Attack Range: 550
Damage 46 (+3 / per level)
Health 400 (+82 / per level)
Mana 250 (+36 / per level)
Move Speed 335
Armor 13.5 (+3.4 / per level)
Spell Block 30 (+0 / per level)
Health Regen 4.5 (+0.55 / per level)
Mana Regen 6.5 (+0.5 / per level)
Lore: Jethro began his life as a simple gunsmith creating some of the best weapons in demacia and piltover. A simple smith always looking for the next edge to add to his creations he set out for now materials to use to make his guns both lighter and more durable. One day he came across an odd metal that seemed to emit shadows. Only thinking of the possibilities it could have on his weapons he mined the metal and started applying it to his gunsmithing. The metal was perfect! both durable and light weight, it allowed him to create balanced weapons somehow capable of alarmingly far off shots. However the questions about the metal he should have asked soon caught up to him.
One evening Jethro woke to a scraping at his door, opening it he found the living dead waiting to sink their teeth into his skin. Grabing one of his trusted rifles Jethro fended them off for his life, Killing every single zombie. However this was not the end. Soon after more undead came seeking his life... not knowing exactly what was going on Jethro grabbed as much munitions as possible and fled, killing every zombie that got in his way. The Zombies still followed. Jethro made his way fleeing across the land trying to find a haven from the zombies. Only by honing his skills and his mastercraft weapons was he able to make it to the league where he asked the summoners for their help and sanctuary.
After studying Jethro it was found that the odd metal he had used was something from the shadow isles that had somehow traveled to this world. The summoners theorized that by using the metal for so long he had created a link with the dead in the shadow lands and they had found him..... tasty. Now Jethro fights in the league awaiting the day when the zombies grow tired of chasing him.
(Innate) Survival Instincts: Jethro has gone on living by honing his instincts against unseen danger and can sense hidden enemies. Every 8 seconds jethro gains a stack of wariness for each enemy in the area (1000) that he can not see. Jethro gains 15 movement speed for each stack and stacks lasts for 5 seconds.
(Q) Double tap: Jethro has learned that wounded is not the same as dead. Jethro shoots target enemy in the head applying on hit effects and winging the target for 4 seconds granting him vision of the target. If a winged enemy moves toward Jethro he shoots them again, despite the range, for the same amount of damage and reapplies any effects of the first shot.
Jethro shoots target dealing 25/45/65/85/105(+100% AD) applying on hit effects and winging the target for 4 seconds. Winged enemyies grant Jethro Vision of them and if a winged target (within 1500) damages or moves towards Jethro he immediately shoots them again dealing the initial damage and reapplying previous effects and removes the winged effect.
Mana Cost:60/65/70/75/80 Range;1000 Cd:6/5.5/5/4.5/4 seconds
(W) Fight or flight: Surviving a zombie attack is not for the faint of heart, one learns that there are times for fighting and times for getting the hell out. When activated Jethro gains bonus attack speed for each nearby enemy champion if he is moving towards them or bonus movement speed if he is moving away.
Moving Towards: Jethro Gains 2/4/6/8/10% bonus attack speed per enemy champion (Within 1200) for 6 seconds
Moving away: Jethro Gains 2/4/6/8/10% bonus movement speed per enemy champion (within 1200) for 6 seconds
Mana Cost: 75; Cool Down:17/15/13/11/9
(E) Close Call: Survival means taking care of yourself first and others second. Jethro rolls a short distance out of the way just as a zombie rises from his previous position and grabs the closest enemy dealing damage to them and rooting them.
Jethro rolls 500 units away as the zombie spawns and attacks the closest enemy dealing 55/80/105/130/155 (100% AP) magic damage and rooting them for 2 seconds.
Cost: 90 Mana. Cool down:20/18/16/14/12 seconds
(R) OH MY GOD RUN: Jethro screams “we’re all gonna die” as a giant zombie appears from target direction and rushes towards him. Any enemy the zombie runs into is dealt 150/350/550(+100% AP) magic damage and is knocked up. When the Zombie reaches Jethro it attacks him knocking him back.
Cost: 125 Mana; Zombie Spawn point: always 1000 away from Jethro; Zombie Size: 600x600(not sure if this is right think of full stacked cho) ; Cool Down: 90/80/70 seconds
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@Nysta, you review champions for prelims and more thoroughly for finals. When I judged a few months ago I spent about 5 hours each time, just those two times. You could certainly get by on less for prelims.
Edit: sitting this one out I guess--not particularly inspired. Good luck, all.
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Iatro the Hextech Guardian.
Passive-Scavenger- Iatro can use a buffed skill for free after he has killed 7 minions, or 5 monsters or has had 2 Champions die around him. (Note counts are seperate so even if seven minions died around him the other counts are not reset.)
