[Champion Concept] Locreth, The Darkin Rune

Sancre·8/29/2015, 8:59:44 AM·1 votes·768 views

I had been thinking about a new character whose moveset allowed a lot of possibilities, something that added a fresh way to play, watching videos here and there, I started thinking about a rune mage, not like ryze, but something far more superior, able to summon the forces of the nature with the use of a single rune each, and only a Darkin would be worthy of this power, Locreth was born this way

LORE

Locreth was a Darkin that feasted on the negative emotions, it found really amusing to use letters to confuse, to enrage, to provoke its victims, to make them kill each other, and feed on the pain, suffering, and from its point of view, the beauty of the carnage.

Investigating new ways to make people's mind break, he found that he could distill those emotions and thoughts into a delicate liquid, a fine ink, the Soul Ink.

He kept on feeding like he always did, until one day the Soul Ink of a man taught it the power of the runes. Locreth studied them, and found that by using the powerfull Soul Ink, a single rune became far stronger than hundreds of runes together. The path was clear, Locreth transformed its old weapon of carnage in a gauntlet with forbidden runes embeded, and started using the Soul Ink to make a new kind of art, the art of death and absolute despair.

Moveset

Passive

Ink river:

Locreth lacks mana, instead uses soul ink as resource. Every spell will have a ink cost, increasing the more complex the glyps he draws become. Soul ink comes from thoughs, living beings generate passive soul ink and Locreth takes it by stepping close to them, emotions like pain or fear boost the ink generation on a living being (every enemy or neutral unit will have a small number over their heads telling how much ink will Locreth take from them if they get close)

Soul ink overload causes a backlash on the attacking enemy, when the ink is overloaded, Locreth it is able to counter damage (0.5 damage taken + 0.2 soul ink overload + 0.7 ap), being attacked drains soul ink to the max limit before overloading, where it starts accumulating again

Q

Soul Rune:

Passive effect:

Locreth gets 6 fixed runes as passive in the HUD as he levels from 1 to 18, allowing him to use the spells related to those runes as he unlocks them, he will make aditional random runes appear all over the field (one every 15 minutes in a random location of the battlefield less fountains), if they appear in a wall or in the floor, interacting with them will reward Locreth with that rune for his Q spells, if the rune appears embedded in a monster (or even turret), that monster with get a extra power and Locreth must kill or assist in killing it to get the desired rune.

-Locreth can steal enemy Locret's runes if he finds them first

Active:

While the key is pressed, Locreth is unable to move, the cursor start releasing ink, allowing the user to draw a rune that only he can see (this gives less counterplay, but is better to avoid obscene drawings), if a rune is drawed correctly, it will release a corresponding spell in a small-medium area, depending on the used rune (drawing it bigger has no effect), once the q button is released, movement is possible again (if the movement is forced on Locreth, by being devoured by Tahm Kench, using flash, or being grabbed by Blitzcrank, the drawing will be anulated)

^^Fixed by lvl up runes^^

Fire rune: Summon a inferno that deals high aoe damage and ignites the damaged units

Wind rune: Summon a fierce tornado that slowly atracks close enemy units (400 range) to it and slightly damage them over time, if a unit is dragged to the centre of the tornado, it will be knocked up and trapped in the eye of the tornado until it expires, suffering double the damage over time, this tornado stay for 10 seconds.

Water rune: create water puddles in the area, these will slow whoever steps onto them (40% slow)

Earth rune: rocks fall in the area causing medium damage, and creating a earth zone, stepping in the zone created by this rune will continuously damage the enemy unit for 10/30/50/70/90 damage (+0.5 ap) per second on it

Dark rune: drains 2/3/5/7/10% max hp of every unit in the zone and fears them for 2 seconds

Light rune: every ally unit in the light field start healing slowly 100(+0.3 ap) per second until the rune disappears or the ally gets out of the zone (lasts 5 seconds)

^^Random runes^^

Bodyguard rune: a energy being will appear in the targeted ally unit or in Locreth, giving them a magic damage shield that regenerates itself when the rune expires, or adds itself to the first shield if it wasn't destroyed before the rune expired, this new added shield last for 15 seconds if not destroyed, if it doesn't manage to join itself with the first shield, it will only last for 6 seconds.

Ice rune: after 0,5 seconds, the area will be frozen, stunning any enemy champion in its range for 2,8 seconds

Magnet rune: set a invisible magnet trap in the floor, if a enemy unit steps on it, will be dragged 500 units to where Locreth is in that moment, if an ally unit step on it, it will dash to where Locreth is in that moment (the unit will only dash a maximum of 950 units to where Locreth is if he isn't inside that range, is possible to pass obstacles like walls with this dash)

Bomb rune: create a invisible mine that will explode when a enemy unit steps on them dealing 200(+0,7 ap) damage, these mines disappear after 3 minutes

Plant rune: AoE root that lasts for 2.5 seconds

Thunder rune: for 1.2 seconds statik electricity accumulates, and then release a high damage volt that spreads to enemy units close to the affected units

Sound rune: when released, this rune will create a random unsettling sound hearable for any enemy unit in a 1500 units range (teemo's laugh, shaco's laught, sion's ult battlecry, lux's ult...)

