[CENTER]Legion, the Lone Survivor[/CENTER]
Gender - Male(mostly?)
Race - Magically undead
Origin - PreRunewar Shadow Isles
Alliance - None
Class: Ranged Carry
Attack Type: Ranged
Energy Source: Mana
Legion is an attack damage carry (ranged) who specializes in surviving brief encounters with melee heroes and in using stat steroids to unleash items damage potential. Visually, Legion is the tattered and bloody remains of a foot soldier barely held together by the collective will of his decimated companions. He wears a tower shield and a bronze helm, a javelin in his right arm is his main weapon.
Note that legions abilities are mostly centered around winning fights that continue for duration, or are continued by enemies. Legion has virtually no CC, except when enemies run into him. His AS steroid kicks in when enemies close the gap to you. His ult gives you three free auto attack, but only against the person attacking you. As you can see, my idea for him is a ranged carry that is fun to lane, in team fights can really dish out damage from behind the tanks, and is really strong in 1v1 against tanky Dps.
Passive - Gains critical strike for each ability on cooldown.
Q - Defensive ability that stops enemies trying to enter melee range.
W - Attack speed and resistance buff.
E - Skill shot ranged harass, click and drag aspect that adds a slow.
R - Large stat buff - also gives him mini stealth and ghost attackers.
Disciplined - Legions many minds often vie for control, but when there is nothing left but to fight, everything becomes clear. Legion gains 8% critical strike for each ability on cooldown.
This is a stat boost that lets Legion really make the most of an attack damage build. Like all good abilities it does not come without a trade off, there will be times when Legion players will feel pressure to use up abilities to proc this passive, often before the ideal time to actually have the ability up. Its a balance between adding the extra damage, or saving a spell that could save your life.
Legion can brace his javelin into the ground, impaling the next enemy to come within melee range. On cast Legion prepares his javelin for 2 seconds, the next enemy facing Legion to come within melee range (125) takes 60/70/80/90/100 physical damage (+20/30/40/50/60% of their movement speed) as physical damage, is knocked up for 0.5 second and slowed by 60% for 3 seconds afterwards.
Costs - 75 mana
Cooldown - 18/16/14/12/10 seconds
Range - Self
For comparing - with 375 movespeed this deals - 135 damage at rank 2, and 325 at rank 5. This spell keeps those melee dps on their toes, it is also his major utility spell. It is strong, but very defensive in nature - except- with good planning (compare this to Chos Q its so much less -as it should be.), this is a great spell to use on enemies face checking the brush, especially when combined with his W. plus how cool is it to damage someone based on how fast they ran into your spear? Rammus beware!
Passive - Legions many consciousnesses remember the desperation of their last stand well. Legion gains up to 20/25/30/35/40% attack speed and 15/17.5/20/22.5/25% bonus Armour as enemies come closer in range. (From 550 to 125 range)
Active - Legion can double his passive attack speed increase for all his attacks for 4 seconds.
Costs - 50 mana
Cooldown - 20/18/16/14/12 seconds
Range - Self
Another steroid, useful for up close, pairs great with Q. Same as most good carries, not super strong on its own, but with good items, deadly. This is risk/rewards, get closer, get more deadly, but also more vulnerable. Legion does not have the stats of a melee and would quickly wither in the middle of a teamfight. It also gives him a chance against assassins and bruisers who want to get up in his face.
Legion fires a skill shot spear throw that hits the ground and then in a line following the cursor. Legion hurls his pilum at target location dealing 65/105/145/185/225 (+0.8 ad) physical damage and reducing targets armour by 5/10/15/20/25%. As he casts 5 ghost legionnaires materialize around him, and throw their pila in a delayed line extending from the final location of Legions (click and drag like rumble ult or viktor), all enemies hit receive 35/55/75/95/110 (+0.4) physical damage. Enemies hit more then once take 50% less damage from each consecutive spear.
Costs - 60/70/80/90/100 Mana
Cooldown - 12/11/10/9/8 seconds
Range - 650 (drag line is 250 long)
This is his main poke as it will out range his auto attack damage. It is also a useful debuff to increase his damage. Will not be spamable unless he rushes mana/mana regen, and then it loses its damage.
