[Champion Concept] Ignum, the Iron Golem

MrXonte·11/30/2015, 7:55:23 PM·12 votes·1,870 views

#Ignum, ##the Iron Golem Name is subject to change due to being similar to blitzcrank, the great steam golem. If you have any good suggestions leave a comment!

Health: 560-2000 Health Regen: 8-18 Heat: 150 Melee: 150 Attack Damage: 60-110 Attack Speed: Armor: 22 - 82 Magic Resist: 32 - 52 Mov. Speed: 330

Appearance: A suit of iron armor that is covered in ashes and burnt black beneath. There is no armor at the abdomen where the infernal core is which constantly produces flames and his eyes glow like molten iron. Depending on his heat level parts of his armor start to glow due to heat and while in overheat little flames come out of some parts of the armor and his eyeholes.

#Ability Overview

#[P] Infernal Core:

Heat Generate 5 heat every second up to 100 heat. Maximum heat is 150.

Danger Zone Basic abilities are enhanced at 50 heat and above.

Overheat Basic abilities are enhanced even more at over 100 heat and Ignum takes 1% of his current health as magic damage per second. This damage is increased by 0.5% for every second in overheat for up to 5% total magic damage. When reaching 5% heat starts to drop at a rate of 10 per second. Using an ability reduces heat back down to 100.

Notes Using an overheat ability first calculates the heat based bonus damage, then reduces heat by the abilitys cost, then reduces heat back down to 100 if its still greater than 100.




#[Q] Hammer of Flame:

Cost: 20 heat Cooldown: 10/9/8/7/6s

Passive Basic attacks deal 5/12/19/26/35 (+0.2AP) bonus magic damage and give 10 heat over 2 seconds.

Active Ignum hammer gets engulfed in flames and his next basic attack causes a small explosion dealing 20/40/70/80/100 (+0.5AP) bonus magic damage in a small area. The primary target is stunned for 0.5/0.625/0.75/0.875/1.0 seconds.

Danger Zone Basic attacks restore an additional 5 heat on hit.

Overheat Gain (heat-100)*3 attack range for the next basic attack.

Notes Overheat range bonus is 150 at maximum heat. Passive damage is dealt over 2 seconds and not on every hit. Hitting an enemy with passive already on him just refreshes it.




#[W] Core Leak:

Cost: 5 heat per second +1 heat per additional second Cooldown: 2s

Passive Deals 5/12/19/26/35 (+0.05AP) magic damage per second to enemies around Ignum in a 200 units radius.

Toggle Doubles range of passive.

Danger Zone Passive: Increases range to 250 Toggle: Doubles damage of passive.

Overheat Toggle: Creates a fire pulse that deals 1/2/3/4/5 (+0.01AP) * (heat-100) magic damage to all enemies in range.

Notes Overheat damage is 50/100/150/200/255 (+0.5AP) at maximum heat.




#[E] Explosive Dash:

Cost: 50% heat Cooldown: 18/16/14/12/10s

Active Creates a backblast that deals 100/175/250/325/400% of heat consumed (+0.5AP) magic damage in a cone behind Ignum and propels him forward making him dash 400 (+4 per heat) units in a straight line. Minions hit by Ignum are knocked away. The dash stops if Ignum hits an enemy champion or terrain and he then deals 50/100/150/200/250 (+10% Bonus Health) physical damage to enemies nearby.

Danger Zone Backblast knocks enemies back.

Overheat Gain a (heat-100)*2/4/6/8/10 shield that lasts for 2 seconds.

Notes Overheat shield is 100/200/300/400/500 at maximum heat.




#[R] Iron Wall:

Cost: 100% heat Cooldown: 150/120/90s

Active Gives 150 heat and Ignum takes no damage from overheat for 7 seconds. After a short delay Ignum smashes his hammer to the ground and causes a shockwave that deals consumed heat*1/2/3 (+1.0AP) magic damage in a cone in front of him and creates a wall of iron that acts as terrain at the edge of the cone and lasts for 7 seconds.

Notes Deals 150/300/450 (+1.0AP) damage at maximum heat and wall pops up at the edge like an anivia wall or trundle pillar.