Q-Hextech TRAPnGUARD/Security bot- Iatro drops a robot that burows into the ground. When An enemy Champion steps on it they are snared for .05 /.15/.25/.50/.75/1 second. After the snare ends it pops up and makes a tiny robot with .2 of Iatro's health and deals damage equal to .5 of his AD. Costs 90/100/110/120/130/140 mana. CD 20/19/18/17/16 seconds.
When buffed the trap turns into two bots.
Security Bot (mechanized)- Iatro fires a flying bot at a champion. It deals 100/120/150/170/200 + .4 AD magic damage over 5 seconds the Champion is revealed for 5 seconds.
CD 8 seconds
W-Hextech CLOAKnDAGGER/Suit Up!- Iatro stealths himself for 3/3.5/4/4.5/5 seconds after the stealth wears off he deals 90/110/130/150/175 + .6 AD damage to a nearby champion. If there is no champion Iatro gains 5/10/15/20/25 speed and 20% attack speed. Costs 90/95/100/105/110 mana. CD 30/27/24/21/18
When buffed he gains a shield for .15 of his health.
Suit Up! (mechanized)- Iatro gains 15/20/25/30/35 armor and 12/14/16/18/20 MR for 4 seconds.
CD 6 seconds.
E- Pulse glove/Beam glove- Passive- Each basic attack adds a stack of pulse power up to 15 stacks. Each stack adds 1/2/3/4/5 AD. Active-Iatro's attacks gain 50%/60%/70%/80%/90% splash damage for 11/12/13/14/15 seconds. Costs 60/70/80/90/100 Mana. CD 20/17/14/11/8 seconds.
When buffed the splash gains extra distance per stack.(Consumes stacks)
Beam glove(mechanized)-Iatro fires a laser in a straight line slowing enimies on it by 5/6/7/8/9% for 5 seconds and deals 110/140/170/200/230 +.7 AD magic Damage.
CD 9 seconds.
R- Mech- Passive- Iatro's basic attacks gain 10%/15%/20% range. His basic attacks turn from punches to lasers fired from his gloves. Active- Iatro can used his Mechanized abilities for 10 seconds. He fires 1/2/3 Rockets at enemies dealing 150/275/400 +.7 Ad at nearby enemies. (prioritizes champions) Costs 150 mana. CD 70/65/60 seconds
When Buffed the rockets slow the target by 10%.
Iatro was a young hunter who was abandoned as a child in the Kumungu jungle. He grew up on his own learning and adapting from his surroundings. As he grew older he knew he wanted more. His thoughts drifted often to the new weapons of other hunters he occasionally stumbled upon. One day he herd terrified screaming near by. He ran towards the source of the noise and found a yordal surrounded by wolves. He had a half finished turret in front of him. Iatro knocked in arrow into his bow and shot down a wolf. The wolves turned on him. A whirring sound craked out and bullets struck the remaining wolves. The yordal introduced himself as Hemerdinger and invited Iatro back to Bandle city. Iatro worked along side Hiemerdinger until Hiemerdinger left for Piltover. The yordal invited the prospering inventor, but Iatro refused his offer.
Iatro he grew into a scientest who spent most of his time in between his, Jayce's and Hiemerdinger's work shops. He focused on an ultimate armor that could overcome any of the other inventors weapons to make fighting pointless and harmless. He spent years developing special weapons to intergrate into his armor. He developed a mixture of metals the was able to increse the users strength. He created a prototype armor that he knew he had to show Hiemerdinger.
While traveling in between labs he was ambushed by Noxus forces. He fought back but was overtaken from sheer numbers. In a desperate attempt he sabotaged his own creation and fled to the howling marshes. There he set up a lab to recreate his life's work. He was often inturupted by search parties sent out looking for him, but over time he learned to deal with them and often used materials he looted off them to help in his efforts. He rebuilt and redesigned the armors purposes. instead of creating the ultimate shield; he made the ultimate weapon. his dreams of creating peace were destroyed; consumed for a burning passion for revenge. Going to the only place he knew he could truly hurt Noxus.
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The island of Atarsis was once the centre of civilisation. Its sailors and explorers colonised Runeterra and shared their knowledge with the primitive human and yordle species.
Aware of the imminent volcanic destruction of Atarsis and ensuing global ecological catastrophe, the ruling caste devised a plan to travel to a parallel dimension, abandoning Runeterra. Most of them made it off the planet in time, but not all. Many of the god-king's magocrats (advisors in arcane and religious matters) were unintentionally left behind when their dimensional ship malfunctioned. Trapped on an island that was about to explode, they decided to dig themselves in and hope for the best. To maximise the chance that at least some of them would survive, each magocrat built their own individual bunker. Tetmes claimed the palace's magically reinforced summoning halls, Sath sought refuge in an underwater cave while Emut went to work on creating a pocket dimension, a task considered impossible in the few days remaining before the cataclysm.