Cooldown - 120/100/80 seconds
Costs - 100/110/120 mana
Range - Self (Ghosts same as auto attack)
This is his marquee moment. I imagine he grows a bit in size and gains some swirling black winds. His helmet gets a Crest and he looks more held together. Basically he gets stronger in combat. It should let him get in close enough to get the most out of his W, and help him survive team fights as he can re-position very briefly after taking damage. Here is the idea with the ghosts, either - you stand and fight, in which case when they attack you you get a free hit when your ghost attacks, the stealth is cancelled by you attacking, and all goes on as it was. OR, when you get attacked, your ghost charges in, you stealth briefly and reposition, dealing less damage over all, but possibly saving your life in a team fight. The ghosts are only as good as your auto attacks, Legion is all about auto attacks (carry).
Damage 51 (+3.1 / per level)
Health 410 (+84 / per level)
Mana 255 (+40 / per level)
Move Speed 325
Armor 15 (+3.2 / per level)
Spell Block 30 (+0 / per level)
Health Regen 5.5 (+0.7 / per level)
Mana Regen 6.75 (+0.7 / per level)
Height - Medium size/build, once was big but he is a husk of a former man.
Physical Build - Skeletal.
Hair style and color - Wearing helm
Eye color - Just light emitting from helm.
Weapons - Pilum
Attire - Rusted and blackened amour, a rotted cloak covering bones and sinew.
Ages ago in the forgotten histories of the runewars, battles were waged on epic scales. In those times of rampant magical use the lives of individual soldiers held little value to their lords or kings. It might take the combined effort of hundreds or thousands of ordinary men to overrun an entrenched mage, or a particularly violent summoned creature. In one such battle eons ago, a civilization made a desperate last stand in what we now know as the Shadow Isles. In what they must have known was their final hour an entire nation huddled behind what remained of their once great army. Its depleted regiments of heavy infantry prepared to defend their people as long as they could. Every soldier present knew what was on the line, and as their enemies closed in around them they made a pact, sealed in an ocean of blood, to fight tirelessly and ferociously until the very last man.
When it came, the end was swift and violent. Formations formed and died to the shouts and screams of dying men. Terrible, giant shapes glimpsed through the smoke and darkness smote men into the ground. Fire and lightning decimated the ranks. Still the men fought on, with no hope of victory, and the inevitable death of their entire people on their minds. Eventually the constant rumble of explosions gave way to silence. The formerly enraged golums and elementals grew placid and slowly collapsed into piles of rocks, soot, or puddles of water. It was done. The magics unleashed on this spot made it uninhabitable for generations beyond count.
Many centuries later, an Institute surveying team that had been charting its way along the outlaying Shadow Isles made an unscheduled stop on a small rocky island. They had been drawn there by faintly pulsing trace of magic. They dug and dug through layers of rock and ash, bones and amour. They came upon a stasis spell, it was battered and scarred; but holding. After it had been unsealed, the gathered league mages were astonished to find a decaying, tattered soldier inside. When one of the startled mages finally thought to ask,
"Who are you?"
It raised its head in response, and rasped through creaking jaws in a voice thick with dust and time,
"I am Legion, for we are many."
- "Can you not sense its pain?" - Soraka, the Star Child
Initial idea, might still work stuff in, change stuff, but basically he is (was, no one is quite sure) the lone survivor of a Legion of foot soldiers that was completely slaughtered in an old rune war. The amount of magic that sundered their ranks trapped their consciousnesses in this world. Scattered about by the ensuing magic unleashed throughout the rune wars, they have been finding their way back to the one physical remnant in existence, the not quite broken body of a legionnaire stuck in a stasis ward and forgotten throughout eons. With the founding of Institute of War, the old stasis spell was broken, and to everyone's surprise Legion was aware....
Please leave some feedback.
If you liked this champion, here is a link to all my concepts in one spot, Dryruns Champion Muster Point, so stop on by and have a look, see what you like. There is a champion for every type of sensibility. Review and leave a link for a trade. Good luck with all your creating!