#Playstyle:

Ignum is best suited to be played top and jungle, but he can probably also be played full ap mid and maybe even bot if you have an adc that lets you stack up your heat on minions. For builds i imagined 2 major builds, tanky and full ap.

Tank Build: For the tank build rylais and sunfire will probably be the core items that you want to get first since they both enhance your AoE aura damage and help to stay close to your enemy while your e and q are on cooldown. After that zhonyas is a good to protect yourself while your w deals tons of damage. In lane you can probably get a few good trades by just using q on your opponent and then attacking them while your w is active and if you have enough heat you can also use an overheat w for burst. If you get ganked, need to chase your opponent or want to finish your opponent and retreat at the same time you can use your e to get away and deal damage to your opponent at the same time with the backblast. In teamfights Ignum should engage with an overheat e since it gives him a shield that soaks up a bit of damage while he casts his ult to trap enemies. Then he can do tons of damage with his w and stun any important target with his q.

AP Build: For the AP build rylais is still a good item, but items like nashors tooth or wits end will be much better since they gives you attack speed to get more heat and and cooldown reduction/magic penetration. Zhonyas, Voidstaff and Liandrys Torment should also fit well, but going for a high amount of ap with rabadons and ludens also works. In lane you can trade by using q on your opponent and then attacking them until you want to retreat with an e which should deal a high amount of damage with its backblast or until you have enough overheat to get a good overheated w on your opponent. In teamfights you will probably need flash to get close and use a combo of overheat w, q, ult, overheat w and then e to safely return in order to burst your target or alternatively start with an overheat q to and skip the first overheat w.

Jungle: When jungling i recommend stalkers blade upgraded with cinderhulk for tank build, devourer for attack speed ap and runeglave for full ap.

#Lore:

I purposly dont want to give Ignum much lore now since riot is doing a lot of lore work themselves and any lore i make know might now fit into the world that riot is currently making.

#Changelog:

01.12 Updated W because it was possible to spam an overheated w to deal 0.5AP damage multiple times a second since it could be used at 101 heat without drawbacks to the AP damage. Updated appearance to be more distinguished from other champs. 02.12 Added Notes to help understand upper limits of abilities. Updated Passive to cap the % current health damage at 5% and reduce heat then. Updated formatting. 04.12. Updated Playstyle, added ult and passive notes, buffed danger zone q, updated w

38 Comments

FlameHalbrdOkido5/28/2016, 6:26:21 PM2 votes

did i ever tell u that that Ult is awesome?

Regu1us 911/30/2015, 10:26:42 PM2 votes

I'm liking this!

rabbiter91912/1/2015, 1:02:45 AM2 votes

Only problem I see would be if you used your w or e with less than 100 heat (which would result in a negative value damage burst or shield with w or e respectively).

Maybe I missed something that solves that, but I would suggest one of the following:

  1. a minimum heat required (at 100). This would kind of suck since you won't always be at more than 100 and would be the lesser by far option

  2. instead of minus 100 use something like -90% current heat or something of the like.

In other criticism (that may be unfounded), the terrain part of his opt seems off for a melee aura/aoe champion.

Just my thoughts, but do like it!

XerKB10112/2/2015, 4:57:07 PM2 votes

Nice idea overall :D keep up the good work :D Your local Noob

SlawthFul1312/9/2015, 10:59:32 AM2 votes

Hey if you're still looking for a different name you could always call him Ignum, the Infernal Automaton.

lfpinheira11/30/2015, 8:59:18 PM2 votes

Seems Good

FlameHalbrdOkido3/15/2016, 11:00:08 PM1 votes

oh wow, this guy seems a bit similar to a concept im working on at the moment

question: is the only way for him to lose heat, is if he has overheated?

