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The Rune Knight, Victor

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1The Rune Knight, Victor Empty The Rune Knight, Victor Tue Nov 13, 2012 1:35 am

Lunar



The Rune Knight, Victor
Radiant Strength

Roles: Carry/durable/Ganker

"By the power of the ancients"

Summary
Victor is mostly a Carry-type hero with great Int and Str gain and average agility. Remains strong throughout the game while being an okay mid but mostly for being a safe laner with support to farm. All suggested roles are great for the hero for his set skills.

Appearance


Lore


Base Attributes
Strength - 26 (+2.4)
Agility - 18 (+2.1)
Intelligence - 23 (+2.2)
Movement Speed - 295
Attack Range - Melee
Armor - 4.20
Base damage - 51 - 56

Abilities
[Fortify]
[Q]
Target:Self / Allied units
Damage Type:None
Description:Victor has learned how to Make himself almost immune to all damage, by putting an aura around an ally or himself. The spell only last for a short duration though.
Mana Cost:100 mana
Cooldown:20/19/18/17 seconds
Buff duration:3/4/5/6 seconds
Buff's effect:Blocks 65% of damage (couldn't think of a reasonable dmg block wanted 75%)
''By studying the Ancients power on the buildings Victor figured out how to gain the power of fortification but for a young knight still learning''

[Geomancy Consumption]
[W]
Target:Self Cast
Ability Type: Active
Mana cost: 50 Mana
Cooldown:20 Seconds
Description:Victor gains an ability by the type of Terrian he is on. The effect is by the type of land Victor is on, example when on water victor has the ability to flood the area around him slowing all majorly, or when in the jungle can gain the ability to entangle a selected unit.
[Geomancy]
[D]
Mana Cost:80/100/120/140
Cooldown: 10 Seconds
Ability Type:Active
Types of Effects:
Roshans Pit:S'corches all enemys in a 450 AoE Making them take a 100/150/200/250 burst damage and burn damage over time (burn 50 per second, for 2 seconds unless they leave Victors Spell radius) Spell stays on Victor for 3 Seconds
Damage:Magical
River:Floods all in a 550 AoE Slowing them to 20/30/40/50% and increases by 7% as they stay in the radias, spell last for 6 Seconds
Slow goes through magic immune, Slow refreshes if magic immunity is useD after
Radiants Jungle:Gains the ability to entangle an enemy for 5 Seconds (works like a normal entangle) and dealing 50/100/150/200 dmg
Damage:Magical (Disable goes through magic immune)
dires Jungle:Leaches a selected enemy for 3 instances and heals Victor and any allies in a 350 AoE of the leeched enemy, heals/damages 75/100/125/150 per instance
Damage:Magical
Lanes:Stone/ Stones an enemy, stunning them for 3 Seconds and dealing 200/225/250/275 instant damage
Damage:Magical
Fountain:When used in fountain gives victor or a selected ally 20/24/28/32 Hp per second For 8/10/12/14 Seconds
"Victor can only have one of the abilities at a time and cant get rid of the ability till 20 seconds(The ability you pick stays with you for 50 Seconds)"

[Masters Tolerance]
[E]
Target:Self
Ability Type:Passive
Damage:None
Description:On his journey's victor adapted to the effects and weather conditions nature had and animals.
Through this Victor has made his body immuned to debuffs (Toxin's/Armor reduction's)
Level 1: Passive aura debuffs (AC or even Radiance effect or Necro's Aura)
Level 2:Block's spell effects (Veno's gale, dooms scorch) Stops blocking after 3 of these effects all target victor needs 3 seconds to refresh "example :veno gale, CMs slow, Venges armor reduction/ his effect will be deactivated after and any other spells will work like anchor smash"
Level 3:Blocks Click debuffs (desolator / Melds / Eye of skadis slow) stops blocking after 5 hits then needs to refresh for 3 seconds of not getting hit "If viper tries hitting victor 6 times with his auto cast, after the 5th it will start taking effect"
Level 4:Blocks Silences and curses (Sheep stick / orchid / death prophets silence / Rod of atos) after 2 needs 5 seconds to refresh
"if someone rod of atos, then lion hexed doom can then silence freely"
(For all level examples they would need to be chained within 1.75 seconds)

[Rune Consumption]
[R]
Target:Runes
Affects:None
Ability Type:Active
Damage:None
Description:Victor can consume Most of the power of runes for himself, it makes the runes become an active or passive power.
Mana Cost: 50 mana
Cooldown:10 Seconds
duration:100/130 Seconds, level 3 makes it last till you die

[Rune Master]
[F]
Target:Self/Enemy
Damage:Any
Ability Type:Active/Passive
Description:When victor consumes
Double Damage:Victor Passively becomes pure damage and gains 150/170/190% damage increasement for a duration of 8/10/12 seconds
cooldown:30 seconds
Mana Cost:125 mana
Haste:Victor can actively gain 40/65/90% movement speed for 6/8/10 seconds
cooldown:20 seconds
Mana Cost:65 Mana
Illusion:Can actively make 2 powerful illusions of himself dealing 80/85/90% of his own damage but taking 50% damage more they last for 8/10/12 seconds
cooldown:25 seconds
Mana Cost:100 mana
Regeneration:Gains a 40/45/50 hp regeneration 30/35/40 Mana regeneration for 12/14/16 seconds
cooldown:30 seconds
mana cost:100
Invisibility:Becomes permanetly invisible but becomes reveaeled when in a 900/750/600 AoE of an enemy or tower


And i got a bit tired soo i'll continue this if it appeals to someone and when im not as tired lol was just bored and thought i make one like some others

will put pictures later

2The Rune Knight, Victor Empty Re: The Rune Knight, Victor Thu Nov 15, 2012 7:20 am

86248Diamond


Admin

Interesting concept! However, fortify is a bit like Omni's ultimate. Consider making it more like Victor.

Looking forward to the Lore!!

https://86248diamond.forumotion.com

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