Erindore Squadron: The Rune Fairies

Pravdah·4/7/2017, 1:04:30 PM·1 votes·283 views
Erindore Squadron: The Rune Fairies * r/LoLChampConcepts

Just a champion concept I had running through my head, I'll post it here as well.

Name: Erindore Squadron: The Rune Fairies

Intended Role: Split-Pusher, DPS bruiser

Appearance: A set of small fairies, smaller than minions. Each one is about the size of a normal person's hand, and they glow with a green aura. They wear very tiny sets of leather armour, and carry sharpened rune sticks and staffs. They have eleven ears, green skin with glowing blue veins, and sharp blue eyes brimming with rune power. They have translucent green wings.

Background: In the forests of southern Ionia lays a small grove, surrounded by thick tangle, and far away from any beaten path. It is the home of the Erindore Fairies, a race of diminutive but sentient pixies that fight tooth and nail against any and all trespassers. They employ brutal tactics, teamwork and unity their specialty. Their name in their own language is different, almost unpronounceable to humans, but they are called Erindore after the man who discovered them, Doctor Laughton Erindore, esq. He found them at play, safe and content among their own, resting in their grove with a massive deposit of runic power. He was chased off, scattered by the magic that the Fairies could yield, disproportionate to their tiny size. They probably thought of him as an intruder, a predator. It took months and months of diplomacy, often through a language barrier, for the elders to begrudgingly allow Erindore and his group into the grove. It was a place of majesty, a quiet and bright place in the dark and gloomy forest. Such beauty drove Erindore to try and preserve it, to prevent any less scrupulous individuals from trying to exploit such a rich area. After some preliminary examinations confirming that many of the stones were of a similar magical signature and type as the runic towers of Summoner's Rift, he managed to convince a group of fairies to come back with him, to serve as ambassadors from a previously uncontacted tribe. Doctor Erindore returned to Piltover with several dozen of the fairies travelling with him, and he was soon the talk of the town, discovering a new, intelligent group of creatures. The fame soon faded as the next new fad came along, but Doctor Erindore continued his philanthropy, selling the now-called "Erindore Grove" as a place to be preserved rather than to be used as a source of magical energy, a fight that was taken up by the fairies that came with him. Using their affinity to runic magic like the kind in Summoner's Rift, they fight on the fields of justice in the way they know how, as a group.

Abilities:

Passive - [Erindore Flights]: Description: Erindore Squadron plays not like a champion, but a group of fairies. Each group has 12/16/20/24 HP, they take 4 damage from melee auto-attacks, 2 damage from DOT abilities (They will still be affected for the whole duration, but will only take 2 damage once.), ranged auto-attacks and minion attacks (minion damage is gated to once every second), and 1 damage from AOE abilities. Each Flight contains 3/4/5/6 units. Every time a flight loses 2 HP past half of base HP, they will lose one unit. Units cannot be individually targeted, the whole flight must be targeted. Each flight can be micromanaged or grouped by marquee select. A base tower can be chosen, either allied or destroyed (Azir cannot make a tower where a base is, and a base cannot be made where an Azir tower is if both champions are on opposite teams) Flights have a certain amount of energy, expended by moving around (has enough for about 1 minute of continuous flight). The base tower has 200/500/800/1100 HP that can be increased by bonus HP (effect reduced by 50%), and the armor and magic resist of the champion. A base cannot be changed for 360 seconds, and after a base is destroyed it has a 30 second cooldown before another one can be set up. Flights gain 1 HP/500 bonus HP and 1 HP/75 armor or MR. When a flight runs out of energy, it automatically returns to base, and cannot be selected while it is returning ,and takes 200% damage. If it cannot return to base within 15 seconds, it crashes and is destroyed. Upon rebasing, the selected flight cannot be redeployed for 40/30/20/10 seconds (+5 seconds/missing unit)(+30 seconds if destroyed). None of these cooldowns can be changed by cooldown reduction. Erindore squadron has 8 total flights, but only 6 can be deployed at one time. These flights can either be Ranger flights or Ordnance flights. Ranger flights can auto-attack, dealing 5% damage per unit and scale 66% with bonus attack speed. Ordnance flights cannot auto-attack, but can be used to cast abilities. Each Ordnance flight has 3 charges, and cannot gain charges except by rebasing. Charges are expended when casting abilities. Flights have 400 base movement speed if they have not been damaged or have not dealt damage for 8 seconds. Health regen is worthless on Erindore Squadron. The amount of each type flight out at once is not limited except by the 6 flight cap. Upon destruction each flight will give 50 gold, and kill bounties are given once 4 squadrons are destroyed within 30 seconds. damage done to Erindore Flights will be considered as if Erindore Flights had 400-2200 HP and bonus HP was added normally, for effects such as lifesteal or % HP damage. Ranger Flights will glow green (purple for enemies), Ordnance flights will glow blue (orange for enemies). Each flight counts as a champion. Teleport Summoner Spell just teleports all selected squadrons to targeted location for 20 seconds. They will immediately rebase at half cooldown upon those 20 seconds expiring. Squadrons cannot be healed. Runaan's hurricane does not apply.

