Skip to content

Fog

Gentleman Gems··2 votes·790 views

Fog: The Psycomancer By: LeachimKcorruts

Summery: I want Fog to be an AP Ranged Assassin/ Mage who can jungle. His attacks are best prepared through traps, displacement, and well placed targeting.

Backstory: Reports from Piltover Mental Hospital. By Dr. Randel. Patient: Ferguson William, proffers the name Fog. Patients condition: General Insanity, Believes to have discovered a way to enter minds and make people change.

First visit: I talked to Fog (Would not let me leave without even referring to his nickname in writing as some form of proof to his powers, so I amused him.) He was wearing his patient gown, but his thin figure is something that can't be hidden, and those eyes are just black enough to get lost in, in an eerie way. He seemed quite convinced of his powers and even made up some form of explanation to his powers. I am not sure how magic works but I'm sure his idea is ludicrous and even a rouge Mage like Ryze would laugh at it. Somehow convinced other inmates of his powers. PS. Not sure if has taken a bath, funny feeling and strange smell around him

Second visit: Talked to Fog again, He showed me some interesting formula he made in his cell, but I was interested in his speech patterns, they seemed different form last time yet it feels like he always talked like that. While we were traveling towards his room my glasses fogged up and I hit a wall. He made a turn and I swear their was nothing their, stupid glasses. He seems to still think he can use a form of magic to effect people, and has a philosophy that “Not knowing is what makes life fun” sends chills up my spine. PS. Smell and funny feeling are going away slowly Third visit: Fog had shown me some interesting theories on a form of mind magic, He was surprisingly well versed for someone in an insane asylum. I thought I heard a gun shot in the back of my head. PS. Something is different, I just don't know what.

Day 23: I think someone has pulled some joke on me with all of these strange entries in my Journal. The war had been raging long enough for me to loose my sense of humour. It was that funny smelling boy named Lemel, She was only ten years old and quite pudgy, she prefers the name Fog. Her most distinctive feature is her back eye colour, not dark brown, black. She says she can make people think differently and act strange. I would not have believed her in all the gun fire had he not made me think I was some wanna be know it all. That might explain why these entries are here. The sirens have begun wailing again, I get “Fog” to safety and get out their to deal with those Shamblers. PS. The kid needs a bath, she could be a chemical weapon with that smell of hers, can't shoot straight.

Report: Was it three days, three weeks? My sense of time has been shook as I chased the man, boy thing. Even now he cycles through them in his cage, and these people I was, were, what ever, seemed as real to me as I am. Could I've been them once, am I real? My head and perception of reality has been knocked off by a mental rip tide. I send you this, a sample of the lifetime of reports and the... thing. I hope that you are safe when he comes Master. PS: be careful, He has been known to absorb people with great knowledge. From: Apprentice Mage Boliss.

“ Are you yellow of me, that makes me explosive!” Fog, to Noxian General.

Physical description: When ever he spawns or re-spawns , he will randomly have one of these descriptions and black eye colouring. Form 1: Skin and Bone young man, shaved, bright clothing. Form 2: 10 year old girl, pudgy, messy black hair, Pail white robe with black lining in strange ruins, still flat. Form 3: Old man in professional coat and tie, well combed white hair, and a cane. Does not affect abilities, does affect visual effects and comments.

Mental Description: From 1: Happy and yet nervous. Form 2: Always looking left and right. Shy, Dark, Yet compassionate. Form 3: Well versed in psychiatric affairs, Gentlemen like, observant.

Voice: Form 1: High pitched crackly Form 2: Quiet and youthful Form 3: High class scholarly

Base Stats Base HP:495 (+26.6) Base MP:215 (+30.42) HP Regen: 7.2 (+.51) MP Regen: 6.1 (+.49) AD:53.8 (+2.37) AS: 0.62 (+3.81) AP: 0 Armour: 23 (+3.35) MR: 31 (+.40) MS:350 AR: (Range: 520)

Abilities Passive: Mental Riptide: When ever an enemy unit is effected by one of Fog's abilities (W,E,R) that target will gain a stack of Mental Riptide for each second he or she is effected. Upon Fog casting a spell after the 5th stack is applied the target will have all stacks of Mental Riptide replaced with Surreality losing all sense of reality and will take 50 (+.1 AP) true damage per 1 second for 3 seconds, if the target is a jungle creep it will instead be 80 True damage that increases by 5 per level every 1 second for 3 seconds. All stacks of Mental Riptide will be lost 3 seconds after target champion recovers from the effects of Fogs abilities. Fogs passive cannot effect the same target for 10 seconds after they are effected by Surreality. Reasoning: This is to help his deal more damage in a damage lacking kit. Because he is dealing true damage I decided to add a limiter to it so it won't be abused easily, this is also the reason the damage is low.

