[FANMADE DRAGON CHAMPION CONCEPT] Indral'Gera, the Dragon King

Eternal Torment·11/8/2019, 8:28:05 PM·3 votes·2,887 views

#TABLE OF CONTENTS:

  • Disclaimer

  • Source of Inspiration

  • Suggested Looks and Theme

  • Author's Philosophy

  • Ratings

  • Secondary Information

  • Suggested Roles

  • Stats

  • Abilities

  • Trivia about Abilities

  • Strengths and Weaknesses

  • Champion Synergies

  • Counters

  • Lore

  • A few Quotes

  • Summary + Edit Logs

http://magaimg.net/img/8xhg.png

#DISCLAIMER:

##I DO NOT OWN ANY OF THE MATERIAL USED IN THIS CHAMPION CONCEPT. NO LINK, IMAGE, INSPIRATION AND NAME COMES FROM ME AND ALL RIGHTS ARE RESERVED TO THEIR RIGHTFUL OWNERS. SOURCE MAY BE ADDED ON STRONG REQUEST.

http://magaimg.net/img/8xhg.png

#SOURCE OF INSPIRATION:

This one has had a long time coming for me. The last kit already teased that this project of mine was on it's way. I have always wanted to design a Lightning champion that would greatly differ from what Kennen would ever feel like. It has been my personal desire to make this and to make this work.

http://magaimg.net/img/8xhg.png

#SUGGESTED LOOKS AND THEME:

LOOKS:

http://magaimg.net/img/9iei.jpg

It was hard to find a Lightning dragon that would fit an idea. The Ingame model, design wise, would obviously be pretty similar to A-Sol, but I intend for this Dragon Champion's body shape to be of relevance. A very thin, but lengthy hitbox, so he has a broader hitbox from the side but a thinner one from the front/back. It would make dodging a challenge, but I intend that to be part of the goal.

THEME:

For this Champion, I wanted the theme to be exceptionally cold and stoic. I wanted someone who's every fiber of being screams calculated and manipulative, yet possesses the raw power to successfully improvise should plans go south. I wanted something that wasn't difficult, or emotional. I wanted a full-on villain, and I think the theme I found catches that pretty well: https://www.youtube.com/watch?v=vHL3m4PxSlE

#AUTHOR'S PHILOSOPHY:

As mentioned in the above Theme selection, I wanted to design a vastly different champion. LoL is more or less defined by all it's big bads having some form of ulterior reason for doing what they do. The Void wants to expand to survive, Aatrox wants to mend his broken loyalty, Swain wants to prevent the end of all life as we could imagine it, Fuck, even mordekaiser claims that he wants to create a one-earth unified reign to preserve all that is and not lose it to change of time, with him as a leader being goal numero due right behind. Nah, scrap that. I want someone who wants to see the world burn but isn't a complete nutjob himself Not sorry, shaco mains.

#RATINGS:

  • Damage: 3/3

  • Toughness: 1/3

  • Control: 2/3

  • Mobility: 1/3

  • Utility: 3/3

  • DIFFICULTY: 3/3

http://magaimg.net/img/8xhg.png

#SECONDARY INFORMATION:

  • Secondary Bar: Mana

  • Primary/Secondary Role: Mage/Artillery

  • Secondary Attribute: Ranged

  • Style (Damage): 50% Magical, 50% True.

  • Style (Abilities) 80% Abilities, 20% Auto Attacks

http://magaimg.net/img/8xhg.png

#SUGGESTED ROLES:

  • Primary: Middle Lane

  • Secondary: Toplaner

  • Tetriary: -

http://magaimg.net/img/8xhg.png

#STATS:

  • Health: 505 - 2120 (+95 / Level)

  • Health Regeneration: 5.0 - 15 (+0.588 / Level)

  • Mana: 450 - 1000 (+32.353 / Level)

  • Mana Regeneration: 9.5 - 21 (+0.676 / Level)

  • Range: 500

  • Attack Damage: 42 - 95 (+3.118 / Level)

  • Attack Speed: 0.600 (+0 - 15%)

  • Armor: 33 - 75 (+2.471 / Level)

  • Magic Resistance: 20 - 28 (+0.412 / Level)

