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Custom champions/Thane the Thunder Warrior

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1 Growth 18 1 Growth 18
Health 420 (+85) 1865 Attack damage 46 (+4) 114
Health regen. 6.0 (+0.6) 16.2 Attack speed 0.658 (+2.5%) 43.2%
Mana 200 (+40) 880 Armor 21 (+3.5) 80.5
Mana regen. 6.5 (+0.5) 15 Magic resist. 30 (+1.25) 51.3
Attack range 125 Mov. speed 345


Notes

  • Thane, the Thunder Warrior was visually designed by Wang2Dog as part of a Riot-sponsored project at FZD School of Design. The champion (below) was created in homage to Wang2Dog's amazing piece. Credits to Willbachbakal for letting me bounce ideas off him.

Abilities

Thunder Drums
ChampionSquare

Whenever Thane's abilities damage at least one enemy champion, his next attack gains 125 bonus attack range, deals (20% AD) bonus magic damage and causes him to rapidly dash next to his target.

The bonus magic damage and attack range stack up to 5 times for a maximum of (+100% AD) magic damage and 625 bonus attack range (750 total range).

Stacks decay once every 0.75 seconds if Thane has not damaged an enemy in the last 4 seconds.

Ability Details
Thane will gap-close extreme quickly, leaving behind a trail of lighting. The visual effect is similar to The Flash (CW Network).


Thunderclap
RANGE: 875
COST: 70 mana
COOLDOWN: 7
ChampionSquare

Active: Thane charges the air at the target location, causing lightning to strike after a 0.5 second delay. All enemies within a 150-radius area take magic damage and are silenced for 0.5 seconds.

  • Magic Damage: 50 / 75 / 100 / 125 / 150 (+ 50% AP)

Thunderclap can be activated a second time within 3 seconds, and a third time 3 seconds after that. There is a 1 second cooldown between casts and lightning cannot strike the same place twice.

  • Maximum Damage: 150 / 225 / 300 / 375 / 450 (+150% AP)
Ability Details
  • Locations previously struck will be marked with a patch of scorched earth. Attempting to cast Thunderclap within that area will incur the message "That is not a valid target."
  • The area of effect of Thunderclap can overlap with previous casts - it is only the center of the effect that cannot be cast within a previous cast's fallout.
  • "The lightning cannot strike the same place twice" only applies per activation of Thunderclap - it does not persist all game (as interesting as that might be).
  • The cooldown begins after the initial cast, not the final cast.


Orb Lightning
RANGE: 1125
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
ChampionSquare

Active: Thane unleashes an orb of electricity that slowly drifts forward over 1.5 seconds, dealing magic damage every 0.25-seconds and slowing enemies within 150-units by 20% for 1 second. Enemies damaged take 20% increased damage from consecutive hits. Thunder Drums cannot be triggered more than once every 0.5 seconds.

  • Base Damage Per Instance: 10 / 15 / 20 / 25 / 30 (+10% AP)
  • Maximum Damage: 136 / 204 / 272 / 240 / 408 (+136% AP)

Thane can detonate the orb by attacking it, dealing magic damage to all enemies within a 150-radius equal to (100% AD) plus the current bonus from Thunder Drums as well as slowing to them.

  • Slow: 60 / 65 / 70 / 75 / 80 %
Ability Details
  • Thunder Drum's gap closer will occur on the attack against the Lightning Orb.


Static Shell
COST: 90 / 100 / 110 / 120 / 130 mana
COOLDOWN: 18 / 16 / 14 / 12 / 10
ChampionSquare

Active: Thane surrounds himself with a barrier, absorbing all ability damage for the next 2 seconds. Thane gains one charge of Overwhelming Power for each ability he absorbs and can hold up to up to 5. After the barrier ends, Thane gains the ability to cast Overwhelming Power for 6 seconds.

Overwhelming Power
RANGE: 875
COST: 1 Charge
STATIC COOLDOWN: 0.5
ChampionSquare

Active: Thane flings a bolt of lightning from his drums that collides with the first enemy in its path, dealing magic damage and charging them for 3 seconds. Charged enemies will take only 40% damage from subsequent casts of Overwhelming Power, but lightning bolts will pass through them.

  • Magic Damage: 40 / 65 / 90 / 115 / 140 (+30% AP)
  • Reduced Damage: 16 / 26 / 36 / 46 / 56 (+12% AP)
  • Max Single Target Damage: 200 / 325 / 450 / 575 / 700 (+150% AP)


Thunder Whip
RANGE: 1175
COST: 100 mana
COOLDOWN: 130 / 115 / 100
ChampionSquare

Active: Thane draws in lighting from the sky, channeling for the next 1 second. If the channel is successful, Thane brings a bolt of lightning crashing down into the ground like a whip: damaging and stunning all enemies in a large cone for 1 second.

  • Magic Damage: 150 / 225 / 375 (+80% AP)

If the channel is interrupted, the stored lightning is unleashed dealing between 50 and 75% damage to surrounding enemies, depending on how long it was channeled. Thane can move while channeling.

  • Minimum Interrupted Damage: 75 / 112.5 / 187.5 (+40% AP)
  • Maximum Interrupted Damage: 112.5 / 168.75 / 281.25 (+60% AP)


Thane's possesses a unique resource mechanic, Charge, which Thane must expend to cast his abilities. Thane begins with 0 Charge and can have up to 100. Thane generates 1 Charge with every 25 units he travels.

