[Champion Concept] D.R.A.G., The Draconic Gunbed

Fertsa·7/15/2018, 3:21:10 AM·1 votes·1,289 views

(Deadly Robotic Arsenal Dragon)

Passive: Deadly Arsenal D.R.A.G.’s total ability power is increased by (bonus attack speed%)%, his attack damage is increased by 5(+20% AP), and his Bonus Health is increased by 5(+10% AP)(+20% AD)%. However, His basic attacks do not deal bonus damage when critically striking.

Q: Electro Blast Cost: 40 mana CD: 6/5/4/3/2 seconds D.R.A.G. charges up for 5 seconds, lowered by bonus attack speed down to 1.5 seconds at 2.5 attack speed, D.R.A.G. cannot attack while charging. After charging, D.R.A.G.’s next attack within 7 seconds creates an explosion that deals 20/80/140/200/260(+70% AP) magic damage over 1 second, in 10 instances, to enemies within 300 units of the target. Each instance of Electro Blast’s damage is able to critically strike, causing it to deal true damage instead of magic damage.

W: Iron Artillery Cost: 50/70/90/110/130 mana CD: 14 seconds D.R.A.G. shoots a barrage of bullets in a target direction, creating two sprays of bullets that fan from outside to inside and back out, shooting a total of 20/24/28/32/36 bullets over 2 seconds. Each bullet travels 750 units and deals 20/25/30/35/40(+10% AD) physical damage to the first enemy hit, applying on-hit effects if they are a champion. Each bullet is able to critically strike, reducing the armor of the enemy hit by 20% for 1 second.

E: Seeking Missiles Cost: 110/140/170/200/230 mana CD: 12 seconds Passive: When D.R.A.G. or his abilities critically strike, he locks-on to each enemy hit for 2 seconds, and every 1/0.8/0.6/0.4/0.2 seconds, he fires a missile at the locked-on enemy with the lowest health, removing the lock-on. Each missile deals 30/80/130/180/230(+50/60/70/80/90% AD)(+50/60/70/80/90% AP) physical damage to all enemies within 150 units of the target. Active: D.R.A.G. releases a sonar wave in a target direction that travels 900 units in a target direction, locking-on to all enemies hit within the wide cone.

R: Fire Everything Cost: 20/40/60 mana per second CD: 140/120/100 seconds D.R.A.G. enters an overcharged mode, lasting until he runs out of mana. During this time, Electro Blast and Iron Artillery are permanently active, and Seeking Missiles has a base cooldown of 2/1.5/1 seconds, but D.R.A.G. is slowed by 30/20/10% while Fire Everything lasts. After running out of mana, D.R.A.G. is stunned for 4/3/2 seconds.

1 Comments

Lord Zeta 13137/15/2018, 4:47:30 AM1 votes

good job, I know how hard it is to design a champion( i made one myself)

for some reason, I pictured battlecast prime cho'gath while reading this