[Champion Concept] Ignum, the Iron Golem
#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
"I put the 'go' in 'golem'."