Thunder Drums
ChampionSquare

Whenever Thane's abilities damage at least one enemy champion, his next attack gains 125 bonus attack range, deals (20% AD) bonus magic damage and causes him to rapidly dash next to his target.

The bonus magic damage and attack range stack up to 5 times for a maximum of (+100% AD) magic damage and 625 bonus attack range (750 total range).

Stacks decay once every 0.75 seconds if Thane has not damaged an enemy in the last 4 seconds.

Ability Details
Thane will gap-close extreme quickly, leaving behind a trail of lighting. The visual effect is similar to The Flash (CW Network).


Thunderclap
RANGE: 875
COST: 50 Charge
COOLDOWN: 7
ChampionSquare

Active: Thane charges the air at the target location, causing lightning to strike after a 0.5 second delay. All enemies within a 150-radius area take magic damage and are silenced for 0.5 seconds.

  • Magic Damage: 50 / 75 / 100 / 125 / 150 (+ 50% AP)

Thunderclap can be activated a second time within 3 seconds, and a third time 3 seconds after that. There is a 1 second cooldown between casts and lightning cannot strike the same place twice.

  • Maximum Damage: 150 / 225 / 300 / 375 / 450 (+150% AP)
Ability Details
  • Locations previously struck will be marked with a patch of scorched earth. Attempting to cast Thunderclap within that area will incur the message "That is not a valid target."
  • The area of effect of Thunderclap can overlap with previous casts - it is only the center of the effect that cannot be cast within a previous cast's fallout.
  • "The lightning cannot strike the same place twice" only applies per activation of Thunderclap - it does not persist all game (as interesting as that might be).
  • The cooldown begins after the initial cast, not the final cast.


Orb Lightning
RANGE: 1125
COST: 50 Charge
COOLDOWN: 12 / 11 / 10 / 9 / 8
ChampionSquare

Active: Thane unleashes an orb of electricity that slowly drifts forward over 1.5 seconds, dealing magic damage every 0.25-seconds and slowing enemies within 150-units by 20% for 1 second. Enemies damaged take 20% increased damage from consecutive hits. Thunder Drums cannot be triggered more than once every 0.5 seconds.

  • Base Damage Per Instance: 10 / 15 / 20 / 25 / 30 (+10% AP)
  • Maximum Damage: 136 / 204 / 272 / 240 / 408 (+136% AP)

Thane can detonate the orb by attacking it, dealing magic damage to all enemies within a 150-radius equal to (100% AD) plus the current bonus from Thunder Drums as well as slowing to them.

  • Slow: 60 / 65 / 70 / 75 / 80 %
Ability Details
  • Thunder Drum's gap closer will occur on the attack against the Lightning Orb.


Static Shell
COST: No cost
COOLDOWN: 18 / 16 / 14 / 12 / 10
ChampionSquare

Active: Thane surrounds himself with a barrier, absorbing all ability damage for the next 2 seconds. Thane converts 20% of the absorbed damage into Charge. After the barrier ends, Thane gains the ability to cast Overwhelming Power for the next 3 seconds.

Overwhelming Power
RANGE: 875
COST: 5 Charge every 0.20 seconds
ChampionSquare

Active: Thane channels a bolt of lightning forward in a line, damaging the first enemy it hits at 0.2-second intervals. Enemies damaged generate stacks and at 3 stacks the lightning a bolt may pass through them.

  • Max Damage: 200 / 325 / 450 / 575 / 700 (+150% AP) over 4 seconds


Thunder Whip
RANGE: 1175
COST: 50 Charge
COOLDOWN: 130 / 115 / 100
ChampionSquare

Active: Thane draws in lighting from the sky, channeling for the next 1 second. If the channel is successful, Thane brings a bolt of lightning crashing down into the ground like a whip: damaging and stunning all enemies in a large cone for 1 second.

  • Magic Damage: 150 / 225 / 375 (+80% AP)

If the channel is interrupted, the stored lightning is unleashed dealing between 50 and 75% damage to surrounding enemies, depending on how long it was channeled. Thane can move while channeling.

  • Minimum Interrupted Damage: 75 / 112.5 / 187.5 (+40% AP)
  • Maximum Interrupted Damage: 112.5 / 168.75 / 281.25 (+60% AP)


Lore

To be written.
The atmosphere is electric! Ha HA HAH!

Quotes

To be written.

Development

For me, the only logical direction for Diana Diana and Leona Leona's story is for them to become allies against a common enemy as I do not believe it is in Leona's character to kill (she was chosen by the Sun for refusing to complete the Rite of Kor, kill that is, after all). Chosen by the Sun and Moon, Diana and Leona are described as avatars of nature - would it not make sense for more to exist? But personified-evil is overdone (and we already have Nocturne Nocturne and Zed Zed), so why not a thief? This is where Jolt's character comes in... At this point I feel I should mention that this story-arc predates Thane - but when I found his artwork on DeviantART I was inspired' — and where there is a thief, there is a rightful owner. This is where Thane, Chosen of the Storm, comes in. Only later did I remember that "Chosen of the Storm" was already a reference to Volibear. Oh well.

P.S. Yes, there's the cliche Backstab Backfire trope where Leona could win, refuse to kill, but then have her hand forced when Diana refuses to accept the loss but... you know what, I'll be honest, I don't want either of them to lose. Diana is not evil, she was just scorned by the Solari; and Leona is not intentionally an elitist, she was simply idolized by the Solari. Let them eclipse their beliefs.

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