Q: The Wall: Fog conjures all thoughts of obstacles to cast this spell creating an illusion based barrier (Range: 615 long, 290 thick) that is invisible and untouchable until passed through by Fog. the Wall takes many forms based on his form when he spawns.

Form 1: A pail white wall with crayon writing “Stop here”

Form 2: A Stone wall full of scorch marks, arrows, and ankle chains.

Form 3: A bookshelf full of all sorts of books.

You can't dash past it,and it lasts for 2/2.3/2.8/3.1/3.6 seconds after Fog passes through, you can only have 3 active per game. Walls only give vision for the area they cover.

Cost: 90/100/115/130/140 Cool Down: 15/13/11/10/8 seconds. Reasoning: This is a form of escape I thought of that can be planted preemptively. This also means enemy champions can pass through it without noticing it is there. The best way to prepare for it is to use a pink ward or some form of anti invisible trinket. By doing this way you can find an alternate route before the chase or set a trap since he can't pass back through it. It works well with Poppy's Heroic Charge or Vayne's Condemn.

W: Boo!: Fog uses scary thoughts to create invisible traps that remain active and invisible until passed by an enemy champion (Range: 1500 Radius), they do not give vision. When activated the Trap becomes a Monster based on what ever form you are in and chase your opponent (MS:590) for up to 6 seconds and then will dissipate, cannot be fooled by invisibility, when activated you will hear a distinctive gust in the wind.

Form 1: Pale white figure with no face, wearing a bloody doctors outfit, and syringe for fingers and talks muffled, moves by running attacks by stabbing target with syringe fingers.

Form 2: Burning human figures with painful contorted faces and burnt contorted bodies that are saying something but is distorted by the fire, moves by crawling really fast, attacks by pouncing on target.

Form 3: A hooded figure with no significant feature and face is covered by shadow, speaks in gibberish, moves by floating, and attacks by slashing.

When the Monster reaches the target it attacks dealing 65/90/115/140/165 (+.55 AP) fearing them for 0.5/0.7/0.9/1.1/1.3 and reveals them for 3 seconds and then disappears. You can only have 2 active at a time.

Cost: 60/80/100/120/140 Cool Down: 14/12/10/8/6 Reasoning: This is a good object to bait with and also good for punishing people who counter jungle, you may even try to counter jungle with it. If you are fighting him you need to prepare an escape route and ward farther ahead so you can out run the Trap.

E: Phantom pain: Fog casts a spell the creates the illusion of an injury making target Champion or Neutral Creep react as if he or she is bombarded with pain all over the body taking a total 70/104/135/166/197 (+.9 AP) over 5 seconds and slowing them by 5%. If the target is at 50% health or less when targeted the damage will doubled. Casting Phantom pain on a Large Jungle Creep will make it spread to all nearby (390 range) Small Jungle Creeps. Cost: 70/85/95/105/120 Cool down: 17/15/13/11/10 seconds Reasoning: I wanted this ability to serve two purposes. #1 is as a form of wave clear since he is supposed to be a Jungler. #2 is as a primary form of damage when attacking champions.

R: Fog of Fog: Fog becomes invisible for 3 seconds and summons a clone of Fog that runs in a random direction for 10 seconds. He will turn at the first chance he can fallowing the path in front of him but where he turns is random. He will not attack enemies nearby, and all enemy champions he passes (Range:760) will become taunted. The clone has the same amount of Health, Mana, Armour, MR, and Movement speed as Fog but will move only as fast a the fastest taunted champion. After 10 seconds or if he is damaged the Clone will charge the nearest enemy champion and explode into a dark inky fog (Range:960 radius) dealing no damage but removing any vision beyond the champion, fearing them for 1 second and slowing them by 50%. The fog will dissipate after 5 seconds, until then damage dealt by an ability from Fog will be increased by 20%/25%/30%. Cost: 250/325/370 Cool Down: 135/105/90

Animation:

When picked: (Form 1 voice, giggly) Who am I? (Form 2 Voice, innocently) Do you know? (Form 3 voice, Panicky) Because I don't!

