[Champion Concept] Ignum, the Infernal Automaton

MrXonte·5/31/2016, 1:43:24 PM·9 votes·791 views

#Ignum, ##the Infernal Automaton

Health: 560-2000 Health Regen: 8-18 Heat: 150 Melee: 200 Attack Damage: 55-110 Attack Speed: 0.625 (+0%-55%) Armor: 22 - 82 Magic Resist: 32 - 52 Mov. Speed: 330

Appearance: A suit of iron armor that is covered in ashes and burnt black beneath. There is no armor at the abdomen where the infernal core is which constantly produces flames and his eyes glow like molten iron. He holds his hammer with both hands at the grip and when standing idle holds it infront of his body.

#Ability Overview

#[P] Infernal Core:

Heat Generate 5 heat every second up to 100 heat. Maximum heat is 150. Every heat over 100 is considered overheat

Danger Zone Basic abilities are enhanced at 50 heat and above.

Overheat Basic abilities have an extra on-cast effect at over 100 heat and Ignum takes 1% of his current health as magic damage per second while overheated. This damage is increased by 0.5% for every second in overheat for up to 5% total magic damage. When reaching 5% heat starts to drop at a rate of 10 per second. Using an ability reduces heat back down to 100.

Notes & Visuals The heat resource bar has 3 sections, each 50 heat in width for the 3 levels of heat. Using an overheat ability first calculates the heat based bonus damage, then reduces heat by the abilities cost, then reduces heat back down to 100 if its still greater than 100. Depending on his heat level parts of his armor start to glow due to heat and while in overheat little flames come out of some parts of the armor and his eyeholes.




#[Q] Molten Hammer:

Cost: 30 heat Cooldown: 10/9/8/7/6s

Passive Ignum’s basic attacks deal 5/10/15/20/25 (+0.1AP) bonus magic damage on hit and generate 5 heat. They also apply Molten Touch to enemies hit.

Molten Touch: Burn the enemy dealing 2/4/6/8/10 (+0.05AP) bonus magic damage per second over 3 seconds and giving an additional 1 heat per second for the burns duration. This burn can stack up to 3 times, dealing a maximum of 6/12/18/24/30 (+0.15AP) bonus magic damage per second and giving an additional 3 heat per second. Basic attacks refresh the burns duration.

Danger Zone: Basic attacks generate an additional 5 heat on hit. Overheat: -


Active Ignum heats up his hammer for a second until it glows like molten iron. After that second he can wait for up to another 1.5 second until he swings his hammer. After that he automatically swings his hammer.

Ignum swings his hammer in a wide cone in front of him, dealing 20/40/60/80/100 (+0.2AP) magic damage to all enemies hit and slowing them by 25% for 1 second. Enemies hit by the hammer’s head are slowed by 75% instead, take 50/100/150/200/250 (+0.5AP) damage instead and are applied 3 stacks of Molten Touch.

Danger Zone: Enemies hit by the hammer’s head are stunned for 1 second instead of being slowed and Ignum gains a short 100% burst of movement speed when casting Molten Hammer that decays quickly over 1 second. Overheat: Stun duration is further increased by 0.3 seconds for every 10 points of overheat and the hammer’s head damage is increased by 2% for every point of overheat.


Notes & Visuals Cone radius is 500 units, the hammer is the outer 200 units, the hilt the inner 300. Cone angle is 170 degrees. Overheated hit with the hammer’s head stuns for a maximum of 2.5 seconds and deals a maximum of 200% damage. Visuals: Passive causes enemies to burn slightly. Active makes his hammer glow like molten iron and causes him to hold the hammer with both hands. When he swings his hammer a flame bursts from the hammer’s head’s backside which explains the fast hammer swing for a slow giant like him.




#[W] Core Leak:

Cost: 5 heat per second +1 heat per additional second Cooldown: 2s

Passive Ignum’s Infernal Core leaks heat, dealing 5/12/19/26/35 (+0.05AP) magic damage per second to enemies around Ignum in a 200 unit radius.

Danger Zone: Range is increased to 250 Overheat: -


Toggle Ignum increases the heat leak, doubling the range of Core Leak and reducing his heat.

Danger Zone: Doubles damage dealt by Core Leak. Overheat: Creates a fire pulse that deals 1/2/3/4/5 (+0.01AP) * overheat magic damage to all enemies in range.


Notes & Visuals Danger Zone only increases the passives damage not the overheat damage. Overheat damage is 50/100/150/200/250 (+0.5AP) at maximum heat. Visuals: Aura is similar to Sunfires aura when not toggled on and becomes like a fire version of karthus e when toggled on. Overheat causes a quick fire pulse to erupt from Ignum’s core.




#[E] Explosive Dash:

Cost: 50% heat Cooldown: 18/16/14/12/10s

Active Creates a blast from Ignum’s Infernal Core that deals 100/175/250/325/400% of heat consumed (+0.5AP) magic damage in a cone in front of Ignum and propels him backwards making him dash 400 (+4 per heat) units in a straight line. Minions hit by Ignum are knocked away. The dash stops if Ignum hits an enemy champion or terrain and he then deals 50/100/150/200/250 (+10% Bonus Health) physical damage to enemies nearby.

Danger Zone: Backblast knocks enemies back half the dash distance. Overheat: Gain a overheat*2/4/6/8/10 shield that lasts for 3 seconds.