  • Movement Speed: 330

http://magaimg.net/img/8xhg.png

#ABILITIES:

http://magaimg.net/img/9iek.png PASSIVE ABILITY: Ionized Radiation Cooldown: 12 Seconds Range: 350

Indral'Gera gains (4% AP) as Magic Resistance and (2.5% AP) as Armor for each Ability on Cooldown. Additionally, every few seconds, If all Abilities are on cooldown and Indral'Gera takes damage from an enemy champion, all enemies around Indral-Gera take (10%AP) Magic Damage and (10%AP) True damage and his movement speed will be increased by a flat 50 - 100 (+2.94 / Level), decaying over 3 seconds.


http://magaimg.net/img/9iev.png Q-ABILITY: Lightning Chain Cooldown: 14/13/12/11/10 Seconds Manacosts: 30/35/40/45/50 Mana Casting Range: 600/630/660/690/720 Hitbox Width: 85 Travel Speed: 400/Second Cone Spread: 10°x4 Cone Range: 400

Indral'Gera fires a Lightning Chain to target direction, dealing 50/90/130/170/210 (+60%AP) Magic Damage to all enemies hit and the first Champion hit. If this Ability hits a Champion, Lightning Chain will separate into 4 bolts flying in a Cone behind the enemy Champion hit, dealing 10/50/90/130/170 (+40%AP) True Damage to all other enemies Hit.


http://magaimg.net/img/9iez.png W-ABILITY: Electron Instability Cooldown: 20/18/16/14/12 seconds Manacost: 80 Mana Cast Range: 3500 Area of Effect Hitbox: 200 - 500

Indral'Gera destablizes Electrons in the target Area, which create a Radiated zone after a 2 second delay, dealing 40/45/50/55/60 (+20%AP) Magic Damage every second to all enemies and slows them for 15% then for an additional 5% for each consecutive hit. The Nova expands for the first 3 seconds and lasts a total of 5 seconds.

Minions take 50% reduced Damage

Total Damage: 200/225/250/275/300 (+100% AP)

http://magaimg.net/img/9if5.png E-ABILITY: Ion-Pillar Cooldown: 22 Seconds Manacost: 60 Mana Cast Range: 800 Area of Effect Hitbox: 200

Indral'Gera locks onto the target enemy Champion. After every 1 second, a Pillar of Light will descend on the last location of the locked Champion, up to 5 times in total, dealing 60/80/100/120/140 (+50%AP) Magic Damage if the enemy champion is hit. Consecutive hits deal 60% reduced damage.

For each Pillar missing the locked Target, Indral'Gera reduces all his cooldowns by 1 second.

Total Damage: 204/272/340/408/476 (+170%AP) Magic Damage

http://magaimg.net/img/9ifb.png R-Ability: Sub-Atomic Deconstruction Cooldown: 180 seconds Manacost: 150 Mana Cast Range: Global Travel Speed: 1200/Second

Indral'Gera Ionizes all atoms in the area, creating a Shockwave which expands from his position, dealing 150/200/250 (+30%AP) True damage to all enemies hit.. Enemy champions who's health was reduced by this Ability are slowed for 20% for 1.5 seconds, cannot see any units on their Minimap, allied included, for the next 8 seconds and all enemy Wards will be immediately destroyed.

http://magaimg.net/img/8xhg.png

#TRIVIA ABOUT ABILITIES:

  • Passive: Movement speed bonus is fixed. It can't be increased or reduced by any means.

  • Electron-Nova: The 2 second delay is indicated by an animation of the Nova building itself up (Think Swain W pre-nuke animation); The Slow's duration, for mechanic's sake, while remaining within the Nova, lasts for 1.5 seconds. The Duration is reduced for 0.5 seconds after leaving the Nova. The Duration refreshes on each new damaging sequence by the Ability ontop of increasing itself.

  • Lightning Storm: The Pillars are all indicated by an animation that serves as a timer. When the Indication begins, the Pillar will strike at that position and the enemy has 1.5 seconds to leave that area, repeat that 5 times.

  • Sub-Atomic Deconstruction: "Enemy Champions who's health was reduced." means that if a champion takes direct damage. If the full damage was tanked by a shield or blocked through a spellshield, or the damage was avoided through any other known means, none of the other effects will Apply. Furthermore Indral'Gera gains neither Ward Score nor Gold from destroying wards with this Ability.

http://magaimg.net/img/8xhg.png

#STRENGTHS AND WEAKNESSES:

STRENGTHS:

  • Long Ranges and extended trading presence

  • Disables map presence entirely for the enemy.

