Udyr's daughter, Agnes, Bulwark of the Elements.

FistOfSharkiesha·8/10/2015, 7:36:57 PM·3 votes·886 views

This is a short, rough lore of the champion because I want everyone to be able to contribute if this thread miraculously becomes popular. With such a hulking father, it's no surprise that Agnes grew up to be a force to be reckoned with. Guided by the forces of nature, Agnes protects the wilderness and the creatures within it from the destructive forces of man, be it greed, war, or something much more sinister.

Instead of changing fighters into juggernauts, why not just make a new one? Agnes would be the first true juggernaut upon release, as the other juggernauts are being reworked from fighters into juggernauts. Her playstyle revolves completely around using her sheer trading power to zone enemies away from objectives such as dragon, and also strengthening the threat of a teamfight by a large margin.

She has 3 different forms, Earth, Air, and Water. She rotates through each form by activating her ultimate, which is available at level 1 and automatically ranks up at level 6, 11, and 16 in the same way Jayce does, allowing 6 ranks per basic ability. To balance her monstrous dueling power she would have tradeoffs in the form of self-debuffs, different for each form. Her Earth form is meant to be her defensive anti assassination form, her Air form is meant to be her dps and self buff form, and her Water form is sustain and slight support. Her base stats should be extremely high to balance out her immobile juggernaut playstyle, with the exception of MR to highlight her long range mage weakness.

Please note most of these skill concepts are subject to balancing to make it healthy. Most won't even have a specific number for range, damage, etc and it is open for debate.

Passive - Elemental Oppression - Hitting enemies with basic attacks or abilities cripples them for 5 seconds. Concurrent hits refresh the duration. Cripple is a new form of CC which decreases the dash range and speed of enemies by 50%, and reduces the effectiveness and duration of any movement speed buffing effects by 33% (if cripple afflicts the enemy while their buff was already up, the duration reduction will effect the remainder EX: Lulu has 2 seconds of MS remaining, cripple makes it ~1.3 seconds. This gives Agnes a clear strength vs mobile champions while not being overbearing towards immobile champions. Additionally, being within 250 range of Agnes will cause constant magical damage that scales with her level. This would be relatively small, and is mostly there just to ensure her passive isn't completely useless against any immobile enemies she faces.

**Q ** Q Earth - Gaia Spike - Very low range (200-250) instant small radius skillshot. A spike of rock is sent up from the ground, dealing damage and completely piercing any enemy shields and transferring them to Agnes. Additionally Agnes gains a small shield that scales with rank and bonus AR for 3 seconds.

Q Air - Raging Gust - 600 range AoE. Create rushing winds in an area that causes constant damage to any enemies caught within. Additionally, Agnes gains bonus AS while within the typhoon.

Q - Water - Quench - Remove grievous wounds and any DoT effect while healing a small amount to any targeted ally within 400 range. Scales with AP (just for the hell of it, I wouldn't expect any AP builds) and MR.

**W ** W Earth - Stone Circle - Agnes swings 360 degrees and knocks back all enemies within a certain range and deals them damage.

W Air - Wind Scythe - Deals magic damage in a cone instantly and causes basic attacks to deal physical damage in a cone for 4 seconds. The non-primary target damage is reduced obviously, much like Kayle's righteous fury.

W Water - Torrential Tide - A straight skillshot that causes a tide in the direction it was used. It instantly slows enemies hit by a small amount for 1 second and deals magic damage, but enemies who attempt to go against the tide are slowed for a massive amount for 1 second, refreshing every second they attempt to face the tide. This ensures Agnes does not have the tools to lockdown enemies and murder anyone by herself. It encourages smart maneuvering and teamfighting and gives her a small disengage with no engage potential.

E

E - Earth - Poise of the Boulder - Agnes gains bonus MR and AR, and filters all enemy basic attacks and abilities that pass through her. Filter - Absorb a percentage of damage directed towards allied champions and apply your own defenses before absorbing that damage. This doesn't work with AoE damage that would be stopped by and explode on Agnes, but still hits allies with splash damage such as Karma's inner flame, only abilities that hit multiple targets in a line and must pass through Agnes (think Cait's piltover peacemaker) and auto attacks that pass over Agnes. The bonus MR and AR and amount of filtered damage scale with rank. Lasts 6 seconds.

E - Air - Poise of the Typhoon - Agnes loses a flat 5/15/25/35/45 and 30% AR and MR, increases both AD and AP by the same amount of the combined loss of defenses, and her basic attacks reduce the cooldown of this ability. Lasts 6 seconds.

E - Water - Poise of the Pond - Agnes gains the senses of still water, increasing her range of vision and allowing her to see stealthed enemies within her range of vision. Additionally creates an aura that reduces the duration of crowd control and debuffs on allies within her range of vision. This aura is split among champions. Agnes alone benefits from 100% of the duration reduction, Agnes and one ally benefit 70% of the reduction, Agnes and 2 allies benefit from 50% of the reduction, and 3 or 4 nearby allies results in the team benefiting from 35% of the reduction. The reduction and increased vision increase with rank. Lasts 6 seconds.

R

R - Elemental Conversion - Rotate between elemental forms. 0 cooldown untill you use an ability, basic attack, or do not rotate forms for 1 second, in which case it goes on a static 10 second cooldown. This allows the kits of 2 forms at any one time. You can use Earth, then shift to Air, but you won't be able to shift to water for a minimum of 10 seconds.

R - Earth - Passive - Lose 75/100/125 movement speed. Reflect a percentage of damage you receive to the attacker. This would in theory be the most used form and it emphasizes a true juggernaut playstyle. You can stagnate lanes against aggressive enemies but you also have little kill pressure.

R - Air - Passive - Using a basic attack or ability damages yourself by a small percentage of the damage, before taking into account enemy defenses. Being in combat with an enemy or monster restores a portion of your Mana and HP based on the damage you deal for 1 second, refreshing for each second you remain in combat. (The self healing would eventually far surpass the self-destruction, surpassing it quicker if you build offensively. These passives are here to encourage very skillfull and complex play. EX: Use your Earth or Water form during teamfights and transition to Air to kill stragglers.

R - Water - Passive - Lose 20/30/40 AD. Increases range by 300/350/400. Basic attacks deal bonus magic damage equal to a percentage of your AP. (This increases her range from 125 to 425/475/525. The AD reduction is to prevent harassing in water farm and then switching to a stronger dueling form.).

4 Comments

Harrys Nut Shack8/10/2015, 7:41:23 PM2 votes

Wow this is an amazing concept, I love it!

ODST Helljumper8/11/2015, 12:54:46 AM1 votes

Do you have any idea how the concept can be seem? i can imagine the trade between elements with R can be like Twisted Fate´s cards in his w?

Slaughterror8/12/2015, 6:24:37 AM1 votes

diggin it but not the name