Adriel, the Fallen One
High above the plains of Runeterra exist a collective group of beings, constantly watching the events that unfold below them. Some call them stars, some, great lights, and some, angels. However they refer to themselves as The One, Runeterrans knew them as Targonians. Every so often a member of The One is sent to right injustice from the shadows, Adriel was on such a mission when a major taboo was made. In his attempts to protect a group of orphans, Adriel’s dark temper got the better of him and he revealed his true form, the angelic warrior of The One. Now shunned from the heavens, Adriel was sent to the League to continue his mission.
“My brother has always been my better half, until his dark side became his other half…” – Ezekiel
Large cloaked man with a handsome face and a sad expression. Shiny armor barely visible through the slit in his cloak. Carries no visible weapons.
Health: 440 (+65 / per level)
Mana: 290 (+55 / per level)
Move Speed: 315
Armor: 6.5 (+1.5 / per level)
Attack Power: 45 (+5 per level)
Attack Speed: .605 (+.045 per level)
Health Regen: 1.2 (+0.2 / per level)
Mana Regen: 1.1 (+0.1 / per level)
Casting Range: 600
The heavens are watching, Summoner.
My Justice is swift!
Let justice be done.
Let us protect the innocent.
Fear justice’s fury!
Taste the wrath of The One!
Shall I purge you?
You all look like ants from above.
Redemption isn’t the only thing I seek.
Adriel lashes at his target with a whip of light. On critical hits, he blasts the target with a beam of light from his hand.
Passive: Great Justice:
Adriel’s overwhelming sense of justice increases nearby allies’ movement and attack speeds. Increases movement and attack speeds by 10% to those within 500/625/750 units.
Q: Fire and Brimstone:
Adriel calls down heaven’s wrath on the cursor’s location, dealing damage to those caught in the target area after .5 seconds. Single targets hit by this attack are stunned for a short time.
Damage: 75/100/130/160/185 (+.5 AP) or (+.3 AD)
Stun: .5/.75/1/1.25/1.5 seconds
Radius: 300 units
Mana Cost: 55/60/65/70/75
Cooldown: 9/9/8/8/7 seconds
Primary Damage skill, fairly spammable.
W: Black Hole:
Adriel summons a miniature black hole at the feet of his enemies drawing stationary targets toward the center and slowing moving targets who pass through it.
Reduced movement: 20/25/30/35/40% (+.05%) slow (Additive)
Radius: 400 units
Duration: 5 seconds
Mana Cost: 100/110/120/130/140
Cooldown: 17/17/16/16/15 seconds
Another useful skill especially for farming minions by pulling them to the center for an easy hit with Fire and Brimstone. Champions who walk through the area are slowed instead of pulled to the center. The slow effect does not stack with Rylai’s.
E: Guardian of the Innocent:
Adriel increases his strength for every ally nearby so he may better protect them. Can be activated to shield an ally from damage and heal over time.
Passive: Increase attack and armor per nearby ally champion
Active: Shields ally from 100/125/150/175/200 damage (magical or physical) for 5 seconds and increases their hp regen by 100/125/150/175/200% of base per second. The bonus regen duration doubles if the shield times out while active.
Passive Increases: +10/15/20/25/30 (+.2 AD) damage and armor per ally
Damage blocked: 100/125/150/175/200 (+.4 AP) magical or physical
Amount Healed: 100/125/150/175/200% of base health regen per second
Active Duration: 5 seconds or until shield is broken
Mana Cost: 90/100/105/110/120
A support skill, useful for healing and protection. Can save an ally in a pinch and useful to maintain laning presence.
R: (Ultimate) Judgment Day:
Adriel throws aside his cloak and channels his angelic power for a brief moment to reveal the evil within each enemy champion, thus revealing their location to Adriel. He then creates a dark clone of an enemy champion that follows them for a short time. These clones can be targeted and have 20/30/40% of the enemy champion’s stats for a short time. After another short channel, Adriel may teleport to the clone, absorbing it and gaining 50% of the clone’s stats for the remainder of the skill’s duration.
Channel Time: 1/.75/.5 seconds
Teleport Channel: 1.5/1.25/1 seconds
Copied Stats: 20/30/40% (+.025% AP)
Duration: 6/8/10 seconds
Mana Cost: 200/250/300
Cooldown: 150/140/130 seconds
Similar to TF’s Destiny but without revealing enemies on the team’s mini-map. While Adriel is channeling, a column of light appears over the enemy’s head. After the dark clone is created next to the target champion, Adriel may replace the clone with himself (a teleport of sorts), absorbing half of that clone’s stats (so 10/15/20% of the enemy’s stats) for a short time. Each clone cannot use skills and attacks the cloned enemy or can be controlled like a pet for the duration or until destroyed. Anyone with DoTA experience may recognize similarities between this skill and that of the Sand Wraith’s.
credit to http://nilhilium07.deviantart.com/
-AP mage: focus on combo-ing Fire and Brimstone with Black Hole.
–Hybrid DPS/Initiator: focus on Judgment Day and Black Hole to initiate.
-AP support: focus on Black Hole and Guardian of the Innocent to protect allies.
Playing As: Having a decent mana pool is a must unless played exclusively for his ultimate.
Playing Against: Beware when jungling or trying to escape a gank and/or teamfight with low health once Adriel is post-6.