Q - [Dive Bomb]: Description: Sends selected Ordnance flight(s) to go for an attack run, causing a magic explosion at a target unit's location. The flight goes for an attack, dropping a magical payload at the target position, dealing 30/35/40/45/50(+0.15 AD)(+0.15 AP) damage per unit alive in the flight in a 250 unit radius. Subsequent air raids done at once deal 20% damage, up to a maximum of 3 flights total (Any amount to try and drop, however, and the three largest flights at the time of dropping will deal damage). 0.75 seconds before impact, the trajectory is locked in and will no longer follow the target. Targets hit will be slowed by 20/30/40/50/60% for 1.5 seconds.

Cost: 1 Charge for all involved _____ Cooldown: 10/9/8/7/6 (+3 seconds per squadron beyond the first used)

W - [Air Raid]: Description: Sends a flight (Ordnance or Ranger, only the most healthy one selected will respond) to do a sweep of a long, rectangular area, 300 units wide. They travel along the long end of the strip, granting sight along the whole path for 5 seconds. A Ranger flight moves at 330/350/370/390/410 movement speed and fires a constant barrage of magic 150 units ahead of them, dealing 5/10/15/20/25(+0.1 AD) every second per unit alive at quarter second ticks for 4 seconds. An Ordnance Flight leaves a trail of magical charges along the middle. 0.5 seconds after passing by, those charges will detonate, dealing 10/15/20/25/30 (+0.075 AP) damage per living unit, throwing all enemies caught in the blast radius (150 units) towards the center. Enemies can only be damaged once by the bombs. Destroying the flight ends the raid, and killing a unit of the flight reduces the damage of the next tick onwards. A Ranger flight loses half their remaining energy after casting Air Raid.

Cost: 1 Charge if Ordnance flight _____ Cooldown: 15/13/11/9/7

E - [Buzzard Attack]: Description: Sends a Ranger flight at high speed in a straight line to annoy a target, taunting the first champion hit for 1/1.25/1.5/1.75/2 seconds. The flight involved will take 2 damage per hit from anything for the duration of the taunt. If they lose half of their total health, they will immediately begin to disengage and cancel the taunt. Will only be cast with 1 Ranger Flight selected.

Cost: 50% of Ranger flight's energy (Cannot be cast with less than 50% energy). _____ Cooldown: 12 seconds

R - [Overdrive Blitz]: PASSIVE: Increases squadron size, squadron HP, Base HP, and Rebase cooldown, according to the stats in the passive and ability rank. Description: Surges all active flights with runic energy, Refreshing their energy and giving them 200% total energy. Their out of combat movement speed bonus increases to 700 base movement speed for 15 seconds. For 7 seconds all flights gain a magical shield, gaining intangibility towards all AOE abilities along with a 4/5/6 HP shield. When the shield is broken the intangibility disappears too. Cost: None _____ Cooldown: 100/80/60

Champion Statistics: AD:46-90 Attack Speed: 0.566 Armor: 15-75 MR:30 Movespeed: 330 Range: 525 HP:N/A Mana: N/A

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