[Champion Concept] Ira, the Shadow of Vengeance
Ira, the Shadow of Vengeance
Ira should be played as an assassin type jungler with high damage to compensate for low amounts of CC. Ira comes from the Latin word for anger, and his kit is mostly built upon avenging fallen allies.
Visually Ira is a shadowy assassin wielding two daggers and wearing a cape. His face is never fully revealed.
Lore: As a child, Ira was traumatized when he was kidnapped by a group of bounty hunters and taken from his family. Ira grew up learning the ways of a paid assassin, wielding daggers as his weapon of choice. As he trained however, he learned he could control the shadows, bringing darkness upon his surroundings. He kept his skills to himself, pretending to be average in combat, and a bit clumsy when performing practice missions. When the moment was right he struck, brutally slaughtering many of the assassins before they could escape, even those taken from their home to be trained as he had. His heart hardened, he wanders the shadows of the land searching for his lost family and those who took him from them, swearing vengeance against all who harmed him.
Passive – Avenge: Spells and attacks against enemy champions deal bonus true damage (scaling with level) if that champion has damaged an ally within the last few seconds. Bonus damage is tripled if the champion has killed or assisted in the kill of an ally in the past 10 seconds. This ability cannot be activated on the same enemy more than once every 8 seconds, or 12 seconds if the damage was tripled.
Pretty straightforward, extra damage for ganks and team fights. To go along with the theme of avenging allies, extra damage would be done to enemies who recently killed allies. An icon that only you can see would hover above the heads of enemies who have damaged or killed allies recently.
Q – Seething Pulse: Shadows emanates from you for 2 seconds, dealing magic damage continuously to nearby enemies. Upon ending, the pulse contracts into you, releasing another smaller pulse in the area immediately around you. The second pulse only deals damage if the enemy was affected by the entire duration of the first pulse.
This ability is to help you clear, as well as deal a good amount of damage to anyone stupid enough to stand in the entire duration of the ability, as most of its damage would come from the second pulse.
W – Vanish: Vanish for a short time. Your next attack against an enemy deals bonus damage over time and stuns for a short duration. Half of the cooldown is refunded on kill or assist.
This ability would have a high cooldown and mana cost, to compensate for the reset mechanic. As your only escape, you will be forced to choose to use it offensively or defensively, because if you go in and it doesn’t pay off you are left without an escape or defensive skill. Mainly used for ganking.
E – Selfish Hatred: Whenever an enemy attacks you, gain a stack of Hatred, increasing armor and magic resist, up to 3 stacks. Activating the ability consumes the stacks to heal you for a small amount, based on the number of stacks consumed. You may not gain stacks while the ability is on cooldown.
This ability is to add a bit of survivability and sustain, for clearing and in fights. You have to choose properly when to use the ability in fights as it heals you, but you lose your stacks and cannot gain more until it is off cooldown.
R – Mindless Anger: Passive: Gain movement speed whenever a nearby enemy is available for bonus damage from Avenge.
Active: Mark an enemy champion for a few seconds. During this period your attacks and abilities against that champion always apply Avenge and the Avenge damage is always tripled.
The passive here is to help you overcome your low mobility so as to stick to targets you want to assassinate. Active is a huge damage boost against a single target, but only if you can stick on the target and manage not to die.
This is only a rough draft of what I thought would be a fun and interesting champion to play. All comments and suggestions are welcome, thanks for reading. Hope you enjoyed!