Axdramedes, The Defiler
I -Personality and Appearance II - Lore III - Role IV - Base stats V - Kit VI - Ability Details VII - CCOS Bonus
I - Personality and Appearance Axdramedes is completely mad and driven only by his need to corrupt and destroy. As such, his voice over lines would convey his madness. He is constantly raving about his singular goal of annihilation. He revels in the pain of others and wants to feel everyone and everything succumb to his twisted touch. He is more of a malicious force of nature than a man, but you can still feel a spark of human ingenuity inside him.
Axdramedes appears as a disembodied, legless skeletal figure cloaked in a purple cloud of churning energy. Fire bursts out of him, lighting streaks across the surface of the cloud that surrounds him, ice swirls around him and the ground beneath him constantly shifts and cracks. His form is always moving or doing something. Sometimes, one of the four elements will lash out in his immediate vicinity (a small burst of fire, shards of ice that explode, lightning that streaks towards the sky or small spikes of rock that come out from under him). Axdramedes glides forward, more so like Lissandra than Nocturne. His basic attack animation has him extending a hand towards his target and launching a small purple orb.
II - Lore None know the true origins of the infernal being that calls itself Axdramedes. Some say it is the result of dark arcane rituals, others that it came into existence following a failed magical experiment. A few whisper that he is the will of the angered elements made manifest, that its only desire is to strike down those who have used magic to abuse and violate the natural order. However, one thing is certain: it is a creature of utter fury, boundless sadism and unfathomable power. Like a storm, it randomly strikes without reason, without purpose other than destruction. It twists every aspect of life into a mockery of what it once was, filling it with its unnatural malice. Tales regarding Axdramedes begin in vastly different fashions, but the end is almost always the same: it leaves nothing but corruption in its wake.
III - Role
Primary Role Mage Secondary Role Support
Attack Power: 2 Defense Power: 4 Ability Power: 10 Difficulty: 9
Axdramedes is a squishy, mana intensive, low mobility mage with strong crowd control capabilities, long range and the ability to control zones of the battlefield thanks to his unique ultimate. He scales extremely well into the late game. However, his damage, while high, takes several seconds to fully utilize. As such he himself is vulnerable to mobile, bursty or CC-heavy champions. Axdramedes is best played from afar, abusing his massive range advantage if he has taken the time to appropriate a zone before beginning combat. The key to playing him correctly is to have a strategic mind and superior positioning. While not overly hard from a mechanical standpoint, he requires a lot of thought to play.
IV - Base Stats Health: 505-1729 Health Regeneration: 6.5-18.4 Mana: 334-1184 Mana Regeneration: 6.0-19.6 Range: 500 Attack Damage: 47-98 Attack Speed: 0.625 (+0-25%)
V - Kit
Axdramedes has the advantage of range and high damage. However, all of his damaging abilities can either be avoided or walked out of and his burst is low. His spells are also very mana inefficient, meaning that unless he heavily invests in mana regeneration, he will always be pushed to his tower and forced to last hit while his lane opponent roams or harasses him. His greatest strength is no doubt the inherent safety provided by his massive range. However, this range can only be used if his opponents are standing inside a defiled area. This makes him an exceptionally poor duellist and very potent team fighter.
Passive - Whispering Winds
Whenever Axdramedes casts a spell, he gains one stack of Whispering Winds. Upon reaching 7 stacks, he releases a gust of wind in front of himself that fears enemies hit for 1.5 second. Range: 500 Angle: 120 Missile Speed: 1000
Q1 - Immolation
Cost: 40/45/50/55/60 mana Cooldown: 1.5 second Range: 800 Area of Effect: 300 Delay: 0.425 second Enemies in the area are set on fire and take 60/90/120/150/180 (+60% ability power) magic damage over 3 seconds. This effect stacks up to 3 times. Further applications of Immolation instantly deal 30/45/60/75/90 (+30% ability power) magic damage in an area around the target and spreads Immolation, applying one stack of it.
W1 - Obsidian Daggers
Cost: 85 mana Cooldown: 12/11/10/9/8 seconds Area of Effect: 180/230/280/330 Delay: 0.2/0.325/0.45/0.575 second Four spikes sprout from below one after the other in a line, dealing 70/105/140/175/210 (+60% ability power) magic damage and stunning enemies hit. The first spike stuns enemies for 0.5 second and each spike after that stuns for an additional 0.4 second, up to 1.7 second.
E1 - Icy Deluge
Cost: 60/65/70/75/80 mana Cooldown: 9/8.25/7.5/6.75/6 seconds Range: 600 Length: 450 Angle: 70 Missile Speed: 1350 Create an orb of water that launches 3 waves of icy water over 1 second. Each wave deals 28/41/54/67/80 (+25% ability power) magic damage and slows enemies by 15% for 1/1.25/1.5/1.75/2 seconds. This slowing effect stacks.
R1 - Defiler’s Touch
Cost: 50 mana Cooldown: 20/18/16/14 seconds Range: 600 Area of Effect: 500-1000 Delay: 0.5 second Create a black shard at the target location that defiles the area. The affected area grows over time, reaching its maximum size after 10 seconds. A maximum of 1/1/2/2 shards can be placed at a time. Two shards cannot be placed near each other. Enemies inside the area lose 5% of their magic resistance. This effect increases by 1% per second, up to 10%. While the shard is selected, Axdramedes gains new abilities. Using an ability on the shard deals damage to it. The shard has 4/5/6/7 health and regenerates 1 health every 40/30/20/10 seconds. If Axdramades uses an ability that deals more damage to the shard than it has health, Axdramades loses 8% of his maximum health per point of health the shard did not have.
