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Fenrir, The Lunar Guardian

DocWolf May 19, 2012 User blog:DocWolf

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1 Growth 18 1 Growth 18
Health 425 (+95) Attack damage 55.8 (+5.1)
Health regen. 7.25 (+0.6) Attack speed 0.658 (+3.9%)
Mana (+0) Armor 18 (+3.7)
Mana regen.   (+0) Magic resist. 30 (+1.25)
Attack range 175 Mov. speed N/A

Fenrir, the Lunar Guardian is a champion concept by DocWolf.

Abilities

Patch v1.0.0.139
Ability.jpg
New Moon
(Innate): When Fenrir changes Stances, he sets off a global 1 second cooldown on his other Stances. While Fenrir is in a Stance, he gains access to a second spell unique to that Stance. Every time Fenrir casts one of these spells, he gains a buff that reduces the energy costs of that same spell by 5 / 10 / 15. Stacks 3 times.


Ability Description Leveling up
Ability.jpg
Scythe Stance
(Stance) - Persistent Effect: Each cast of Crescent Cleaver gives Fenrir a stack of Waxing Crescent, increasing his attack damage and lowering the cooldown by 1. Stacks 3 times.
  • Cost: 10 energy

Cooldown: 10 / 9 / 8 / 7 / 6 seconds

Attack Damage Increase: 3 / 8 / 13 / 18 / 23

Ability.jpg
Crescent Cleaver
(Active): Fenrir's next attack deals additional physical damage, swinging his scythe hard enough to cleave enemies in front of him as well as his target.
  • Cost: 80 energy
  • Cleave Range: 175

Additional Physical Damage: 30 / 60 / 90 / 120 / 150 (+0.3 per bonus attack damage)

Ability.jpg
Halberd Stance
(Stance) - Persistent: Fenrir's Halberd leeches life off of his enemies, granting him bonus lifesteal
  • Cost: 10 energy

Bonus Lifesteal: 10 / 15 / 20 / 25 / 30 %

Ability.jpg
Crystal Siphon
(Active): Fenrir swings his Halberd, throwing a shard of crystal at an enemy, dealing physical damage and lowering their armor and magic resist for 4 seconds. Additionally, Fenrir gains armor and magic resist for 4 seconds equal to that lost by his target.
  • Range: 500
  • Cost: 80 energy
  • Cooldown: 5 seconds

Physical Damage: 30 / 60 / 90 / 120 / 150 (+0.5 per bonus attack damage)

Armor and Magic Resist Stolen: 10 / 20 / 30 / 40 / 50

Ability.jpg
Staff Stance
(Stance) - Persistent effect: Every 4th autoattack empowers Fenrir's staff, allowing his Lunar Smite to knock up targets as well.
  • Cost: 10 energy

Cooldown: 8 / 7 / 6 / 5 / 4 seconds

Magic Damage: 75 / 120 / 175 / 225 / 280 (+0.3 per bonus ability power)

Ability.jpg
Lunar Smite
(Active): Fenrir fires a bolt of Lunar energy towards an area, dealing magic damage and slowing enemies. If Fenrir's staff is Empowered, the spell will knock up enemies for 1 second as well, and refund 20 Energy.
  • Cost: 80 energy
  • Range: 850

Slow: 30 / 37.5 / 45 / 52.5 / 60 %

Ability.jpg
Phase Assault
(Active): Fenrir channels the power of the moon for 1 second before dashing forward in a line, dealing magic damage to any unit he passes through. When Fenrir finishes his dash, he releases a shockwave that deals additional physical damage, applying an extra effect based on the current Stance.

Scythe Stance - Perigee: Fenrir's shockwave deals triple damage, hitting enemies with enough force that they bleed out, dealing additional physical damage over 4 seconds.

Halberd Stance - Supermoon: Fenrir gains an absorption shield equal to a base amount, plus a percentage of the damage dealt through his shockwave.

Staff Stance - Gravity: Fenrir deals magic damage instead. Enemies in the area are afflicted with heavy gravity, snaring them for 2 seconds and slowing their movement and attack speeds by 50% for 4 seconds.

  • No cost
  • Range: 1200
  • Radius of AoE: 500

Cooldown: 90 / 75 / 60 seconds

Dash Damage: 75 / 100 / 125 (+0.5 per bonus ability power)

Shockwave Damage: 150 / 225 / 300 (+0.5 per bonus attack damage)

Perigee Additional Physical Damage: 50 / 100 / 150 (+0.5 per bonus attack damage)

Supermoon Shield Strength: 120 / 200 / 280 (+0.5 per bonus attack damage)

Supermoon Absorption Percentage: 25 / 50 / 75 %

Gravity Magic Damage: 100 / 200 / 300 (+0.5 per bonus ability power)

Lore to come later

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