After considering his options, Atamun II dragged his stasis sarcophagus from the dimensional ship into the deepest catacombs he could find underneath the royal palace and fortified the edifice with powerful defensive magics, turning its walls into indestructible cerulean crystal. Finally he entered his stasis sarcophagus, set the time to five years in the future and with a final prayer to the Divines, went to sleep.
In the end, it took twenty thousand years. The eruption was powerful enough to overwhelm the wards and turn the cerulean tomb into a mass of shattered stone, disabling the machinery responsible for waking Atamun II up, but the adamantium sarcophagus itself survived. The tomb and all remaining traces of Atarsian civilisation remained buried under a blanket of lava for many millennia until a yordle archeologist by the name of Jango used radiolocation to discover geometric structures and hollow underground areas underneath the caldera. During the ensuing excavation, Jango's team discovered and opened the sacrophagus, causing it to automatically switch off.
Although Atamun II was grateful for his unintentional rescue, the most important thing on his mind was the fate of the other magocrats. They could still be alive! But Jango did not dispose of the equipment necessary to see through the layers of pumice and obsidian and visualise the palace and the underwater caves. Knowing the only thing that could convince the Piltover government to sink more funds into his dig was a real live Atarsian, Jango convinced him to accompany him to Piltover.
The government did agree to fund Jango's excavation, in exchange for some lost Atarsian scientific knowledge and perhaps a little assistance on the Fields of Justice...
Atamun II is a vaguely elfish Atarsian advisor to the royal court, wearing gold embroidered blue robes that go well with his white skin and azure hair.
Atarsian dress code was elaborate and decadent, prominently featuring long trailing gold ribbons and ornate headdresses. But Atamun II is not just a harmless noble and Atarsian technology is well ahead of even today's yordle technology: illuminated sectors and energy lines running through his robe indicate a personal defensive matrix, and his royal sekhem uses lenses and a bound light elemental to fires beams of searing blue energy.
Shurima Atamun II: Scheming grand vizier to the sultan of Shurima, with a ruby laser sceptre and vulture companion.
Deathless Atamun II: Skeletal lich with shredded black robes and a staff that fires necromantic beams.
Magistrate Atamun II: Dressed in a toga and wearing a laurel crown. This skin is given away to tribunal judges in the top 5%.
As an advisor to the Atarsian god-king, Atamun II is an expert spellcrafter, combining magic and science to create new spells from basic components represented by his three non-ultimate abilities.
To create a spell, cast three spell component abilities and follow up with the Forge Spell ultimate. This replaces Forge Spell with the newly created spell.
Component #1 represents the type of spell.
Component #2 represents its delivery method.
Component #3 represents any additional effects the spell may have.
Afterwards, Atamun II can forge a new spell again by casting three spell components. After the third cast, the previously forged spell is erased and Forge Spell becomes available again.
The forged spell has a mana cost of 40 and a cooldown of 15 seconds.
The spell components have a mana cost of 25 and no cooldown, but forging a spell places them on a 10 second shared cooldown.
When a spell is forged, Atamun II's sekhem glows with the colour of Component #1 (Heat: red; Plasma: yellow; Time: greenish blue).
When a spell is forged within 0.5 seconds after casting Component #1, it is on cooldown until 0.5 seconds have passed since your first component. This is to prevent script cheese.
Passive: Sekhem of Power
Atamun II has up to 15 stacks of Arcane Power. Each stack reduces the shared cooldown on his spell components by 0.5 seconds, reducing it to a minimum of 2.5 seconds at maximum stacks. Stacks replenish at a rate of 1 every 5 seconds, and each auto attack against an enemy champion adds 1 additional stack. Forging a spell subtracts 3 stacks.
* This enables you to rapidly cast multiple spells at the start of a battle before having to slow down.
* This does not affect the cooldown of the forged spell itself, but forging the same spell again is always faster than waiting for the forged spell to come off cooldown, albeit more mana intensive.
First component: Heat
The forged spell is ruby red and deals 75/125/175/225/275 (+0.8 AP) magic damage to enemies.
Second component: Bolt
The forged spell is a skillshot that impacts the first enemy champion or minion in its path within 950 range and explodes, hitting additional targets within a range of 225. If the forged spell affects allies, it also affects Atamun II if he is within range of the explosion. Cannot be cast on self. When cast, Atamun II uses his sekhem to fire a large glowing bolt.
Third component: Might
The forged spell is exceptionally powerful, gaining a 25% power boost.
First component: Plasma
The forged spell protects allied champions with an orange shield that absorbs 60/90/120/150/180 (+0.6 AP) damage for 2.5 seconds. If the spell hits multiple times, it will recharge the shield to full each time it hits. The shield resembles a grid of hexagonal sectors surrounding the target and glowing red when struck by damage.
