Ina'Guis - The Mountain of Nothing [Champion Concept]

stone the blacks·7/22/2017, 8:46:13 AM·1 votes·423 views

[BASE STATS] HP: 825 (+150) HP Regen: 4 (+2.5) Mana: 350 (+75) Mana Regen: 7 (+1) Armor: 35 (+5) MR: 34.2 (+2.25) AD: 54 (+3.5) AS: 0.615 Range: 250 MS: 320

[P] Growing Emptiness Ina'Guis Grow 100 units longer and 7.5 wider for every 1000 bonus HP she gains. Ina'Guis starts the game off at 800 units long and 175 wide.

[Q] Tail Whip Ina'Guis whips the end her tail in a target direction arcing her body with it. The tail stop at the desired destination or upon hitting an enemy champion. Enemies hit are dealt 80/115/150/185/220 (+8% Bonus HP) as physical damage and are knocked backed 300 units.

CD: 10/9.5/9/8.5/8 Cost: 60 Range: 400 (+all bonus length)

[W] Endless Emptiness {Toggle} ~ [On] Ina'Guis slows herself for 20% but her body becomes impassable by any means. [Off] Ina'Guis gains 10%/20%/30%/40%/50% MS decaying over 3 seconds when first entering champion combat.

CD: 3 Cost: None Range: Self

[E] Canyon of the Void {Passive} - Ina'Guis gains 3%/3.75%/4.5%/5.25%/6% of her MAX HP as Armor and MR {Active} - Ina'Guis burrows herself and dashes underground leaving an affected area for 4 seconds behind herself. Enemies in the effected area are grounded , slowed for 30%/35%/40%/45%/50% and suffer 1%/1.5%/2%/2.5%/3% (+2% AP) MAX HP magic damage.

CD: 16/15/14/13/12 Cost: 60/70/80/90/100 Range: 800 (+bonus length) [length] | 300 (+150% Bonus width) [Width]

[R] Avalanche of Emptiness Ina'Guis can move through walls for the next 10 seconds, once 10 seconds pass or she stays still for 3 seconds she becomes invisible for up to a minute. Once invisible she can reactive the ability to destroy the portion of wall she was in [for 150 seconds], shielding herself for 30%/40%/50% of her MAX HP decaying over 8 seconds and dealing 150/300/450 (+15% Bonus HP) Physical damage to nearby enemies.

CD: 160/145/130 Cost: 100 Range: 500 radius from any part of body

*Note {The wall destroyed is the same shape that her body covers, will also destroy any areas thinner than a 150 units in between other destroyed areas}

Balance Explanation the EXTREME tankyess is needed in her kit as once she starts running away shell be hit for the next 8 seconds with the huge hit box that grows with her tankyness. She can act as a powerful vanguard or disrupter, get behind them with e and activate w and they cant leave while you push them towards your team with Q for a pick on an important target. She can also prep important objectives with her ult sit in the wall to give your a team a way in/out while causing panic for enemies with a sudden giant appearing from a wall.

Looks A giant Serpent with with raised dark purple scales. Under the raised scales lies black that emits a mist with it. A raised head with 6 lifeless eyes scattered over it. Very end of the tail has been incinerated away with a patchy sealed flesh over it.

Lore In the ages of Past Ina'Guis was a colossal serpent from the void that found itself on Runeterra. While one RuneTerra she seeked for magic infused materials to absorb into herself. Many years passed as she wreaked havoc on the spirit world from the physical. She continued to do so until a sudden burst of immense light and heat { AurelionSol } ,stopped her. Fusing her with the rocks she dug through previously. Years flew bye as the magic she absorbed seeped into the ground as horrific corrupted versions of its prior self. While greatly feared for the best seen in the region by many some saw it a a grab for power { Swain }. Ordering men to mine for anything of value in the area they found powerful magic infused minerals and stones, becoming more frequent the deeper they dug. Eventually they hit nothing, but it destroyed their mining equipment when they did so. Trying again and again someone eventually decided to touch it without the tools. As his hand approached he felt cold and fear. Upon contact his arm began fading into dust as he stood in shock and soon after collapsed vanishing from existence. The workers that saw it immediately panicked and ran out of the mine. Panting while trying to explain what happened to the supervisor, they were sent back as order of SwainSwain was to collect all value materials from the mine. Thousands were forced into labor as they slowly released a creature they could bring the end to both realms of Runeterra.

3 Comments

EliJenkin7/22/2017, 5:36:57 PM3 votes

Already one MAJOR no-no. 850 base HP, on TOP of 150 HP gain per level? That's 3,550 HP before any items. No. That's way too much. Did you actually look at base stats for existing champs first, or just throw some numbers together?

Range at 250? That's neither melee nor ranged. That's a very long pike.

800 units long? That's the size from center of Baron pit to the edge. What the actual fuck.

Okay so at this point I assume you know nothing about Units in league, so let me break it down real quick.

175 units is roughly the average for Melee champs. 530 Units is roughly the average for ranged champs. From fountain to center of mid lane is roughly I believe around 4,500 units. Aside from global ults (Jinx/Ashe) I think the longest ultimate range is TF or Sion, at around 3000 units.

Continuing on, 3% of MAX HP at maximum rank is over 100 armor/MR with BASE STATS ALONE. That is the equivalent of a fucking Thornmail.

Invisibility for ONE WHOLE MINUTE. At this point this has to be a really fleshed out joke.

I could go on, but I'be made enough points. Either actually research champions and their stats/ranges/etc. or just don't bother designing a champion's abilities.

M00ndanc37/22/2017, 7:29:10 PM1 votes

i love the concept and believe the abilities all hold together a well thought out theme but in order to help with some balance problems that you may have with the e passive is to make based on bonus health or to remove the scaling and keep it at a flat 3% (or even reduce it by a bit 1.5% may be more ideal). now for the base stats: i recommend toning the health down by about 125 early game(700hp lvl 1) and reduce the health per lvl scaling to 100 for 2500hp at 18. another unique mechanic would be to increase the attack range based on hp but decrease the attack speed scaling so that each hit feels like a slow moving heavy hit (like a huge sweaping claw or a flick of a tail) (also you might want to shorten her original model size simply because that is way to big unless you somehow have an idea for a champion to have a shifting hitbox that moves in the way that cassiopea's new tail effect moves) other than that tho i love the idea