  • Very strong wave clear

  • Possesses a lot of true damage


WEAKNESSES:

  • Defence relies on frequency of Offense / Defensive mechanics are very niche and demanding

  • All Abilities can miss

  • Champion Hitbox makes skillshot-evasion extremely difficult.

http://magaimg.net/img/8xhg.png

#CHAMPION SYNERGIES:

Leona Ornn JarvanIV Sion Sejuani Indral'Gera's best synergies come with champions who specialize in keeping the enemy in place where they are. Indral'Gera's abilities are all hard to hit, well except his ultimate.

Hecarim Elise LeeSin Malphite Indral'Gera has, thanks to his ultimate, an amazingly powerful potential to assist in aggressive ganks without ever even leaving his spot. His Ability to destroy all enemy vision AND cripple the mini map makes aggressive junglers a serious nightmare to deal with in combination.

http://magaimg.net/img/8xhg.png

#COUNTERS:

Ahri Probably the single most annoying matchup for Indral'Gera because she has everything that would counter him. She has an Arguably decent range, hard CC that is fairly easy to land against his noodle-ish hitbox, should he try to dodge, plenty decent damage, good sustain and both 3 dashes AND a movement speed increase to dodge all his crap. Frustration is pretty guaranteed.

Akali Ekko Fizz Katarina Zed and Co. Champions who's damage is tied to their mobility, making Indral'Gera's laning phase horrible. The Clichee weakness of all mages.

Malzahar Nocturne Sivir Built-in Spellshield ontop of mechanics presented to dodge his Abilities just enough to make sure none can hit. Mini-versions of the feeling you get when fighting Ahri with a Banshees, at least for this particular champion.

http://magaimg.net/img/8xhg.png

#LORE:

It is believed that the element of a Dragon has so far always been restricted to only the 4 natural elements, and that due to the World Rune shards being passed down as a place-holder for a heart happens only to females, that all elemental dragons must be female.

Indral'Gera posed a very exceptional case to this rule which seemed to have been absolute until the day of his birth. Even as a baby, Indral'Gera was especially powerful due to the unusual ability to control Lightning, or so it seemed at first. Because of the lack of knowledge on how to deal with his type, he often caused injuries and even deaths and was abandoned due to being seen as a risk to his Kin.

This left him heartbroken and doomed him to spiral down a path to seek aknowledgement from his own. He understood that they believed him to be a danger, to be unreliable and to be a risk for all Dragonkin. So to oppose this basis, he swore that he would become so powerful, so potent in his Abilities that the Dragons would have no choice but to confide in him to be spared his wrath... or the lash-out of the resulting Misery.

However, he realized that to do so he had to expand his Abilities, empower his known abilities and discover new, unknown ones. It seemed much harder to do at first, until he accidentally slipped through a Rift and entered the world of the Void, where he quickly adapted to using his full power whenever dangers ensued. The Harsh Life on the other side allowed him to grow, but the nature of the void also twisted his goal from a cry of aknowledgement to raw thirst for blood and agony. As it does with all beings, the void broke Indral'Gera's psyche and reshaped it into a mess. Indral'Gera, in spite of all the genius and self-awareness he possessed, failed to see the corruption within himself because the damage also opened his mind to new possibilities of discovy for his powers. He unraveled that his might reaches way beyond lightning, that he is able to manipulate concentration and even density of the very Electrons that help shape the known Atoms in the Universe, something he firmly believes he would have never found out were it not for the Void.

His stay on the other side was not a long one, and when he escaped, he was a fully grown Dragon, even if still a very young one. His genocide on the Dragons was brutal, swift, and it massively drained the numbers of living dragons until he eventually reached the destination of his original path. To be declared Runeterra's mightiest being and King of all Dragons.

But that wasn't enough anymore. The Dragons may fear him, but the all-father of their kind hadn't even been around to bear witness. He didn't just want to be King, he wanted to be a God, and so he set his sights on the father of all Dragons. On Aurelion Sol. And while abiding his time to face the First Dragon, he reaches his tyrannic claws around the throat of the known world, intent on giving the universe only two options. To submit or to die.