Second component: Pulse
The forged spell manifests as a 350 units wide but slow moving pulse with a range of 525. All targets hit by the pulse are affected by the spell. When cast, Atamun II slams his sekhem into the ground, generating a wave of energy.
Third component: Drain
The forged spell has a 40% increased range and regenerates mana equal to 25% of the damage or shield when it hits an enemy or allied champion, but is 25% less powerful.
First component: Time
The forged spell is greenish blue and deals 50/80/110/140/170 (+0.5 AP) magic damage to enemies, stunning them for 0.60/0.75/0.90/1.05/1.20 seconds.
Second element: Warp
The forged spell enables Atamun II to teleport to a point at a distance of maximum 375 units, after which a shockwave radiates outwards in all directions, instantly affecting targets within a distance of 250. When cast, Atamun II leaps into the air and disappears in a flash of energy, then reappears at the target point.
Third element: Disruption
If your spell affects enemies, it also slows them by 40%. If your spell affects allies, it speeds them up by 20%. Lasts 2.5 seconds.
[R] Forge Spell
Available at level 1, can be upgraded at level 6, 11 and 16.
Active - See Concept: Spellcrafting.
Passive - After forging a spell, you gain +0/5/10/15% increased ability power for 2.5 seconds. Does not stack with itself, but does apply to the forged spell if cast before the buff wears off.
Tags: mage, pusher, support
Role: mid laner
Atamun II has relatively little range. His Bolt skillshot component is his only long ranged attack, while Pulse and Warp both barely outrange Ryze. Drain solves the range problem, but reduces damage dealt.
He has two aces in lane. Firstly, he can wait for full passive stacks and try to hit the opponent with a Time-Bolt based spell, stunning them. He can then rapidly forge and discharge more Time based spells, stunlocking the opponent. The opponent does have a window of opportunity to escape between each stun after the second stun. Secondly, although his mana is depleted rapidly, he can sustain himself by not forging new spells and sticking with periodic Drain based harrass, which eventually pays for itself.
When ganked, he can forge a Warp based spell and gtfo, though he is not likely to have one ready due to the short range and danger factor of Warp in lane. If disabled before he can forge the spell, he should be a sitting duck.
The powerful shield is mitigated in lane by the need to forge it ahead of time, preventing him from forging an offensive spell instead. For this reason, Atamun II may well max [W] last. He will still invest a point into it at low level to gain access to Pulse and the all-important Drain, which enables him to tap enemy champions for mana from long ranges.
Atamun II should start each teamfight with full passive stacks. He has only one spell button, but can rapidly forge and unload new spells. After his first spell, he can immediately forge another one, then a third spell after 2.5 seconds, a fourth spell after 4 seconds, a fifth spell after 5.5 seconds, etc. Any auto attacks he manages to land will further improve his rate of fire. It does remain the case that the spell machinegun gradually runs out of bullets as the fight goes on.
He is very mobile with Warp and a decent initiator with Time-Warp-Drain, followed by another Warp based spell to get back out of trouble. He can also save lives with Plasma, though he lacks a way to instantly deliver a shield from a distance.
Meeting the criteria
Surviving the end
Atamun II survived an eruption and ensuing volcanic winter.
The passive gains stacks on auto attacks, which reduces the cooldown on his component abilities.
The third Plasma component recharges mana on a hit.
The mother of all multiple skills under one button: His [R] is 28 different abilities (including Forge Spell itself).
Select "You wish to learn from me, summoner?"
Move "We cannot wait much longer"
"The magocrats must be alive"
"Born to rule"
"Out of my way"
"You are with me or beneath me"
"With grace and power"
"Divines guide me"
Attack "Knowledge is power"
"Allow me to demonstrate"
"I have spoken"
"Learn your place"
"The answer is always violence"
"Atan curse you"
"Kneel or be knelt"
"Magocrat says no"
Forging a spell "Behold my spellwork!"
"A mighty weave"
"Just like the old days"
"I have not forgotten"
"My best work yet"
"Bwahahaha" If at least two components are Heat including the first: "Pyro-vivic invocation!"
"Atamun-geddon" If at least two components are Plasma including the first: "Shielding dome of Deima!"
"Defensive ley lattice!"
"Aegis of myst!" If at least two components are Time including the first: "Achronal arcano-matrix!"
"Sinister stasis scourge!"
"Timesink of Shesak!"
Taunt "My knowledge, your burden"
"I survived the end of our world, what hope do you have?"
Joke "Burden of knowledge? It's not hard, all you have to do is stand there and get blown to bits"
*frog noise* "A Frost Toad? On Runeterra?"
When casting five elements before Forge Spell three separate times during a match, a flying taxicab appears and zooms across the screen.
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Green Earth Guy
I forgot to post this, but I'm a bit worried about my champ fitting this month's theme. He isn't really apocalypse-oriented, but in the lore he is a survivor of the apocalypse.