Q2 - World Aflame
Cost: 80/90/100/110/120 mana Cooldown: 12 seconds Range: 1200 Missile Speed: 1500 A wave of fire bursts out of the shard, engulfing enemies in the defiled area. Enemies hit take 90/130/170/210/250 (+80% ability power) magic damage. This deals 2 points of damage to the shard.
W2 - Heaving Earth
Cost: 100 mana Cooldown: 15 seconds Range: 1200 Delay: 0.5 second The defiled area starts to tremble violently for 5 seconds. Enemies inside the area take 10/15/20/25/30 (+10% ability power) magic damage every 0.5 second and are unable to use abilities that cause them to move. This deals 3 points of damage to the shard.
E2 - Ice Lances
Cost: 65/70/75/80/85 mana Cooldown: 2.5 seconds Range: 1200 Missile Speed: 2000 Delay: 0.4 second The shard sends out spikes of ice that pierce all targets in the defiled area, dealing 60/95/130/165/200 (+50% ability power) magic damage and applying a stack of Frostbite. Each stack increases the damage taken from Ice Lances by 25%. This effect stacks up to 2 times and lasts 5 seconds This deals 1 point of damage to the shard.
R2 - Twisted Arcane
Cost: 150 mana Cooldown: 140/110/80 seconds Range: 1200 Axdramedes channels for up to 3 seconds, corrupting the very essence of magic in the defiled area. Each 0.5 second, enemies in the area take 40/65/90 (+20% ability power) magic damage, are slowed by 30%/45%/60% and are silenced for 0.25 second. At the end of the channel, the shard is destroyed.
VI - Ability Details
This section serves to explain in more detail the abilities. Feel free to skip this part if you are not particularly interested in the visuals and mechanics of the spells.
Passive - Whispering Winds
Once Axdramedes reaches 5 stacks, a wind effect starts to surround his model, like Yasuo when his 3rd Q is ready. At 7 stacks, a black wind is released in a short-ranged cone effect in front of him. This mostly serves to protect him from divers as offensive uses of this ability are very risky.
Q1 - Immolation
Fire bursts from thin air. Enemies hit are visibly on fire. When a target with 3 stacks of Immolation is hit, it spreads Immolation in an AoE centred around the target. It has the same area of effect as the original spell.
W1 - Obsidian Daggers
Jagged spikes of black rock come out of the ground one after the other. The delay listed in the ability description shows the specific delay of each spikes. Each successive spike covers a slightly larger area than the last one. The first spike spawns a small distance away from Axdramedes and the next spike spawns a small distance away from the first spike. To illustrate this, say Axdramedes is X and 1, 2, 3 and 4 correspond to each spike. It would look like this : X-1-2-3-4
E1 - Icy Deluge
A swirling orb of water appears at the target location and throws out waves of water. This spell functions like Viktor's E and Rumble's R in the sense that you first pick the point of origin within the spell's range (600 in this case) and then the direction the spell effect will launch (in this case, the direction of the waves). The ''Length'' value listed is the distance the waves travel from the orb. There is no delay on the orb's apparition, however the first wave is launched at 0.33 second, the second at 0.67 second and the last one 1 second after the orb has spawned.
R1 - Defiler's Touch
This creates a shard of black crystal with very visible glowing white streaks that hovers above the battlefield. The ground around the shard becomes corrupted. In terms of visuals, the ground takes on an ashen tint. The water in the river is blackened, the grass in the jungle withers and bushes turn gray and sickly. The shard has a health bar visible for all, however only Axdramedes can interact with it. Axdramedes can only access his secondary abilities if he has clicked on and selected the shard. The shard does have a meaningful delay of 0.5 second, meaning it becomes harder to simply spawn a shard on top of your enemies and combo your shard spells. It is better to use it to control areas of the map. The shard grants vision in a very small area around itself, as big as the vision granted by Zed's shadows. Two shards cannot be placed right next to each other. There must be at least 400 units between the edges of each shard's maximum zone.
Q2 - World Aflame
The white streaks on the shard turn a burning red as soon as Axdramedes uses this ability, indicating that the wave of fire is about to burst out of the shard. There is no delay beyond the normal cast time of 0.25 second, however the damage is not instant as the wave takes time to travel from the shard all the way to the edges of the defiled area.
W2 - Heaving Earth
The white streaks on the shard turn a pale brown as soon as Axdramedes uses this ability. As soon as the cast time is finished, the earth starts to visibly shake. Enemies in the area cannot use abilities that cause them to move in any way, however they CAN be displaced by Axdramedes' allies.
E2 - Ice Lances
The white streaks on the shard turn a cold blue as soon as Axdramedes uses this ability. After a short delay, an ice lance is shot towards each enemy still in the area. Once the lance is in the air, leaving the area will not stop it from reaching its target.
R2 - Twisted Arcane
Axdramedes channels for up to 3 seconds, during which he cannot do anything else. He can interrupt this channel by clicking R again. The shard's white streaks turn a bright purple and each enemy inside the defiled area is affected by an explosion of purple energy bursting out from them. The first instance of damage happens 0.5 second after Axdramedes starts casting, meaning there is a decent delay before the ability starts dealing damage.
VII - CCOS Bonus My comment on Kakko
My comment on Yu Fei
My comment on Malgore