Ainz Ooal Gown, The Overlord [CWC]
Ainz Ooal Gown, The Overlord https://i.pinimg.com/originals/42/e3/1f/42e31feaf80395c4383bde9ec79d67b5.jpg
Login Music https://youtu.be/YEV4bz4I2cQ https://youtu.be/1UQj7EddL-0
Role: Top/Jungle Mage/Tank
Stats HP: 600 + 80 HP Regen: +8 Mana: 500 +100 Mana Regen: +15 AD: 55 + 3 AS: 0.6 Armor: 30 + 6 MR: 40 + 1 MS: 330 Range: 600
Passive: Dark Wisdom https://mfiles.alphacoders.com/587/thumb-587119.jpg
Every 6 seconds Ainz gains a dark barrier that changes incoming damage for 2 seconds. For the next 2.5 seconds all damage will be taken by Ainz' mana pool instead of health.
note: If Ainz does not have enough mana then it will deal damage to health as normal note: the cooldown resets once the 2.5 seconds are finished
Q - The Undead King https://i.pinimg.com/originals/42/e3/1f/42e31feaf80395c4383bde9ec79d67b5.jpg
cost: none cool down: 5/4.5/4/3.5/3/2.5 range: 650
Passive: enemies killed by Ainz basic attacks/abilities are transformed into skeletal versions of themselves. Enemies include: enemy minions, epic monsters ( including baron, dragon and enemy champions.) Enemies turned into skeletons will follow Ainz around until destroyed.
- Ainz can hold a maximum of 5/10/15/20/25 units at once
- minions count as 1 unit, cannon minions count as 2, epic monsters count as 3, red buff/blue buff count as 5, dragons count as 8, elder dragon counts as 13, Rift Herald counts as 15 and baron counts as 20, champions will count as 25.
- Each minions drains caster of their mana equal to their unit space per second. e.g. Baron will consume 20 mana every second while in Ainz control.
- Not having enough mana will cause the units to die off from largest to smallest.
Active: **Clicking on an enemy **commands your skeletal horde to advance and attack it. All enemies that are skeletal retain their original statistics, but do not give their buffs (exp is still earned). By clicking on yourself with this ability your horde will come back to you. Otherwise your horde will follow you around, surrounding you from danger.
W - Grasp Heart/Eternal Death/Gate
cool down: 3 s cost: none
casting ability once will reveal 3 spells will replace your Q, E and R abilities. For the next 5 seconds pressing those buttons will instead cast Grasp Heart, Eternal Death and Gate respectively. Casting W once more will cancel the abilities and the new spells on top of Q, E and R will dissapear.
Grasp Heart https://fat.gfycat.com/PointlessPolishedCowrie.gif
cost: 40/50/60/70/80 mana cool down: 17/15/13/11/9 s range: 600
Ainz Ooal Gown grabs and crushes the targets heart. This attack deals magic damage ignoring 10/20/30/40/50 magic resistance. Enemy targeted will be stunned for 1.5 seconds.
- Grasp Heart deals 60/120/180/240/300 (+1 AP) (+2.5% of targets total health as additional true damage)
Eternal Death https://pa1.narvii.com/6572/5834e1eaab834e084b2825c14e4997aab33cf080_hq.gif
cost: 25 mana per second PER Eternal Death cooldown: 24/23/22/21/20 s range: 450
Ainz Ooal Gown summons a High Tier Undead called Eternal Death. Eternal death is immune to all forms of CC and/or debuffs. press anywhere within range of ability to summon Eternal Death upon chosen destination.
Health: 450 + 100 per point in ability attack damage: 50 + 50 per point ( gains physical damage equal to amount of mana spent to create Eternal Undead). attack speed: 0.6 movement speed: 335 + 5 per point armor: 10 + 20 per point magic resistance: 10 + 20 per point range: 200
After 60 seconds Eternal Death will disperse. Ainz can hold a maximum of 2 at once.
note: Eternal Death attacks whoever you attack and will stop attacking if you stop for 5 seconds.
Gate https://38.media.tumblr.com/f51e753c443e72c7dfba2526854cebb7/tumblr_nrptxc4DO31uxvmq9o4_540.gif
cool down: 58/56/54/52/50 cost: number of champions travelling x 300 mana (includes enemy champions) range: 1000/1500/2000/2500/3000
Summons a portal, allowing travel of a large number of people over great distances. The portal stays open for 1.5/2/2.5/3/3.5/4 seconds on both ends. Portals cannot be destroyed or targeted. Enemy and ally champions can both enter the portal at any time from any side.