Ezekiel, the Seraph of Vengeance
High above the plains of Runeterra exist a collective group of beings, constantly watching the events that unfold below them. Some call them stars, some, great lights, and some, angels. However they refer to themselves as The One. Every so often a member of The One seeks to rid the world of a great injustice, Ezekiel found such a crusade in the endless wars that plagued the mortal realm. Swearing to avenge those slay in fruitless combat, Ezekiel subjected himself to a weaker form. Ezekiel first appeared between Demacian and Noxian patrols in the Howling Marsh who drew battle lines. Both sides were so shocked by his appearance they pleaded for his forgiveness. None was given. It took champions of the League from both sides several days of fierce battle to convince Ezekiel to pursue his crusade within the controlled environment at the Institute of War.
“Even I fear my brother’s wrath, it truly is an endless crusade of vengeance” – Adriel
A large warrior who glides on six wings. His only visible weapon is a short sword in his right hand and a scroll listing offenders marked for vengeance in the other hand.
Health: 478 (+63 / per level)
Mana: 310 (+49 / per level)
Move Speed: 305
Armor: 7.5 (+1.8 / per level)
Attack Power: 48 (+4.9 per level)
Attack Speed: .635 (+.065 per level)
Health Regen: 1.6 (+0.3 / per level)
Mana Regen: 1.1 (+0.2 / per level)
The heavens are displeased, Summoner.
Vengeance is my righteous path.
A righteous crusade!
Let vengeance be done.
Let us avenge the fallen.
Fear the fury of vengeance!
Taste the vengeance of The One!
Will you be cleansed from my list?
Two wings? Please, only the weak use two wings.
Vengeance isn’t the only thing I seek.
Ezekiel strikes at his target with his sword. On critical hits, he smashed target with his scroll.
Passive: Unrelenting Vengeance:
Ezekiel’s overwhelming desire to enact vengeance pushes him to extreme limits when gravely wounded, gaining 50/100/150 armor and magic resistance for 5 seconds when his health drops below 25% of his maximum hp. Getting a kill or assist refreshes the duration. This effect has a 75/60/45 second cooldown.
Q: Lightning Strikes Twice:
Ezekiel calls down lightning to strike a location, dealing damage in the target area after .5 seconds. After 1.25/1.1/1/.9/.75 seconds, a second strike will land in a slightly larger area. Enemies hit by 1 bolt are slowed by 20/22/25/27/30%, enemies hit by both bolts are stunned for .75/.85/.1/1.15/1.25 seconds.
Damage per bolt: 70/90/110/130/150 (+.6 AP) or (.4 AD)
1st Bolt Radius: 350 units
2nd Bolt Radius: 500 units
Mana Cost: 60/65/70/75/80
Cooldown: 14/13/12/11/10 seconds
Range: 600 units
Mainly for farming, however timing in team fights can make it highly effective. This is Ezekiel’s only true utility spell.
W: Vengeful Fury:
Passive- Ezekiel gains a stack of Vengeful Fury that grants additional AP and CDR every time he deals magic damage to an enemy. Max 20 stacks.
Active- Consume stacks to gain additional spell vamp/life steal and damage reduction to the passive benefits for a short time.
Additional AP: .5/.9/1.2/1.6/2 per stack
Addtional CDR: .5/.6/.75/.9/1% per stack
Additional Spell Vamp/Life Steal: .5/.75/1/1.25/1.5% per stack
Damage Reduction: .5/.6/.75/.9/1% per stack
Active Duration: 5 seconds
Mana Cost: 0/0/0/0/0
Stacks cannot be gained during the Active’s duration. Used to easily maintain a lane presence.
E: Seal of Judgment:
Ezekiel marks an enemy champion for judgment and granting sight of them for a short time. If the marked enemy takes damage equal to a % of their maximum health they take additional true damage. If an enemy dies while marked, Ezekiel gains a % of their stats permanently and the cooldown is decreased by 50%.
Damage Required: 40/40/35/35/30% (-.03 AP) of maximum hp
True Damage: 100/125/150/175/200 (+.01AP)(+.02 AD)
Stat gained: 1/1.5/2/2.5/3% of bonus stats.
Mark Duration: 8/8.5/9/9.5/10 seconds
Mana Cost: 100/115/130/145/160
Cooldown: 32/31/30/29/28 seconds
Range: 1000 units
Useful in team fights to signify primary targets. During laning phase, can be used to boost stats and gain an advantage.
R: (Ultimate) Wrath of the Heavens:
Ezekiel calls down a beam of pure light to travel a short distance dealing decreasing magic damage to enemies it passes through.
Damage: 250/325/400 (+.4 AP)(+.5 AD) -5% per enemy.
Distance: 750 units
Mana Cost: 250/275/300
Cooldown: 140/125/110 seconds
Range: 1000 units
Similar to Rumble’s Ult in the aim and mechanics, it has the width of Ashe’s Arrow and travels at a moderately fast speed, dealing decreased damage for every enemy it passes through.
credit to http://wickedalucard.deviantart.com/
-AP caster: focus on cdr and mana regen to enable skill spam to fuel Righteous Fury.
–Hybrid: Guinsoo Rageblade, Hextech Gunblade, and Sheen->Trinity Force/Lichbane would be core to this playstyle. Using Lightning Strikes Twice as often as possible to build up Righteous Fury stacks and CC over-extended enemies for easy Seal of Judgment kills.
Playing As: Having a large mana pool or high regen is a must. Also timing on skills can be crucial to winning fights. Be more aggressive to allow for cs, but beware positioning.
Playing Against: Harrass in lane, force him to burn skills to rack up cs. Beware of Lightning Strikes Twice as the second bolt hits a larger radius than the first. Also, do not stick around if marked unless you are almost guaranteed to survive.