Base: Form 1: Recalling: brings out crayon box drawing the recall circles, then puts it away the crayons “I shall prepare to meet you else where” Form 2: Lights a fire and stares until he reaches base “I fear not death but how it would be.” Form 3: Reads a book and sits “I do not know who I am, but I do know who I might be, and the mistakes I made each time”

Move: Form 1: Skippy, “And away we go!” “To anywhere, or nowhere!”/ Form 2: Low Run, “Quietly.” “In the name of Death, we go.”/ Form 3: walks with dignity “I hope you know where we're going.” “What exactly is over there?.”

Attack: Form 1: Crayons, thrown by the butt. “Looks like I'll have lots of red crayons” “I wish I had more steel grey” Form 2: Large sharpened bone, thrown like a javelin. “By the hand of Death.” “I agree.” Book, thrown by the spin “Oh dear!” “Why didn't you warn me first!”

Dance: Form 1: The Chacha, Form 2: Colour Guard Performance, Form 3: Algebra Dance.

Joke: Form 1: Gets paper and draws random scribbles of random colours. “Why did the dinner bird travel across the path? to jump the fence!”, “what is black and white and red all over? Red Paper!” “I am me, and you are... everyone else.”/ Form 2: throws a spear that flops “One shot... no kill.” “I fire and arrow, you live, slash your face with a sword, still alive, stab you in he hand , how did you die!.” “What's black and white and red all over?, A newspaper, that I killed you with.”/ Form 3: picks up a book and reads it before jumping in shock “(Calm) So if a boy and a girl shake hands the woman has a baby... (Panics) how many woman have I shaken hands with!” “2+2= 4... but does that mean it does not equal fish? “Waldo-Bo where in blazes are you?!” Laugh: Form 1: Snickers, Form 2: "Hm" Form 3: Gentlemanly laugh

Taunt: Form 1: Stabs paper with a black crayon “I think you are blue, or just plain crow.” “I wish you could just dove it.”/ Form 2: pulls out a bone than pockets it “Your bone won't even give me a decent weapon” “These bones say your dead, I think they're yours”/ Form 3: Twirls his cane “I knew you would die that way” “I read your birth and death and everything in between.”

Death: Form 1: Jumps up for joy, then goes stiff and falls over “Yaaaaay, I reverse lived!”, when changing to Form 1: “now I Zombied”, Form 2: “What happened?” Form 3: “Where is that damn crowbar”/ Form 2: Throws the spear in the ground, crosses his arms, and lays by the spear “I served loyally...” To Form 1: “Oh hey another white crayon” To Form 2: “Another chance at life...” To Form 3 “what a Strange child”/ Form 3: Grabs his chest and walks through the a door that appears “Who will I be now...” To Form 1: “Go away factsy's”” To Form 2 “He was too soft anyway” To Form 3 “How unlikely.”

Friends: Form 1: Jinx, Kog'Maw, Gnar. Form 2: Annie, Lucian, Yorick. Form 3: Zilean, Singed, Heimerdinger.

Enemies: Form 1: Soraka, Mega Gnar, Caytlin. Form 2: Thresh, Kalista, Karthus. Form 3: Jinx, Kog'Maw, Shaco.

Special Taunts: Form 1: Jinx: "Pink, Chaos, Bad, Good, Smile!" Kog'maw: "Hurk-Blaaah!" Gnar: "Gnar is kitten face and Back-Flippy" Soraka: "I'm skull you! I don't need poking hands" Mega Gnar: (Scared) "Gnar poofed!" Caytlin: (Scared) "No, I hate red dots!"

Form 2: Annie: "It's good to see someone my age." Lucian: "You would make a great disciple." Yorick: "I remember when your family prepared the dead to sleep, and not wake them from their sleep" Thresh: "Let the souls you hold sleep, or I will make you suffer for each one" Kalista: "You should be sleeping Kalista, do not burden yourself with this self imposed duty" Karthus: "Your curiosity will be your undoing"

Form 3: Zilean: "You know so much and yet you are lost in time, unable to share your knowledge" Singed "Insane or not, your knowledge of chemistry is impeccable" Heimerdinger: "I never thought a Yordle could be so intelligent, please continue your lecture."

