[Champion Concept] Scarth, The Wisp Commander
Lore: Those who know the history of the Shadow Isles are well aware of the cruelty and cunning of the Chain Warden. In life Scarth was one of the many prisoner's under the cruel Chain Warden. At night Scarth would lay awake looking out the prison window and dream. Soon, small fiery spirits, will-o-wisps, would come and dart around his window, drawn to his thoughts and dreams. Points of lights of hope among the darkness and despair that was the prison. Surprisingly, Scarth could understand the whispers of the tiny wisps, and asked for their help. Scarth staged the riot that lead to his escape and the death of the Chain Warden. As Scarth ran, relishing his freedom, The wisps led him deep into shadowy woods. There Scarth began to live, a guardian and protector of the kind spirits, until the Shadow Isle's King corrupted the Shadow Isles, The forest where Scarth and the wisps dwelt soon became dark and twisted and with it so did Scarth and the wisps he protected. Now Scarth no longer a man having become part wisp, set off to rip the souls of the living to create more wisps.
Abilities: Passive (Innate): Soul Conversion: Scarth uses Wisps to cast his spells, and gathers wisps as living units die around him turning their souls into wisps that do his bidding. Scarth can have up to 4/6/8/10 wisps surrounding him (Number increases at 7/12/17) These wisps orbit him and deal no damage and offer no stats to Scarth Directly and are consumed when used for spell casts. Body of the Wisp: Having become part wisp, if Scarth does not have any Wisps to cast his abilities, he can use his own essence to fuel them causing his abilities to cost 5% of his current HP.
Q: Leeching Wisp Scarth shoots a wisp in a target direction. The Wisp latches onto the first enemy unit it touches starting to consume its essence dealing 30/50/70/90/110 (+25% AP) magic damage every second for 3 seconds, restoring half that damage back to Scarth as HP. The Wisp vanishes after the duration of the spell's effects. Multiple Wisps on a single target deal 30% of the damage than the previous wisp (2 wisps will deal 1.3 times the damage 3 wisps will deal 1.39 times the damage and so on) Cooldown: 2/2/2/2/2 Seconds Range: 700 range Width: 80 (about the same as pre-rework nid spear) Missile Speed: About the Same as Ahri Charm
W: Whip of the Wisps Scarth uses all his Wisps to whip out and snare his opponent consuming the wisp at the end of the whip to catch his target dealing 60/100/140/180/220 (+50% AP) magic damage and snaring them for 1/1/1/1/1 seconds. Scarth may cast this ability a second time while the enemy is snared to consume a 2nd wisp and pull his target 150 units towards Scarth dealing an additional 20/35/50/65/80 (+20% AP) Magic Damage.
The Range of this spell increases based on the number of wisps, starting at 175 at 0 wisps gaining 100 range for each wisp Scarth currently has.
Scarth Cannot cast Q or E during his W's cast animation.
Missile Speed: About the same as Morgana Q Missile Width: 50 (The same as Reworked Nid Spear)
Cooldown: 15/14/13/12/11 seconds
E: Wisp Swarm: Scarth sends out all his wisps dealing 25/30/35/40/45 times the number of wisps consumed (+40/45/50/55/60% AP per wisp) magic damage up to a maximum of 650(+10% AP) damage. Using this Ability with no wisps will only deal 18(+30% AP) Magic damage.
Range: 700 (AoE scales off of the number of wisps used gaining 60 AoE for each wisp) (Ideally I want it to scale up from Soraka's Q's Sweetspot to about the size of Xerath and Brand Ws) Cooldown: 12/11/10/9/8
R: God of the Wisps Scarth consumes all the wisps he currently has surrounding himself to become a god among wisps. While in this form, Scarth can cast his abilities at no cost and he acts as if he always has the maximum number of wisps and he gains unit phasing (he can walk through units). (he can cast Q an infinite number of times during the duration of his ult, his W is always it's max range and E always does it's maximum damage for whatever rank its at) The Duration increases based on how many wisps he consumes when activating his ult. Scarth will be left with 0 wisps after his ult ends. Duration: 4/5/6 seconds + .5 seconds for each wisp consumed (a maximum of 6/7/8/9/10/11) (level 6/7/11/12/16/17 values) seconds) Cooldown: 100/85/70 seconds.
Stats; AA Range: 550 AD/level 50+2.5/lvl Speed: 320
Notes: I want Scarth to be this twisted soul similar to Maokai that unlike Maokai does not retain any of his former goodness. Scarth is a sadistic twisted man that commands Wisps. His God of the Wisps form is meant to allow him to fight back for a brief period of time if he gets caught without wisps, but won't do much since it won't last for very long. Only long enough to get out 2 Qs, his W which has a very long cast time, and maybe his E. However, if he has 4 wisps up when he ults, prepare for a long 6 seconds of incredible long range smackdown that will deal heavy damage. At Level 18, with 40% CDR, Scarth will be able to fire off 6-7 Q's, Snag someone from almost 1200 range and yank them back, and deal massive damage with his E TWICE. that's a TON of AoE damage and DoT's getting fired around.
Scarth is meant to be a powerful force when he has access to full wisps, the best way to handle him is egage him after he's spent his wisps. Dodge his Qs to force him to waste his wisps, then engage on him when he's vulnerable. If he Ults without wisps, to try and fight back, disengage and wait for his ult to end so he can't retaliate very well, but be careful as he can fire off 2 quick Q's to help him regenerate HP.
EDIT: I noticed that I put this into the wrong board, so I'm going to be movign it there.
As Always give feedback and critique, and also check out my other champion Concepts here: http://boards.na.leagueoflegends.com/en/c/fancreations/wkV9W3g7-crazedporcupines-champion-concept-library