Notes & Visuals Overheat shield is 100/200/300/400/500 at maximum heat. Visuals: Creates a fire blast in front of Ignum, coming from his infernal core and throws him in target direction.




#[R] Smelter Wall:

Cost: 100% heat Cooldown: 150/120/90s Range: 750

Active Gives 150 heat and Ignum takes no damage from Overheat and Core Leak’s does not consume heat for 7.5 seconds. After a short delay Ignum smashes his hammer to the ground creating a wall of iron that acts as terrain at the edge of the cone that lasts for 7 seconds and causing a shockwave that deals consumed heat*1/2/3 (+1.0AP) magic damage in a wide cone in front of him which knocks enemies back into the wall. The wall radiates heat in a 150 unit radius around it. Enemies hit by the radiated heat are applied a stack of Molten Touch every second.

Notes & Visuals Overheat Core Leak still reduces heat back down to 100, but leaving it toggled on does not consume heat. Deals 150/300/450 (+1.0AP) damage at maximum heat and wall pops up at the edge like an anivia wall or trundle pillar. Visuals: Ignum slams his hammer into the ground with full force which causes a fire shockwave to hit all enemies in front of him. At the end of Ignum’s range it also causes a wall of hot iron to emerge.




#Playstyle:

Ignum is best suited to be played top and jungle, but he can probably also be played full ap mid and maybe even bot if you have an adc that lets you stack up your heat on minions. For builds i imagined 2 major builds, tanky and full ap.

Tank Build: For the tank build rylais and sunfire will probably be the core items that you want to get first since they both enhance your AoE aura damage and help to stay close to your enemy while your e and q are on cooldown. After that zhonyas is a good item to protect yourself while your w deals tons of damage. In lane you can probably get a few good trades by just using q on your opponent and then attacking them while your w is active and if you have enough heat you can also use an overheat w for burst. If you get ganked, need to chase your opponent or want to finish your opponent and retreat at the same time you can use your e to get away and deal damage to your opponent at the same time with the backblast. In teamfights Ignum should engage with an overheat e since it gives him a shield that soaks up a bit of damage while he casts his ult to trap enemies. Then he can do tons of damage with his w and stun any important target with his q.

AP Build: For the AP build rylais is still a good item. Zhonyas, Voidstaff and Liandrys Torment should also fit well, but going for a high amount of ap with rabadons and ludens also works. In lane you can trade by using q on your opponent and then attacking them until you want to retreat with an e which should deal a high amount of damage with its backblast or until you have enough overheat to get a good overheated w on your opponent. In teamfights you will probably need flash to get close and use a combo of overheat w, q, ult, overheat w and then e to safely return in order to burst your target or alternatively start with an overheat q to and skip the first overheat w.

Jungle: When jungling i recommend stalkers blade upgraded with cinderhulk for tank build and Runic echoes for full ap.

#Animations & VFX

Movement Ignum takes slow and heavy steps. Fast Movement Ignum’s feet glow and have little flames coming out of them and he moves much faster. Basic Attack Ignum slams the target with his hammer which he holds in his right hand. Critical Strike Ignum uses his hammer with both hands and slams the hammer onto his target. Recall Ignum stands, resting his hands on his hammer while the hammer's head is on the ground. The ground below starts to glow like molten iron and he sinks into it. Death Ignums Infernal core stops producing fire and he his armor turns into ashes and collapses, leaving behind only a broken infernal core in a pile of ashes.

4 Comments

FlameHalbrdOkido5/31/2016, 11:49:28 PM2 votes

"He holds his sword with both hands at the grip and when standing idle holds it infront of his body"? Sword? Wut?

Is it just me or does anyone esle feel like W's passive would be more interactive (Only the passive not the active) if it didn't activate if at 0 heat or below 50 heat. Obviously the Active wouldn't work at 0 heat.

What if E's dash was extended (+ 1 per 3 heat) versus (+4 per heat), its a bit clearer, the numbers are about the same (honestly a 50 unit increase isn't that much but it can help) and also #Clean numbers

Im really glad u took my idea to have the dash come from the front and make him dash backwards. That ability is really bad butt

R is awesome, 7 sec might make it a bit too awesome

FlameHalbrdOkido6/1/2016, 9:03:03 PM1 votes

for the W passive, i was worried about it always being on, but I did forget about Sunfire cape, so forget I said anything (me being dumb) idk about adding Q passive to it might make the W passive OP (but thats ur choice and obviously im making mistakes here)

for E... .... ... HOW DID I MISREAD THAT. GOSH IM SO BAD AT MATH. Im all up in my calculator w/ my glasses on like im sum kinda genius. Dude I thought it was 1 per 4 heat in my head. Im like "huh, 37.5 is like nothing, he could use more range, well ill make it 50 and it will be #Clean numbers with gud cause im so smart." sorry that was huge misunderstanding on my part.

Now that we are on the same page...that makes since. Are there any ranged abilities in league that extend their radius (not AA range but ability range, i just wanna kno)

When u explain the R like that it makes since, especially since hes not a ranged mage that deals sustained DoT, and is mostly a slow moving melee champ. (I was comparing his ult to Azirs, and I knew that Azirs wall was nerfed, but I get why these cases are entirely different now). I think letting it scale with rank is a gud idea tho, maybe ur choice.