Two Truths-One Lie

  1. Fog thinks he does not fallow the "rules of reality
  2. Fog gets along pretty well with her selves
  3. Fog is consistent with how they mention himself.

Facts on development.

  1. The concept of Fog was thought of when I watched big bang theory and heard one of the girls say "Not knowing is what makes it fun".
  2. Fog was originally going to be more serious in the fact that he sought knowledge on everything but a spell he made for that went wrong making him regret ever wanting to know anything, soon I had other ideas and he just became this entity of the mind.
  3. every different Fog has a different fear that is hinted in their abilities and comments towards other champions, they just deal with them differently.
  4. On a list of 10 most important things Fog would be unable to answer due to him constantly changer her answer to be more like his and pretty much leaver him with no info on they're person (Yes I am being inconstant with this, I'm just making a point)

Update: Changed ult and passive, redid all base stats and mana cost for abilities, Thanks to Auryiel.

8 Comments

KMannnnn13 votes

The formatting on this post is very "wall of text," which makes it a pain to read. What I will say is that those base stats are absolute trash, especially if you're wanting this character to jungle. 245 hp is basically nothing, especially with 3 armor and 2 MR.

Auryiel2 votes

First, I want to say that the kit is very interesting. It feels unique and sounds like it would be fun, since basically what you want to do is constantly bait your opponents into bad fights and trick them into killing themselves. That being said, it has several issues.

  1. You absolutely need to fix the base stats. They are way, way too low. I would suggest using this website as a way to familiarize yourself with what normal base stats looks like Everything is messed up, tbh.

Champions NEVER have base AP aside from Viktor, but it is derived from his PASSIVE which gives him an ITEM that in turns gives AP. AP is NOT a base stat Champions NEVER have less than 30 base MR and all champions who have scaling MR have the same amount, which is 32.1 at level 1 and 53.4 at level 18 The AD gain per level is abysmal The base AS and AS gain per level are ridiculously high The base MS is way too high. As a point of reference, the two fastest champions in the game are Pantheon and MasterYi with 355 base MS. The lowest base MS is 325. The base HP and HP per level are way too low The base mana and mana per level would fit on a bruiser or AD carry, NOT on an assassin/mage hybrid The base armor and armor gain are way too low The HP and mana regen stats, both base and gain per level, are extremely low

  1. His ultimate is quite simply overpowered as fuck. I would suggest completely abandoning the idea of controlling an enemy champion.

  2. Why does the duration of E's DoT effect increase per rank? This effectively means that his DPS does not increase. In fact, with AP, it becomes LOWER. Also, most DoT effects last 4 seconds or less. And the damage increase is thematically sound, but realistically, it's quite overpowered. 1.8 AP ratio on a point and click ability? That's just insane.

  3. You should explain how his passive works with each ability. The one that really confuses me is his W. What is increased by his passive? The fear duration? Also, the damage is pretty low.

  4. Speaking of your passive, I feel like it's... Weird? It's so easy to stack and you only loose the effect when you die, so effectively it's always up when you're fighting enemy champions, which makes me wonder why it's there in the first place. Considering how the kit is very, very low on damage, I would suggest working on a new passive, one that allows him to deal more damage. Maybe a stacking debuff on enemies hit by his abilities that lets him do magic damage through AAs? I mean I get that the damage is probably very low simply because of his ult, but he'll never clear the jungle with that kit AND his ult really needs to go :|

  5. The mana costs on your abilities are way, way, way, way, way too high. They are DotA levels of high. With such crippling mana costs, the champion would never be viable. When I make champion concepts, I like to pump more power into abilities at the price of higher mana costs. Meaning a basic ability might have a scaling mana cost of 80 + 10 per rank (120 at rank 5). That's high. 250 mana for a Q is just nuts :P

Gentleman Gems1 votes

{quoted}

First, I want to say that the kit is very interesting. It feels unique and sounds like it would be fun, since basically what you want to do is constantly bait your opponents into bad fights and trick them into killing themselves. That being said, it has several issues.

  1. You absolutely need to fix the base stats. They are way, way too low. I would suggest using this website as a way to familiarize yourself with what normal base stats looks like Everything is messed up, tbh.

