Monday, April 18, 2011

Whiplash, Dark Knight of Zaun

Tags: Pusher, Ranged, Assassin

Cloning(Innate): Attacks and Abilities have a chance to create a Clone of Whiplash at the target which attacks that target for 5 seconds. Attacks and Abilities have a base 5% chance. Normal Attack's Clone chance increases to 15% at Level 6 and to 25% at Level 11. Clones have 60% of Whiplash's stats and cannot be created from attacking towers. Enemies cannot be affected by Cloning more then once every 6 seconds.

Rush/Slide Kick(Q): Passively increases Movement Speed by 6/9/12/15/18%. Activate once to double the passive for 3 seconds. A second activate will cause Whiplash to slide in the direction he is facing. If Whiplash collides with an enemy it will slow all enemies nearby for 20%. Passive is disabled until the ability is refreshed. Clone chance increases by 5% per rank. Costs 70/100/130/150/170 Mana. Slide Kick distance is 600. 7 Second Cooldown

Electrify(W): Charges Whiplash's whip with electricity causing his next attack to deal 60/85/110/135/160+.7AP Damage to his target and up to two additional targets. Deals 30% less damage to the second target and 40% less to the third. Clone Chance increases by 3% for each rank. This may be cast again for 40 mana per cast increasing the number of additional units hit to a max of 5. Costs 90/104/128/142/156 Mana.
9 Second Cooldown.

Thumper(E): Charges the whip with energy and snaps it at target area. Deals 60/85/110/135/160+.7AP Magic Damage and leaves the area covered with energy for 3 seconds. After .5 seconds it can be cast again and will cause any enemy still in the area to be knocked into the air and slowed by 20% for 2 seconds. Cast Range 600. Spell Range 300. 9 Second cooldown.

Get Over Here!(R): Leashes onto target Champion for 1.5 seconds. If the Champion is an enemy, Whiplash will pull himself to the target. If it is an ally, Whiplash will pull the target to him. Can be avoided by moving out of range. Does not create a Clone. Costs 155/175/200 Mana. Range 450. Cast Range 400.

=Stats=
-Health 475(+75/Level)
-Mana 333(+66/level)
-Health Regeneration 6.3(+.3/Level)
-Mana Regeneration 2(+.4/Level)
-Attack Damage 55(+4/Level)
-Range 375
-Movement Speed 310
-Armor 15(+2/Level)
-Magic Resist 7(+2/Level)

Yog, The Ancient Golem.

Tags: Mage, Ranged

Control Wand(Innate): Having no attack of his own, Yog must rely on his three trusty mini-golems. Each Mini-Golem is made out of a different material; One of Wood, one of Iron and one of Gold. When Yog is within range of a target he swings his Control Rod causing all three Mini-Golems to attack that target. Each time a spell is cast the corresponding Golem can no loner attack.
-Wood Golem deals damage equal to 20% of Yog's Ability Power and 20% of his Attack Damage.
-Iron Golem deals damage equal to 25% of Yog's Ability Power and 25% of his Attack Damage.
-Gold Golem deals damage equal to 30% of Yog's Ability Power and 30% of his Attack Damage.

Power of Wood(Q): Passive: Increases nearby allies health regeneration by 1/2/3/4/5.
Active: Tosses the Wood Golem to target location and grows a tall tree. After a 1 Second delay Enemies at the center are dealt 75/105/140/180/225+.8AP Magic Damage and are knocked into the air for .5 seconds. Enemies away from the center are dealt half damage and knocked back 300 Units. Cost 70/90/110/130/150 Mana. 10 second cooldown. Trees last 5 seconds and do nothing but look pretty. Passive disabled till spell is refreshed.

Iron Excess/Iron Deficiency(W): Passive: Increases nearby Allied units Armor by 11/12/13/14/15 and Magic Resist by 6/7/8/9/10.
Active: Yog can use his Iron Golem to increase or decrease a targets Iron. When cast on an Allied Champion, Iron Excess increases Armor by 15/20/25/30/35 and Magic Resist by 10/15/20/25/30 for 5 seconds. When cast on an Enemy Champion, Iron Deficiency reduces Armor 15/20/25/30/35 by and Magic Resist by 10/15/20/25/30. 8 Second Cooldown. Passive disabled till spell is refreshed.

Golden Shower(E): Passive: Increases Allied Units attack speed by 5/8/12/15/18%.
Active: Yog throws the Gold Golem into the air creating a golden rain-cloud which then rain gold onto an area. Deals 15/20/25/30/35+.6AP Magic Damage a second. Units standing inside the rain have their Attack Speed increased(Allies) or decreased(Enemies) by double the passive. 9 Second Cooldown.

