanicus Genetor Lukas Anzion has noted that many Ork-built weapons will not function at all unless wielded by an Orkoid, possibly supporting this hypothesis."
Now this lore might not make much sense in the League universe but I don't know of a faction that would build these types of mechs (Maybe Zaun? But it doesn't fit Zaun weapons) so I just took the original Lore from the 40K universe.
#Splash Art
http://wh40k.lexicanum.com/mediawiki/images/d/db/Iron-devil-morkanaut.jpg
#Champion base stats
HP: 580 - 2200 HP regen: 8 - 22 Mana: 340 - 980 Mana regen: 5 - 17 Auto attack range: 200 AD: 59 - 140 Attack speed: 0.625 Armor: 37 - 100 Magic resist: 31 - 54 Movementspeed: 335
#Abilities
https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/e/e4/Juxtapose_icon.png?version=bca44161bee18ffbf9144f510ce7198e[/img] **Passive: ** Gretchin is here!: Every 30 seconds (-1 second per champion level) you gain a Gretchin (maximum of 5 Gretchins). Each Gretchin, if idle, starts to repair Morkanaut by 0.05% of maximum HP per second. Gretchins have 200/500/1500 HP and 50 of each resistance (based on R levels).
I love me some scrap!: Champion, large monster, large minions and tower takedowns (also counting friendly towers and Waaagh Towers) drop a stack of scrap near the unit. Morkanaut may salvage scrap (2 second channel that gets interrupted upon taking damage) to give him a temporary shield of 5% maximum HP (up to 5 stacks). He can send off a Gretchin to salvage the scrap by left-clicking it. The Gretchin needs 5 seconds to salvage it and can be killed. Scrap piles disappear after 60 seconds.
Additionally, Morkanaut gains special bonuses for collecting srap:
- Betta kogwork! (20 stacks): Morkanaut gains 10% CDR
- DAKKA DAKKA DAKKA (50 stacks): All the Dakka ignores 50% Armor
- How high you wan'it boss?!: (80 stacks): Waagh towers become immune when they are affected by the W shield
- We are da bigga!: (100 stacks): WAAAAAGH!! now grants 20% damage reduction
https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/2/2b/Flak_Cannon_icon.png?version=c3125b2a3bc432d2c03ad56984858e4b[/img] Q: All the Dakka!
Cooldown: 15/13/11/9/7 seconds Cost: 40/50/60/70/80 Mana Range: 650
Morkanaut fires his multi-minigun into a direction dealing 5/7/9/11/13 (+5% bonus AD) physical damage in an AOE every 0.1 seconds for 3 seconds and slowing enemies hit for 20%. He can walk freely while performing this ability (Kind of like Lucian ult). Champions or enemy towers hit for 1 second drop a stack of scrap and Morkanaut shreds their armor by 10%.
WAAAAAGH!!: If activated within AA range Morknaut will grab the target unit for 1 second shooting through them and picking up the scrap immediately. Enemy champion and tower takedowns reduce the cooldown of this spell by 50%.
https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/d/db/Magnetic_Field_icon.png?version=badad13a37f7fd02281fbc39d1692a34[/img] W: Electromagnetic science sounding thingy shield!
Cooldown: 20/18/16/14/12 seconds Cost: 80/90/100/110/120 Mana
Active: Morkanaut jumps in the air for 0.5 seconds and activates a shield 100/150/200/250/300 (+10% of maximum HP). While the shield is active, scrap piles are drawn to Morkanaut within a 350 unit radius.
Recast: Morkanaut sacrifice his shield to shoot a projectile that deals 100/130/160/190/220 (+ 200% bonus AD) physical damage in an area of Galio taunt and leaves a dome behind for 3 seconds. Allies who walk into the dome will be granted 50% of the original shield and enemies will get slowed for 20%/30%/40%/50%/60% while in the dome.
WAAAAAGH!!: The shield gets enhanced (+20% maximum HP instead of 10%), the Dome grants 100% of the original shield and stuns enemies for 1 second on top of slowing them.
https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/6/60/Power_Cogs_icon.png?version=d1cb46d175ff8c829a8d42abe634d5be[/img] E: Waaagh Tower!