Champions NEVER have base AP aside from Viktor, but is derived from his PASSIVE which gives him an ITEM that in turns gives AP. AP is NOT a base stat Champions NEVER have less than 30 base MR and all champions who have scaling MR have the same amount, which is 32.1 at level 1 and 53.4 at level 18 The AD gain per level is abysmal The base AS and AS gain per level are ridiculously high The base MS is way too high. As a point of reference, the two fastest champions in the game are Pantheon and MasterYi with 355 base MS. The lowest base MS is 325. The base HP and HP per level are way too low The base mana and mana per level would fit on a bruiser or AD carry, NOT on an assassin/mage hybrid The base armor and armor gain are way too low The HP and mana regen stats, but both and gain per level, are extremely low

  1. His ultimate is quite simply overpowered as fuck. I would suggest completely abandoning the idea of controlling an enemy champion.

  2. Why does the duration of E's DoT effect increase per rank? This effectively means that his DPS does not increase. In fact, with AP, it becomes LOWER. Also, most DoT effects last 4 seconds or less. And the damage increase is thematically sound, but realistically, it's quite overpowered. 1.8 AP ratio on a point and click ability? That's just insane.

  3. You should explain how his passive works with each ability. The one that really confuses me is his W. What is increased by his passive? The fear duration? Also, the damage is pretty low.

  4. Speaking of your passive, I feel like it's... Weird? It's so easy to stack and you only loose the effect when you die, so effectively it's always up when you're fighting enemy champions, which makes me wonder why it's there in the first place. Considering how the kit is very, very low on damage, I would suggest working on a new passive, one that allows him to deal more damage. Maybe a stacking debuff on enemies hit by his abilities that lets him do magic damage through AAs? I mean I get that the damage is probably very low simply because of his ult, but he'll never clear the jungle with that kit AND his ult really needs to go :|

  5. The mana costs on your abilities are way, way, way, way, way too high. They are DotA levels of high. With such crippling mana costs, the champion would never be viable. When I make champion concepts, I like to pump more power into abilities at the price of higher mana costs. Meaning a basic ability might have a scaling mana cost of 80 + 10 per rank (120 at rank 5). That's high. 250 mana for a Q is just nuts :P

Hey man fixed all the problems you mentioned (I think) can you take a look and comment on the rework.

Auryiel1 votes
  1. As far as base stats go, it's a lot better. Now it's more a question of details rather than fixing things that are completely wrong

His HP is still very low, mostly because of his HP gain per level. The lowest HP gain per level in the entire game is Gnar at +65 per level and that's because his ranged form, Mini Gnar, is kept exceptionally squishy on purpose to balance out the tankiness he gains from being in Mega Gnar form. The second lowest is Anivia at +70 per level and it goes up from there. For your champion I'd suggest something in the ballpark of +76-78

I would also suggest slightly upping his base health regen. If you ignore champions who have artificially low base health regen for one reason or another, the lowest base regen at level 1 is Sivir with 5.17 compared to Fog's 4.81. Sivir is an AD carry. If you want Fog to be a jungler, he needs some form of sustain (shield, health regen, w/e) and/or very high damage against camps and ideally better than average health regen.

His armor gain per level is still way too low. Might I suggest something between +3 and +3.75?

Base MS is tiered by increments of 5. 325, 330, 335, 340, 345, 350 and 355. I'd suggest adding one more base MS :P

  1. The new ulti is really cool, quite frankly I love it, but once again it is quite overpowered, because best case scenario you've just CC'd someone for 10 seconds. That's more hard CC than some 5 man teams that do NOT lack hard CC

Ex : Top Hecarim : roughly 1.5 second of hard CC (duration of his knockback is unlisted, I assume 0.5 second) Jungle Sejuani : Roughly 2.25 second of hard CC (duration of her knockback is unlisted, I assume 0.5 second) Mid Syndra : 1.5 second of hard CC AD Carry Kalista 2 seconds of hard CC Support Sona 1.5 second of hard CC

That's a SUPER CC heavy team. Total hard CC duration available on one target if they overlap their CC perfectly? 8.75 seconds.