I love W, it really gives the feeling like the fire within him never dies, he is constantly hot, it makes his heat feel more real, i like the concept and the mechanic. I also really like that each ability (passive included) gives him a different way of gaining heat at different rates/ amounts, it makes his whole kit really dynamic and feel a lot less binary, its unique

In terms of E: Explosive Dash before reading the description, my mind immediately flew back to his description: "There is no armor at the abdomen where the infernal core is which constantly produces flames." Is it wrong for me to be disappointing that the origin point of the explosion cone does not come from that spot in his front abdomen. Before reading the description I thought of all the cool implications like what if the ability was cast in a target direction, that way you could select the direction and Ignum would instantly turn to face that direction, perfect for denying Shaco daggers, Trynd's shout, and Cassio's ult, and others. Plus only a few champs have a "backwards" dash, i feel like its underused. Sigh, i still like how it is now i guess. Still that image is in my head.

what about the Living Forge, or Living Furnace for a title?

overall great concept, could def have fun playing the guy.

SSmotzer12/1/2015, 10:32:12 AM1 votes

I'm sorry to burst your bubble, but doesn't LoL already have an "Iron Golem?"

Blitzcrank "I put the 'go' in 'golem'."

Two giant fists, they even have the same charged up fist explosion that CCs the enemy and the ult that explodes around them.

AmetDeCrypt12/1/2015, 1:41:38 PM1 votes

I wonder, at what point would the damage from that passive outstrip the healing at fountain? I suspect at some point it would get high enough to one shot him should he let it go on long enough. or is there a cap to that increased percent damage?

Secluded Death12/25/2015, 7:03:53 PM1 votes

Thanks for your review of Marx, One of the Seven Elite!

I'm not familiar enough with league to give any useful information about heat, but I can look at your concept from a design perspective.

P - Looks good. Gives him a damage advantage with a health loss disadvantage. Current health per second hits like a truck the more health you have which is nice.


Q - Autoattack modifier with a stun plus small AoE. Passive causes his heat level to increase as he autoattacks, right? And when you say he restores an additional 5 heat in danger zone, does that mean he gains 15 heat over 2 seconds each autoattack?

Also, the wording for the passive is a bit off. When I read it, I thought it gave heat over 2 seconds. I think "Basic attacks deal 5/12/19/26/35 (+0.2AP) bonus magic damage over 2 seconds and generate 10 heat." I swapped the words at the end and replaced the word "give" with generate which I think is what you meant. Sorry if I got it wrong!


W - I like this ability a lot. You can really tell the power spikes between heat levels. In total, looks like a solid ability. My only concern is not being able to turn the passive damage off. Other than that, everything else looks great! Passive damage is at a nice point and the power of the ability is always different. A nightmare for melee at high heat levels, but a relatively easy target at low heat levels.


E - All of your abilities are just done so well. :')

Dash range with increase based on heat is nice. When used to engage, nice damage and gets those nasty minions out of the way. For disengaging, the knockback provides a nice mini-stun. Shield looks too large with max heat, but how often will you have max heat anyway. I would build tank and go for the W damage when I'm engaging and if I was disengaging, I probably wouldn't be near max heat anyway. Considering that it spends all your heat anyway, it provides a great ultimatum.


R - The animation for this ability looks pretty sweet in my head and would look awesome with different skins. Gameplay-wise, it visually seems too simple for an ultimate. It's basically a wall with damage. I would make the cone blast cause an interrupt to enemies it hits so it would stop dashes and channels making it more useful as an ability in total for all kinds of situations.

Cooldown is also a bit long and I know why. Gives maximum heat, prevents overheat damage, and provides a wall for a long time. With the suggestion I made above, this ability would need more chances to be used. With some tweaks, I think this ability could be in a great spot.

Suggestions: Lower cooldown to use it more often. Decrease wall duration to compensate. Add interrupt or knockback to blast damage. And for a bit more compensation, you can have it give 100 Heat instead of 150, but of course these are all just suggestions :).


Thoughts - The simplicity of your Heat mechanic on Ignum makes a great introduction to learning more mechanical champions. Simple to play, definitely hard to master. Stun, AoE, Dash, Wall. Straightforward engage plan with a straightforward disengage plan makes this champion feel like a perfect fit. Why does Ignum not exist already?

Besides what I've mentioned, my only concern is how weak Ignum is without any heat, but it makes sense and gives an opportunity to catch him when he's vulnerable. In total, you have a great concept here. I would seriously play him and I'm not even a fan of Heat only because it's too much for me to handle when I can barely handle laning :P.