This plan was post-poned due to interventions. The Gods did not like the idea of Indral'Gera intervening with nature as it was, and in a rare event, they all came together and sealed him away in hopes of never having to deal with him again. Slowly forgotten by time, all records of his name burned and hidden away, Indral'Gera bid his time, counting, waiting until his captors commit a mistake.

As all seals do, his shackles loosened, his chains rusted and eventually a guard came too close to the cell, placing the key within arms reach, to metaphorically speak of it. The death of Pantheon shook fragments of the seal, giving them their first vurnerability in thousands of years and Indral'Gera wasted no time exploiting those tiny ripples, expanding them, widening the reaches of the cracks until eventually he was freed from his prison.

Now, Indral'Gera soars through the skies of Runeterra once more, adapting to the changes over the few millenia so he could resume where he left off to either rule all life or end it.

http://magaimg.net/img/8xhg.png

#A FEW QUOTES:

PICK:

  • My rule shall be Universal

BAN:

  • I was outcast once and Returned. This time it shall be even more powerful!

FIRST MEETING ENEMY AURELION SOL:

  • At last, I meet you, Allfather of my Kin. But, it shall be the last time as well.

  • Your crown weakens you. A shame, for you to fall for such tricks, you do not deserve to be a God.

  • I will have your head and toss it into the ranks of my kin, only then will I ascend beyond my being.


FIRST MEETING ENEMY SHYVANA:

  • They mistreated you, abandoned you and killed your father. Shyvana, join me and his name will forever be roared as that of a hero!

  • One would be quick to think I'd hate you for being a dragon but no, no no no, you understand me, Shyvana...which is why I take no pleasure in this.

  • Shyvana, you have a future as fiery as your heart ahead of yourself. Don't waste it standing up against me.


FIRST MEETING ENEMY UNDEAD:

  • Yours is a special kind of Abomination, seeking to destroy the world meant to be mine. For that, I will make this personal...

  • Your kind deserves to be burned until even the last grain of Ash ceases to exist.

  • I like my undead slow and I like my undead stupid.


FIRST MEETING ENEMY VOID:

  • Your world sheltered me when I was lost and taught me the vast depth of my power. For that, your death shall be swift and painless.

BEGINNING OF THE GAME:

  • Hatred and Love are said to often be two sides of the same coin. Whichever side looks up is who we are. I used to love this life...then the world made the mistake of flicking the coin.

  • My descend shall carry with me naught but blood and death and regret. This is the knowledge I carry for the ever-lasting damnation of ALL OF YOU! Now come and face your end!

  • This life rejected me and I forced it into submission through sheer force of will and My Title shall not be King of the Dragons if I fail at my task to subdue the world all the same.


WHENEVER USING YOUR R: (VOICE IS GLOBAL)

  • Now witness the beginning of the end!

  • My hatred, I shall unleash it!

  • GRRRAAAAAAHHHH!!!

  • Die, all of you!

http://magaimg.net/img/8xhg.png

#SUMMARY + EDIT LOGS:

##WELL, THIS WOULD BE IT. I HOPE YOU WILL LIKE THIS CHAMPION CONCEPT AND WILL LEAVE SOME REVIEWS FOR ME TO GO THROUGH. BELOW THIS WILL BE AN EDIT LOG WHERE I WILL KEEP ALL CHANGES LOGGED FOR OVERSIGHT PURPOSES INCASE SOMEONE LEAVES A REVIEW AND A CHANGE IS MADE SO NEWER VIEWERS DON'T GET CONFUSED.


EDIT LOGS:

Edit 1: -

5 Comments

ModThe Djinn11/8/2019, 9:08:36 PM2 votes

Indral'Gera gains (4% AP) as Magic Resistance and (2.5% AP) as Armor for each Ability on Cooldown. Additionally, every few seconds, If all Abilities are on cooldown and Indral'Gera takes damage from an enemy champion, all enemies around Indral'Gera take (10%AP) Magic Damage and (10%AP) True damage and his movement speed will be increased by a flat 50 - 100 (+2.94 / Level), decaying over 3 seconds.