Cooldown: 50/45/40/35/30 seconds Cost: 3 Gretchins and 100/150/200/250/300 HP
Morkanaut sacrifices Gretchins and gives them tower parts to start building a Waaagh Tower anywhere on the map.
- The tower needs 90/70/50/30/10 seconds to be built (not affected by CDR).
- HP: 400/600/800/1000/1200 (+50%/60%/70%/80%/90% maximum HP).
- AD: 40/60/80/100/120 (+50%/60%/70%/80%/90% total AD).
- Towers can't be critically hit.
- 1 attack speed.
- 30/50/70/90/110 (+35% (MR+Armor)) of each resistance.
- Towers take 3x more damage while being built and have no resistances.
- There can only be a maximum of 2 Towers.
- Towers spawn a scrap pile near them every 180/120/60 seconds (based on R levels)
- Towers also gain a shield upon W activation if Morkanaut is in a range of 2000 units.
- Towers are marked on the minimap as soon as an enemy had vision of it.
- Towers can be left clicked to channel a WAAAAAGH!! (180/120/60 second cooldown) that lasts for 3/5/7 seconds (2 second channel that can be heard globally). Only Morkanaut will be affected by the WAAAAAGH!!. He has to be near the tower to gain the effect but can leave the tower after gaining it without losing the effect.
- Towers gain the WAAAAAGH!! effect (Through R cast) whereever they are.
WAAAAAGH!!: Spawn 2/4/8 Nobz over the duration of 8 seconds (Based on R level). Nobz have 500/1000/2000 HP, 50/100/200 AD, attack once per second, 100 of each resistance and behave like minions. Upon killing a champion or destroying a tower the Nobz salvage the scrap automatically and become Mega-Nobz gaining 100/200/400 of each resistance (based on R levels).
Cooldown: 120/100/80 seconds Cost: 100 Mana
Morkanaut channels for 2 seconds (can be heard globally and interrupted upon taking damage, putting this ability on a 20 second cooldown) and unleashes the WAAAAAGH!! For 4/6/8 seconds The WAAAAAGH!! grants melee champions in range (Galio ult impact size) and self 30%/50%/70% bonus movement speed and 10/20/30 (+20% total AD) bonus AD. These buffs are lost upon leaving the area near Morkanaut. Morkanaut overheats and damages enemies nearby by 30/50/70 (+ 25% bonus AD) physical damage per second. Damging enemy champion increase the damage dealt by this ability up to a bonus of an additional 100%.
The WAAAAAGH!! warcry would sound like something like this: https://youtu.be/MhvPlzelj9I?t=2m17s
#Playstyle
Morkanaut is a late game Juggernaut / Frontliner with a deadly engage (Similar to Kled). He has to plan his engages ahead since the channel of his ult can be disrupted by damage alone. His W allows him decision making midst in a teamfight (to protect yourself or help teammates / do extra damage). Not only that but he has an ace up his sleeve, when used correctly his Waagh towers can splitpush lanes while an engage is happening and once the splitpush was successful the buffed up Nobz will be hard to deal with. His towers should be used carefully in the early game since Gretchins are hard to come by and the tower needs protecting while it is being built. Once built those towers can seal off entrances to areas, replace fallen towers and regain map control.
#Concerns
- Without his ult he is going to get kited into oblivion.
- I might need to nerf his scalings. I didn't want him to be built pure tank so I gave him low base damage but high scalings and might have went overboard with it.
- 8 Nobz with 500 Armor, 500 MR, 2000HP each could be hard to deal with (But that is in the late game and he should be a late game champion)
Please share your ideas to this champion and critisism!
Edit 1: I'm sorry for all the edits but I finally fixed the splash art and some typos, also all ability art is taken from Dota 2 ability icons. Edit 2: Added resistances to the tower and a disappear timer to scrap piles Edit 3: Passive nerfed from 50% max HP shield to 40% (also it should have been temporary not permanent my bad) Edit 4:
- Passive changed and nerfed (more scrap piles drop + scaling bonuses with scrap piles but shield now only 25% max HP instead of 40%)
- Q: empowered effect changed
- W: Added scrap pile magnet
- E: Added a waaagh channel on towers
- R: Old Q empowered effect moved to R (effect changed slightly)