1 Growth 18 1 Growth 18
Health 504-1932 Attack damage (+0)
Health regen. 8.4-15.2 Attack speed 0.625(+0%-35.7%)
Mana 420-1491 Armor 21.0-85.6
Mana regen. 6.3-13.1 Magic resist. 32.1-53.4
Attack range 125 Mov. speed N/A
Corun, The Child of the Continent is a custom champion in League of Legends.


Earthen Cloak

Corun gains 10/12/14/16 movement speed for each of his skills on cooldown for 2 seconds after using a spell. For each skill not on cooldown Corun gains 3/5/7/9 armor and magic resist.

Helm charge
RANGE: 175 (525 empowered)
COST: 40/50/60/70/80 (+5% of current mana)

Active: Corun next basic attack to a nearby enemy deals bonus physical damage based on maximum mana.

Helm Charge can be used to deal half of a spires's max health to a spire, refunding half the static mana cost and dealing Helm charge's bonus damage as magic damage in 200 range of the spire.

Empowered: Helm Charge's cooldown is halved. Corun will now be able to leap to spires within 525 range when targeting a spire with Helm Charge.

Bonus Physical Damage: 40/55/70/85/100 (+5% of maximum mana)
Sentinel of Mana
RANGE: Range: 800
COST: 70/80/90/100/110 (+5% of current mana)

Active: Fires a 100-radius crystal spire at a target location within 800 range dealing magic damage.

The spire lasts for 18/24/30 seconds marking enemies within 200 range every 3 seconds for up to 1/2/3 seconds when within 200 range of the spire. Grants vision of marked enemies for the duration.

The spire has health equal to 100% of the mana cost and has 50% of Corun's Defense/Magic Resist. Its health decays over its duration.

If Sentinel of mana is not destroyed by Corun's empowered Helm Charge, it will be knocked away from Corun an additional 525 range stopping only at terrain, dealing additional magic damage and slowing enemies by 80% for 0.5 seconds.

Magic Damage: 50/80/110/140/170 (+30% of AP)

Knockback Magic Damage: 50/70/90/110/130 (+30% of AP)
Fragile Fountain
RANGE: Range: 300
COST: 50/60/70/80/90
COOLDOWN: 10/9/8/7/6


Corun grows up to 3 crystal spires for use as fragile fountains. These will regenerate at a static cooldown of 10 seconds.

Summons a 100-radius crystal spire at a target location within 300 range dealing magic damage.

The spire has 2 health and takes only 1 damage from basic attacks. Allies near the crystal fountain gain +30%/40%/50% increased base mana regen while within 200 range of the spire. Only 3 of these spires can persist at a time, and effects will not overlap.

The spire explodes when destroyed dealing magic damage and blinding for 1 second in 200 range.

Magic Damage: 55/80/105/130/155 (+30% of AP)

Explosion Magic Damage: 45/60/75/90/105 (+5% of maximum mana)
Breath of Earth
RANGE: Range: 500
COST: 100 mana
COOLDOWN: 80/60/40

Active: Corun sheds his Crystal shell destroying all spires in 400 range. Enemies within 200 range of destroyed spires are slowed by 30%/35%/40% which decays over 4 seconds.

Passive: Each time Corun destroys his spires he gains a shield and increases maximum mana by half the shield amount for 5 seconds, allowing Corun to move through units during the duration. While the shield persists Helm Charge becomes empowered.

Health of shield per spire: +50/75/100(+5% of base mana)(+30% of AP)


Edit 2 - 3/10/2015: Lots of tweaking.

1. Q is no longer a basic attack modifier. It is now a targeted ability. Q now deals half of a spires health rather than destroying it outright.

2. Removed E's mana regen on hit. changed to increased mana regen in a zone. Sorry Grrrbear26, forgot that it had this effect.

3. W's range increased to 800 from 300. W's cooldown raised to 18 from 15. Vision is now granted only to marked targets. Targets are only marked if in range at 3 second intervals.

4. R's base shield per destroyed spire reduced to 50/75/100 from 100/150/200.

Edit 1 - 3/10/2015: Added Basic Concepts. Tried to add secondary, but it won't show....