I don't think this is well designed. It's very difficult for enemies to accurate predict your durability at any point in time, it encourages an artillery mage to get close to enemies, and encourages you to rapidly spam abilities whenever they're on cooldown instead of using them strategically.

Indral'Gera fires a Lightning Chain to target direction, dealing 50/90/130/170/210 (+60%AP) Magic Damage to all enemies hit and the first Champion hit. If this Ability hits a Champion, Lightning Chain will separate into 4 bolts flying in a Cone behind the enemy Champion hit, dealing 10/50/90/130/170 (+40%AP) True Damage to all other enemies Hit.

This one also worries me, because it actually feels like it's using true damage poorly. Typically I want the true damage hit on the durable target that is most likely to be in the front line, rather than breaking what could be extremely high true damage for a basic ability onto the back line. The ability itself is functional, but nothing to really write home about.

Indral'Gera destablizes Electrons in the target Area, which create a Radiated zone after a 2 second delay, dealing 40/45/50/55/60 (+20%AP) Magic Damage every second to all enemies and slows them for 15% then for an additional 5% for each consecutive hit. The Nova expands for the first 3 seconds and lasts a total of 5 seconds.

Minions take 50% reduced Damage

This is fine. Very basic, but functional. I do worry about the combination of the growing radius and the increasing slow making this very frustrating though.

Indral'Gera locks onto the target enemy Champion. After every 1 second, a Pillar of Light will descend on the last location of the locked Champion, up to 5 times in total, dealing 60/80/100/120/140 (+50%AP) Magic Damage if the enemy champion is hit. Consecutive hits deal 60% reduced damage.

For each Pillar missing the locked Target, Indral'Gera reduces all his cooldowns by 1 second.

I like this in theory, but it has two things I consider significant issues. The first is that you have a nearly impossible to miss slow in an area on the kit, making this super easy to land. The second is that you actively punish your opponent for outplaying you by dodging, which feels shitty to the opponent, as they can't win either way.

Indral'Gera Ionizes all atoms in the area, creating a Shockwave which expands from his position, dealing 150/200/250 (+30%AP) True damage to all enemies hit.. Enemy champions who's health was reduced by this Ability are slowed for 20% for 1.5 seconds, cannot see any units on their Minimap, allied included, for the next 8 seconds and all enemy Wards will be immediately destroyed.

The mini-map removal feels like unnecessary power that's just going to frustrate people because they're likely to think it's a glitch. Otherwise fine but, ultimately, it's a rather generic AoE.


Ultimately, I think this kit needs work. It's a weird mishmash of close-range and long-range effects, has some very awkward mechanics (and a pretty generic combo of "drop W, drop targeted E, hit slowed target with Q over and over and over), and thematically feels nothing like a Dragon. If you replaced "Dragon" with "Robot" and changed nothing in the kit it would almost feel more logical, and when you can wholesale swap out a fantasy without changing the kit's feel it implies that you're not digging into that fantasy enough.

VoidThicc11/8/2019, 8:47:43 PM1 votes

Definetly going to get some disagreements here, but I think this is by a mile your best kit yet.

I very much enjoy the nature of your champion and his abilities bring something very new to the table.

What I like the most is the complete 180 this champion pulls to everyone else. Usually you get a champ who gives your allies the advantage in terms of global presence, but here you brought us a champion who does the complete opposite and instead of giving allies an advantage, he robs all enemies of theirs.

I love this one so much, the abilities are just so interesting!

However, you could have toned down a bit on the true damage part. He has more true damage compartments in himself than Vel'Koz, and while I understand that it was by all means your intention to create a true damage champion (Not to mention the actual logic behind it because Electron-manipulation causes Ionized energy-discharges which otherwise are known as Radiation, aka Gamma poisoning, and that people would need several feet of concrete or lead between them and the source of the radiation to block it off entirely, thus making regular defenses entirely useless :P) it feels a bit too much. I mean true damage on 3 Abilities out of 5, even if two of them are extremely situational or skill-reliant respectively.

Shmeeve11/8/2019, 10:01:11 PM1 votes

Looks like something STRAIGHT from Yu-gi-oh

Joey Szcz11/10/2019, 7:48:50 PM1 votes

Wow this is crazy. Whoever thought this up really went all the way and props to them. Would love to see a champ like this