With Your Powers Combined(R): Yog absorbs his Mini-Golems into himself and transforms into a large Diamond Golem. Increases Health by 150/250/350, Attack Damage by 30/50/70, Ability Power by 30/45/60, and Movement/Attack Speed by 15%. In addition, spells deal the same damage but effects are changed.
-Power of Wood: Drops a tree from the sky onto target location stunning those in the center for 1/1.5/2 seconds.
-Iron Deficiency: Increases all Damage done to target by 10/15/20%.
-Golden Shower: Units affected leave a trail of gold behind them for 2 seconds. Has the same Slow Effect but with Movement Speed instead of Attack.
Costs 150/200/275 Mana. Lasts 10 seconds. 150 Second Cooldown.

-Stats-
Health: 470
Mana: 310
Range: 470
Movement Speed: 285

Friday, April 8, 2011

Lady Sperax'eh, Ambassador of the Spi-taurs.



Tags: Assassin, Caster, Stealth, Melee.

-Stats-
Health: 490(+78/Level)
Mana: 220(+45/Level)
Attack Damage: 52(+3/Level)
Attack Range: 130
Movement Speed 320

Shade Stalker(Innate): After 9 Seconds out of combat, Lady S goes into stealth. First Attack or Ability Cast breaks stealth.

Agonize(Q): The Lady strikes out at a foe with acidic magic that melts armor and flesh. Deals 60/85/110/135/160. For every 1 Armor her target Damage is increased by 1/1.5/2/2.5/3%. 9 Second Cooldown. Cost 75/90/110/135/165 Mana. 300 Range.


Envenomed Blades(W): Passively gives Lady S's Attacks a poison that deals 6/8/10/12/15 Physical Damage a second for 5 seconds. Damage/Second stacks up to 3 times. Additionally, she can cast this on an Allied Champion granting them the poison attacks for 5 seconds. Passive is disabled until the ability is refreshed. Costs 65 Mana. 15 second cooldown. 300 Range.

Djin Blade/Spirit Siphon(E): Lady S's attacks deal 40% damage to an additional 2 nearby enemies. Each additional enemy hit counts as half an attack. Every 6 attacks Lady S. will be able to cast Soul Siphon. Soul Siphon deals her 75% of her Attack Damage to a cone area and Lady S regains 30% of the damage dealt as Health. Does not apply on-hit effects to the additional targets. Additional targets must be withing 200 Range.

Kiss of the Spider(R): Lady Sperax'eh bites a target and injects her acidic poison directly into the organs. Deals 150/200/250 Physical Damage and Slows by 50% for 2 seconds. After 1.5 Seconds the target begins feeling the pain of having its organs turned into a gory soup. Deals an additional 120/160/200 Physical Damage over the next 5 seconds. 130 Mana. 90 Second Cooldown. 250 Range. This ability can be cast again for 2 seconds after the Poison Damage wears off that causes the target to vomit its insides and deals an additional 100/150/200 damage and increases Physical Damage to the target by 20% for 3 seconds.

Inspiration for this came from the Dark Eldar of Warhammer 40000 and Rikimaru from DoTA. I also did not want to take what I thought was an easy path by having a spider use webs. Plus it makes the lore a little more interesting. I set out attempting to make a stealth melee caster similar to Eve but with its own style.

Lore: Deep beneth the earth lies an ancient city; long forgotten by the surface. Although once inhabited by humans, it is now occupied by a race of spider people. The body of a spider and the upper torse of a human; this race has lived in this ancient city for hundreds of years. That is until a mining company, seeking its fortunes undergroud, burst throught the vaulted ceiling of the city and right into the Queen's bedchamber. The Queen, not one to look a gift hors...errr spider in the mouth, saw this as an oppertunity to connect with the surface world for she had grown tired of her own kind and longed to find certain "pleasures" somewhere else.

In comes Sperax'eh, though a simple handmaiden to the queen, she was still trained as a warrior in order to protect her Queen. Sent to the surface as an Ambassador, and to broker  and alligence with the surface, Sperax'eh emerged into a world rife with despair. The miners as it turns out were from Noxus, and had begun their excavation in an abandoned dungeon under the city. At first she was met with many perils as the citizens were very much xenophobic to her race, not to mention the arachnaphobia. However, when news reached the Noxian High Command that there was a new race of creatures with remarkable combat prowass, they set plans in motion to take advantage of these naive things. Within a few days of emergence the Spi-taurs had an alliance with Noxus and, to show their appreciation, Sperax'eh agreed to fight for Noxus in what they called "The League."

Quote: "Though our Queen is cautious of these new allie's intentions, she is nonetheless elated at having new..."company." -Lady Sperax'eh