Pit rune: creates a random trap when placed that if stepped on by a enemy champion, will root it for 1.5 seconds, these pits lasts 3 minutes

Ghost rune: allows Locreth to walk through walls for 6 seconds

Speed rune: +30 movement speed to any allied champion affected by the rune (lasts 8 seconds)

Ad/Ap boost rune: +40 ad and ap to any allied champion affected by the rune (lasts 8 seconds)

Armor/Magic res. Rune: +50 armor and magic res to any allied champion affected by the rune (lasts 8 seconds)

Sentry rune: places a visible sentry where the rune is situated, this will act like a normal ward, but when destroyed will reveal a bigger area for 2 seconds

Mind control rune: For 10 seconds turn a enemy minion or jungle monster in ally that follows you and attacks any unit that damages you (prioritices enemy champions)

Ilusion rune: the ally unit affected by the detonation will transform into another ally with random chance, attacking or being attacked breaks the ilusion and reverts the unit to its original form

Invisible rune: Creates a zone akin to Akali's Shroud for 8 seconds, making invisible any ally champion that steps into the zone and making them visible again if they attack.

Void rune: after 1 second, silences for 1,2 seconds any enemy champion in the affected zone

ZERO room rune: Creates a room where no attack command or skill can be used for 2 seconds, (only exception being if the nexus is the objective of the autoattacks and its inside the room), the ZERO room is delimited with walls akin to yasuo's wind wall, nullifiying any skillshot that wants to hurt what is inside the room, the walls will close trapping anyone that its in the interior starting then the 2 seconds invulnerable zone, and banning the use of any teleporting or dashing skill to get through the walls of the room. This ZERO room is a AoE Fizz e that allows movement inside it

Rock rune: create a wall of unpassable terrain (500 units long) for 10 seconds

Sand rune: The zone made with this rune will gradually slow the enemy unit over them for 10/20/30/40/50% after 2 seconds into the sand zone, the enemy will be rooted by 3 seconds (stuck in the sands)

Summoner rune: A special unit will roam the jungle, this monster will be neutral and aggresive to allied and enemy champions, this unit will become stronger the more runes Locreth puts on them and will adquire additional spells or passives depending on those runes

Promotion rune: a minion or jungle monster will be promoted (same effect as banner of command, not stackeable), works on turrets, in whose case it last for 15 seconds, in the minion or monster, it last until the unit is defeated, this rune have a internal cooldown of 50 seconds

Corrosive runes: Reduces the armor and magic res of a enemy unit that is affected by the rune by 5/10/15/20/25% for 5 seconds

Metal rune: Detonate in a zone leaving the enemy units bleeding and with grievous wounds for 3 seconds and a shield to the ally units in the zone 150(+0,3 ap) that last 3 seconds.

W

Ink Smoke:

Locreth exhales a cloud of soul ink that reduces the vision range of any champion inside the ink smoke, lasts 4 seconds and has a 670 range (Vision range akin to being inside Tahm Kench)

E

Slide:

Creates a rectangle of soul ink in the floor, trying to step on in will make you slide until you are no longer stepping on this skill, being pushed into this skill will make a unit slide too.

R

Soul Papyrus:

Locreth unwinds a 950 range square papyrus, this will give a slight knockback to any enemy touched by the unwinding papyrus, the papyrus will cover any trap or item in the floor (Teemo's shrooms, Shaco's Boxes, another rune effect...) and destroy them. If you use a rune over the Papyrus, it will boost it's damage to 400 (+0.8 ap) and extend the radius of the rune to cover the whole papyrus (some runes won't be able to be used with this papyrus, like the sentry or pit runes) after being used once or ending after 8 seconds, the papyrus will wrap again and disappear, dragging any enemy champion standing over it to the point where the papyrus finishes wrapping.


The moveset is kinda long, and it might look a bit overloaded, but i think the advantages and disadvantages of this moveset are well balanced, i would like to hear anyone's opinion about this moveset, being that it likes or dislikes it, and ways to improve it

5 Comments

Lucky Moniker8/29/2015, 10:52:24 AM1 votes

soooo golem arcana meets invoker? too complicated for league

Sancre8/29/2015, 5:29:12 PM1 votes

the idea came at first from invoker, and then developed a bit more after playing okami, i'm planning the runes to be simple to draw, (short lines, curves and dots) the simplest being the most basic ones, the fixed 6.

You don't really have to memorize them, they appear in the passives bar as images, if you scroll over them you see their name, and using that data and copying the drawing you see, you will summon the rune.

It would be pretty hard, even if you see the rest of abilities, only the first one is damaging, the rest are used in a strategic way, although it might be better if at least the w had some damage over time.

I would like some review about the passive, I'm not completelly sure it isn't op, i wanted to give Locreth a hand in roaming, what he must do to be able to get its runes, this passive might help him if he finds the enemy jungler while roaming, but might be kinda overpowered if Locreth were to stay in lane

The majority of players wouldnt be able to play this champion at full potential, including me, but I do wonder what a pro could do with a favorable moveset...