Terro the Runist
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/d31f1c80-76cf-43d4-9b33-0e828a327cd9/dc6rfho-194b602a-6a7b-4e2e-b2a6-4fdd03648e65.jpg https://www.deviantart.com/adpong/art/FFXIV-33-736951596 I do not own this artwork, the artist go by the name ADPong.
That Blue Mage is one power hungry being, so he shall be cursed by the Runes.
— Terro
This is Ryze’s annual rework
Please give comment, critic, or whatever. I’ll take all suggestions into consideration.
Lore: Ages ago, during the first Rune War, Terro was Created. He was born from the World Runes themselves with the mission to gather up all the World Runes and put them back to safety. Not long after his birth, he heard of a Blue Mage, one that is so reckless that he dared to control all of the World Runes. Ryze is a corrupted being that must be stopped, and Terro is ready to be the one to stop him.
I might have caused some confusion. The World Runes don't know that Ryze is collecting them to protect them, and that's why Terro wants to kill or at least stop Ryze, since World Runes are too powerful for any individual to possess.
Region: Runeterra (for Ryze it says Runeterra too) Roles: AP brusier, fighter, tank Positions: Mid, top, jungle
Base Stats:
Health --------------------------------- 570 (+97) HP Regen --------------------------- 7 (+0.55) Mana ----------------------------------- 380 (+42) Mana Regen ---------------------- 5 (+ 0.8) Attack Damage ----------------- 62 (+4.8) Attack Speed -------------------- .645 (+2.1) Armor ---------------------------------- 22 (+3) Magic Resist --------------------- 30 (+0.5) Movement Speed ------------ 375 Range ---------------------------------- 150
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Passives: It’s Not Yours: Mana is a source created by the World Runes. Terro gains bonus mana for every unit he kills.
2 for minions; 3 for monsters and cannons; 4 for large monsters and buffs; 10 for champions and epic monsters.
I Created This? Throughout the centuries, Terro became suspicious of everyone he meets. Terro can mark an enemy champions every 60 seconds(or after he kills a marked champion). He cannot mark the same champion for 200 seconds. By dealing more than 40% of their maximum health, Terro consumes the mark, granting himself a stack of Runes, which grants abilities additional effects. Takedowns also grant him a stack.
Give it Back!: This passive will only become “active” (get it? lol) when Ryze is on the enemy team. Every time Ryze kills Terro, he will lose 4 stacks (can’t go to negatives). If Terro kills Ryze, he will steal 10 ap and 50 mana permanently.
Note: It takes 1 second to mark a champion, meaning it is possible to gain 3 stacks off a single enemy if you use it correctly (2 for 80% of maximum hp and 1 for takedown).
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Q: Ancient Runes: Cooldown: 12/11/10/9/8|| Cost: 45/45/50/50/65 mana|| Range: N/A
Passive: Ancient Runes does 10 extra magic damage and has 10 increased range for every stack of Runes.
Active: Terro covers his fist in runic fire (will be golden, according to the picture lol) that grants him 0 bonus range on his next auto attack and it will do 30/50/70/90/110 (+100% bonus AD)(+40% AP) physical damage. This resets auto timer.
Note: This will only become strong after Terro get a few stacks, but the auto reset is still quite useful for early game laning.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W: Origin of Magic: Cooldown: 20/18/16/14/12|| Cost: 100/110/120/130/140 mana|| Range: 550; 175 radius
Passive: Terro’s auto attacks deals x% of his AP as bonus magical damage. X equals to 3 times the stack of Runes
Active: Terro becomes immune to magical damage and gains 30% damage reduction for physical damage for the next 1/1.5/2/2.5/2.5 seconds. He can recast this to leap to targeted position, slowing all enemies in the radius by 10/15/20/25/30% for 2/2/2/3/3 seconds as he lands.
Note: This does no damage to compensate for basically 1/1.5/2/2.5/2.5 seconds of invulnerability against ap laners. He also can’t cast this all the time due to its high cost (for early game anyway)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E: Rune Sorcerer: Cooldown: 3|| Cost: 10/15/20/25/30 mana|| Range: 1000; radius 125
Passive: Units killed by proc of Burnt will grant double mana and Runes stack.
Active: Terro uses the power of the Runes to summon a ball of fire (golden, again). He shoots it toward a direction, passing through minions and stop at nothing. All enemy/neutral units (including turrets) hit will be Burnt for 4 seconds. The ball of fire itself will apply on-hit effects.
Burnt: Damage from Terro will consume the mark, dealing 5% of their maximum health as physical damage and 0(+40% bonus AD)(+25% AP) as magical damage.
Note: The fireball itself will not do damage, but it can if you have certain item (Manamune). There are actually quite a few way to proc Burnt: you can auto, ignite, liandry’s passive, tiamat, or even use another e.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R: Ultimate Runist: Cooldown: 18|| Cost: N/A|| Range: 800
Passive: This ability can be unlocked like any normal ult (level 6,11,16), but it can only be used after casting 5 abilities. Runes: If Terro has at least 10 stacks, he gains 10% increased mana and ability power If Terro has at least 20 stacks, he gains 10% increase movement speed If Terro has more than 30 stacks, his ult’s cooldown will become 9 seconds(this can be further lowered by cdr).
Active: On Ally Cast: Terro blink to an allied target and grants them both 15/20/25% bonus movement speed and 15/20/25% damage reduction for 2 seconds. On Enemy Cast: Terro blink to an enemy target that is marked with Burnt. He then procs Burnt, stunning all enemies in a 175 radius for 0.5/1/1 seconds, and all his basic abilities’ cd refreshes.
Note: on ally cast is for retreat, while on enemy cast is for big, calculated wombo combos.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Important Informations:
- Terro does way more damage with AP build, but AD build will give him more sustain.
- His ultimate has a really low cooldown, but in order to use it on enemies he need to hit his e first, which is the size of Karthus’s q and travels at Lux’s q’s speed (hard to miss if you ask me)
- He can demolish apcs, but he is still decent against tanks. If he can’t land his e he will be kited by adcs though.
- W only counts as one ability.
Tips and Combos:
- e / w / w / auto / q / e / ult / e / auto / q / e / w / w / auto (Ryze style ;)
Check out my past concepts! Narico the Lone Wanderer Lax'rah the Voidborn
Hope you enjoy!
that isn't ez...