- Can take 2/4/6/8/10 champions.
- While entering the portal Skeletal minions will be taken with Ainz at no additional cost.
NOTE: each spell has its own countdown and while a spell of W is on countdown the others if available will be able to be cast.
E - Floating Eye/ Delay/ Effulgent Beryl
cost: 20/30/40/50/60 cool down: 15/13/11/9/7
Cast once to choose between the three spells for the next 10 seconds. Cast again on the ability you wish to use.
Floating Eye range: 2500
Summon a floating eye to a location. The eye acts as a ward scouting the area until it reaches its destination. Enemies that are touched by the floating eye while flying to its destination will be briefly rooted for 0.5 seconds then dealt their total ability power and attack damage combined as flat ability power. Once it reaches its destination it plants itself as a ward that lasts indefinitely until destroyed. Enemies that destroy the Floating Eye ward will take 40/50/60/70/80 (+0.8 AP) magical damage.
note: Does not count as a ward slot. Can have a max of 5 Floating Eye wards at once. note: cannot be destroyed while going to location
Delay https://static.comicvine.com/uploads/original/11127/111275532/6218064-4743006289-54363.jpg
range: 1000
Enemies within a range of 1000 units cannot use dashes or teleportation for 1/1.5/2/2.5/3 seconds. Speed buffs are not cancelled but the speed buff is slowed down to 30/25/20/15/10% of the original buff. Enemy abilities are put on cool down for 0.5/1/1.5/2/2.5 seconds while in 1000 range of Ainz. Enemies base movement speeds are also reduced by 40% and their attack speed by 30%.
- Enemies include minions and champions
Effulgent Beryl https://thumbs.gfycat.com/SorrowfulHarshGardensnake-size_restricted.gif
For the next 5 seconds Ainz regenerates rapidly, restoring 100/200/300/400/500 (+1 AP) health over the course. For the next 5 seconds Ainz and his skeletal minions gain a magic shield that nullifies 30/35/40/45/50% of all damage. For the next 8 seconds Ainz gains 10/15/20/25/30% of his total ability power as additional AP and the skeletal minions multiply their attack damage and speed by 1.5x.
R - The Goal of All Life is Death/Fallen Down
cast once to shuffle between the two spells. Cast again to use chosen spell.
Goal Of All Life is Death https://lh3.googleusercontent.com/-zoFvUV7r8KE/VgHqqmyHYuI/AAAAAAAAD-k/1UQF94iTPsk/w640-h266/15%2B-%2B2
cost: 25% of total mana (+1 experience level) cool down: 200/170/140 s range: 600
Ainz starts the countdown of death itself. For the next 10 seconds Ainz cannot move, cast spells, use summoner spells or attack. Once the 10 seconds have passed all enemies and skeletal minions inside the range will be instantly killed.
Enemies within the radius are slowed by 10% for 10 seconds.
While Ainz channels The Goal of All Life is Death all enemies are given true sight of Ainz and allies within a 350 radius of him.
- Enemies killed by The Goal of All Life is Death will not become skeletal minions.
- items can be used while ultimate is channeling.
- CC or damage will not discontinue the ultimate channel.
Fallen Down
https://pa1.narvii.com/6300/2428bfc0a01141907b70560116cbb514c69d78d1_hq.gif
cost: 300 mana (+1 experience level) cool down: 180/140/100 range: 500
Ainz calls upon a huge pillar of blue light from the sky that will burn so bright and hot that it will appear like the whole world has turned white. After a few seconds, it will leave behind an area burned to cinder, devoid of life. This spell deals massive damage to all targets within the radius.
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Fallen Down deals 50% of your total mana as true damage to all enemies within the radius.
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The are left behind will be a cinder that deals increasing 25/50/100 true damage for 3 seconds.
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enemies killed by fallen down will not become skeletal minions
Ainz Ooal Gown is a very mana reliant champion with a need for good timing to choose when to use a spell or what spell to use. If mastered Ainz can be extremely rewarding and powerful.
Ainz has access to the most wide range of abilities in all of League of Legends. Ainz has 9 different abilities that can be manually cast. Being able to fluidly choose the correct spells in dire situations will be key for succeeding with Ainz.
If you have any comments or feedback i am happy to hear them.
's W? You didn't quite say how he chooses between them. Otherwise, very nice concept. I like that his Q's passive has something of a balancing synergy with his passive; he doesn't take damage so long as he has mana, but if he kills anything he slowly starts being drained of mana. Definitely well thought-out overall. Seems pretty powerful still, but I'm sure that's part of the point anyways.