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Incirion, The Elemental Prospector

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1 Growth 18 1 Growth 18
Health 420 (+70) 1610 Attack damage 45 (+2) 79
Health regen. 6.75 (+0.65) 17.8 Attack speed 0.325 (+2.5%) 42.8%
Mana 300 (+50) 1150 Armor 15 (+2.5) 57.5
Mana regen. 2.75 (+0.3) 7.9 Magic resist. 30 (+0)
Attack range 550 Mov. speed 320

Incirion, The Elemental Prospector is not and will probably never be a champion in League of Legends.

Abilities:

Wheel of the Elements
TridanV2 IncirionPassive

Passive Everytime after Incirion has cast a spell, the Elemental Wheel on his back turns. Switching the element of the next spell cast. Every element has special effects and causes the Wheel to turn again. The elements go in a specific order: Fire, Earth, Water, Wind.


Blazing Orb
RANGE: 600
COST: 40 / 50 / 60 / 70 / 80 mana
COOLDOWN: 14 / 12 / 10 / 8 / 6 seconds
Disintegrate

Active If the Wheel is at the element Fire, Incirion throws a flaming orb at an enemy. Dealing magic damage to it.

  • Magic Damage: 60 / 100 / 140 / 180 / 220 (+ 60% AP)
Soothing Orb
Aqua Prison

Active If the Wheel is at the element Water, Incirion throws a bubble-like orb at an ally. Healing it. Can be self-cast.

  • Heal: 40 / 60 / 80 / 100 / 120 (+ 35% AP)
Stone Orb
Collateral Damage

Active If the Wheel is at the element Earth, Incirion throws a stone orb at an enemy. Dealing physical damage and Airborne icon knocking it back.

  • Physical Damage: 60 / 90 / 120 / 150 / 180 (+ 50% AP)
Gale Orb
Essence Theft

Active If the wheel is at the element Wind, Incirion throws an orb of compressed wind at an ally. Giving it a movement speed bonus that decays over 3 seconds. Can be self-cast.

  • Movement Speed Bonus: 25 / 35 / 45 / 55 / 65% (+ 1% per 100 AP)


Flaming Field
RANGE: 700
COST: 80 / 90 / 100 / 110 / 120 mana
COOLDOWN: 18 / 16 / 14 / 12 / 10 seconds

Active If the Wheel is at the element Fire, Incirion scorches the earth at the target location. Dealing magic damage per second to all enemies walking on it. The ground remains scorched for 5 seconds.

  • Magic Damage per Second: 20 / 30 / 40 / 50 / 60 (+ 20% AP)
  • Total Magic Damage: 100 / 150 / 200 / 250 / 300 (+ 100% AP)
Flood Field
Playful

Active If the Wheel is at the element Water, Incirion soaks the earth with water at the target location. Increasing the health regeneration of all allies walking on it. The ground remains soaked for 5 seconds.

  • Increased Health Regeneration: 0.1 / 0.25 / 0.4 / 0.55 / 0.7% of Maximum Health per Secon% (+ 0.05% per 100 AP)
Stalagmite Field
Evasive mastery s4

Active If the Wheel is at the element Earth, Incirion scatters short, sharp shards of stone over the ground at the target location. Slow icon Slowing all enemies who walk on it. The ground remains shatterd for 5 seconds.

  • Slow: 15 / 20 / 25 / 30 / 40% (+ 1% per 100 AP)
Storm Field
Monsoon

Active If the wheel is at the element Wind, Incirion conjures whirlwinds over the ground at the target location. Blocking all enemies from that area for 5 seconds. Allies, however, can enter.


Pyrorune
RANGE: 600
COST: 40 / 45 / 50 / 55 / 60 mana
COOLDOWN: 14 / 12 / 10 / 9 / 8 seconds
Burnout

Active If the Wheel is at the element Fire, Incirion encases an ally in a shield of fire. Causing all it's basic attacks to deal extra magic damage. Can be self-cast. The shield lasts for 4 seconds.

  • Magic Damage: 20 / 30 / 40 / 50 / 60 (+ 30% AP)
Hydrorune
Presence of the Master mastery s1

Active If the Wheel is at the element Water, Incirion encases an enemy in a shield of water. Causing it to deal reduced damage with basic attacks. The shield lasts for 4 seconds.

  • Damage Reduction: 10 / 15 / 20 / 25 / 30% (+ 1% per 100 AP)
Georune
Ki Burst

Active If the Wheel is at the element Earth, Incirion encases an ally in a shield of rocks. Causing it to gain a shield absorbing physical damage. The shield lasts for 4 seconds. Can be self-cast.

  • Shield Health: 60 / 90 / 120 / 150 / 180 (+ 30% AP)
Aerorune
Cripple

Active If the wheel is at the element Wind, Incirion encases an enemy in a shield of protective air. Causing all ranged attacks cast by it to deal reduced damage. The shield lasts for 4 seconds.

  • Ranged Damage Reduction: 10 / 15 / 20 / 25 / 30% (+ 1% per 100 AP)


Deity of Fire
RANGE: 3000
COST: 80 / 100 / 120 mana
COOLDOWN: 120 / 100 / 80 seconds
Flame Breath

Active If the Wheel is at the element Fire, Incirion casts forth the elemental spirit of Fire. It will dash forward until it hits an enemy champion, causing a violent explosion that deals magic damage to the primary target and 40% of the damage as splash damage to enemy units around the target.

  • Full Magic Damage: 200 / 350 / 500 (+ 50% AP)
  • Splash Magic Damage: 80 / 140 / 200 (+ 20% AP)
Deity of Water
Tidal Wave

Active If the Wheel is at the element Water, Incirion casts forth the elemental spirit of Water. It will dash forward until it hits an enemy champion, dealing magic damage and applying a Slow icon slowing to it and surrounding enemy units which decays over 3 seconds.

  • Magic Damage: 125 / 200 / 275 (+ 25% AP)
  • Slow:: 30 / 40 / 50%
Deity of Earth
Slice

Active If the Wheel is at the element Earth, Incirion casts forth the elemental spirit of Earth. It will dash forward until it hits an enemy champion, dealing physical damage and Airborne icon knocking it and surrounding enemy units back.

  • Physical Damage: 150 / 250 / 350 (+ 40% AP)
Deity of Winds
Wind Slash

Active If the wheel is at the element Wind, Incirion casts forth the elemental spirit of Winds. It will dash forward until it hits an enemy champion, dealing physical damage and Airborne icon knocking it and surrounding enemy units up for 1.5 seconds.

  • Physical Damage: 100 / 200 / 300 (+ 20% AP)


Trivia:

  • Incirion is based on both Zilean Zilean and Zayon, one of my custom champions.
  • Incirion can be incredibely hard to play because his skills constantly change.
  • Incirion is one of the 2 mages who survived the apocalypse of Urtistan.

Author's Note:

  • This took a hell of a time to make ._.
  • This guy would be so incredibly OP in Ultra Rapid Fire xD

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