Raucus, the Noxian Bodyguard
Raucus, the Noxian Bodyguard
Raucus is a melee marksman who uses two claw weapons and a summoned projection of himself to destroy his opponents. He dons a dark overall outfit with an almost inconspicuous and similarly dark cape featuring a blurred Noxian symbol. In Noxus, he serves as the lead and hidden bodyguard for his clients, only to appear through interdimensional travel to aid them when they're in need. His secondary role, similar to vayne, is assassin.
Base stats Health: 550 – 1900 ....... Attack damage: 50-101 HP /5: 5.0 – 15.0 .......... Attack speed: 0.625 (+0% - 48.1%) Mana: 200 – 800 ........ Armor: 23.1 – 76.9 MP /5: 6.4 – 20.0 ........ Magic Res: 30.0 Melee: **250 ** .................. Mov. Speed: 340
Raucus’s passive is** Dimensional Field**. A dark circle begins forming around Raucus every second for six seconds, completing at the end of the sixth second. When the circle completes, Raucus gains a force field for two seconds that nullifies champion basic attacks and abilities that target him from more than 125 units away. Basic attacks and their added effects are nullified outright. Unique target abilities are nullified upon cast on Raucus but have half their cooldown refunded. Skillshots and AoE abilities pass right through and ignore Raucus, respectively. After the force field dissipates, the process of the circle forming around Raucus restarts itself.
Dimensional Field is Raucus's innate defense mechanism at close range. One of the biggest weaknesses of melee carries during the laning phase and during the late-game is their ability to be focused down by various threats for going into range of those threats. Dimensional Field allows Raucus to be almost immune to anything not straight up in his face one-fourth of the time that he's on the rift. What it does is allow Raucus to farm safely in the early game against all the poke that's thrown out by regular ranged marksmen and their supports. During the late game, it's stilll a very good passive. Good Raucus players can use the 250-range of his basic attacks to successfully kite around enemies in teamfights like ranged carries during the semi-invulnerable frames of Dimensional Field. However, it does have a very short duration. Raucus can be left in KO range of the enemy team for a full six seconds if he's not careful with both how he positions himself in fights/skirmishes and how well he manages his cooldowns.
Interdimensional Step (Q) Passive: Every tenth basic attack, Raucus’s claw weapons glow bright with energy, causing his next basic attack to gain additional range and strike twice (Raucus blinks into range of his target to strike).
Active: Raucus blinks to a location up to 500 units away. His next three basic attacks within five seconds deal bonus magic damage that scale with his missing health (applies to his spectral image if summoned).
His Interdimensional Step's passive allows him to close the gap to targets while preserving his escape mechanisms. Unlike regular assassins, however, Raucus doesn't have any upfront burst damage abilities. He has to successful use this ability to get into range and effectively kite his opponents from close range. When he needs to disengage, the active portion of interdimensional step will let him blink to safety. Aggressive players can use the active to blink towards their opponents to secure damage and kills.
Charged Field (W): If Raucus's force field is already up, then the the next dark circle that begins to form will flare with excess energy. Upon completion, the force field will last an additional duration. However, if the force field is not up and is instead still charging, this will reset the forming of the dark circle and achieve the same end effect. While the charged field version of Dimensional Field is being prepared, Raucus’s attack speed and movement speed on-hit is increased.
Charged Field makes his next force field last longer, but it still has to charge up. It doubles as an attack speed boost during the force field's charge time. This means in order to make full use of the attack speed boost as the marksman that Raucus is, he'll have to either summon his projection or sacrifice safety. Charged field also resets the wind up of force field if cast when no force field is up, so it's only really usable in advance in preparation for an extended duel.
Spacial Warp (E): Raucus summons a spectral projection of himself. It has the ability to basic attack with Raucus’s damage and attack speed, and its movement speed starts at 340 (Raucus’s base movement speed) but updates to copy the movement speed of the target it attacks upon attack each time it attacks. Raucus’s own basic attack is disabled for the duration. The projection cannot travel beyond a certain range of Raucus (900 units), Raucus's movement speed is set to 325 for the duration, and the spectral image disappears if it strikes a turret once.
These spectral images act as untargetable pets that deal damage in place of Raucus for four seconds. He can summon them from a medium range, but has to be careful of his own positioning after summoning them because he is still squishy and targetable if his enemies find and/or focus him while he's slowed. Since they only last four seconds, Raucus doesn't have an infinite uptime of untargetable damage that he can deal to enemy teams from afar, and his pet isn't particular fast until it hits someone with a basic attack. However, Raucus should have no problem using these projections to hack away at the enemy front lines from safety like a ranged marksman.
**Invert Space (R): **Raucus returns to the location of exactly where he was three seconds ago (Invert Space is disabled for 3.5 seconds upon completing a recall; and a small indicator shows Raucus the general direction in which he will teleport).
This is his most interesting and powerful ability as it can allow him to position in unusual and unexpected places in counter-engagements or can act as a secondary escape mechanism. Overall, though, I think the possibility are endless for this ultimate. So I'll leave it up to your imagination.