I think what you're trying to do with Fog's ult is a sort of Shaco ult that is impossible to control and that, instead of doing damage, CCs targets. That's pretty neat. You just need to not have him taunt people for 10 seconds XD Maybe just make it so instead of taunting everyone for however long the clone still has to live, make it so once he taunts someone, his timer is reset to something like 2 seconds, so you can never be taunted for more than 2 seconds.

EDIT : That's what happens when you don't read... Nevermind, ult is fine LOL

  1. You still need to lower the shit out of his mana costs XD

  2. His new passive is nice, but I have a few comments. First, I don't think you need MR shred on the passive, simply because quite frankly, if it's there, I DON'T want to trigger the passive. The MR shred is just plain better than the small true damage DoT in a situation where one other team mate also deals magic damage.

Second, if you are intent on keeping the MR shred, change the value. 5% of Fog's AP is super weak early game and it is blatantly overpowered late game. Say you have 300 AP (that's pretty low for late game, btw, most mages get to 700+). 5% of that is 15. That's a item 3020's worth of MPen for everyone on your team. And then you can add even more to it. The enemy team quickly loses ALL their MR. I'd suggest a small shred that scales with Fog's level, say the value updates at levels 1, 6 and 11. Ex : shreds 3/4/5 MR per stack.

Finally, while I think the passive is cool, it is unusable in this kit. The stacks drop after 3 seconds. Ok, so... how do you stack it up? You can only apply them with W, E and R. Look at the cooldowns of those abilities. It's quite impossible unless your enemy steps into 2 W traps and then a third one that you've just placed XD My suggestion to fix this problem would be to make E a very spammable ability and slightly increase the duration of the passive's stacks.

So, first, you lower E's cooldown to something like 2-3 seconds. Then, you drastically lower the damage, BUT you also make it stack 2-3 times. So you end up with an ability that will take some time to ramp up in damage, but also supports how your passive works. It makes Fog want to tag enemies with his E, run away, come back and tag them again and again and again, making him a slippery, annoying fuck that keeps coming back to slowly kill you and bait you into his traps.

OR you could forget all this and make targets gain 1 stack of his passive every second they are affected by one of his spells. The implication here being that E on its own can charge it up to 4 stacks over 4 seconds, but you need to somehow trigger a 5th stack before you cast E or after E runs out (ult, baiting them into a W) to access the true damage DoT, which would also be nice.

Gentleman Gems1 votes

{quoted}

  1. As far as base stats go, it's a lot better. Now it's more a question of details rather than fixing things that are completely wrong

His HP is still very low, mostly because of his HP gain per level. The lowest HP gain per level in the entire game is Gnar at +65 per level and that's because his ranged form, Mini Gnar, is kept exceptionally squishy on purpose to balance out the tankiness he gains from being in Mega Gnar form. The second lowest is Anivia at +70 per level and it goes up from there. For your champion I'd suggest something in the ballpark of +76-78

I would also suggest slightly upping his base health regen. If you ignore champions who have artificially low base health regen for one reason or another, the lowest base regen at level 1 is Sivir with 5.17 compared to Fog's 4.81. Sivir is an AD carry. If you want Fog to be a jungler, he needs some form of sustain (shield, health regen, w/e) and/or very high damage against camps and ideally better than average health regen.

His armor gain per level is still way too low. Might I suggest something between +3 and +3.75?

Base MS is tiered by increments of 5. 325, 330, 335, 340, 345, 350 and 355. I'd suggest adding one more base MS :P

  1. The new ulti is really cool, quite frankly I love it, but once again it is quite overpowered, because best case scenario you've just CC'd someone for 10 seconds. That's more hard CC than some 5 man teams that do NOT lack hard CC

Ex : Top Hecarim : roughly 1.5 second of hard CC (duration of his knockback is unlisted, I assume 0.5 second) Jungle Sejuani : Roughly 2.25 second of hard CC (duration of her knockback is unlisted, I assume 0.5 second) Mid Syndra : 1.5 second of hard CC AD Carry Kalista 2 seconds of hard CC Support Sona 1.5 second of hard CC

That's a SUPER CC heavy team. Total hard CC duration available on one target if they overlap their CC perfectly? 8.75 seconds.

I think what you're trying to do with Fog's ult is a sort of Shaco ult that is impossible to control and that, instead of doing damage, CCs targets. That's pretty neat. You just need to not have him taunt people for 10 seconds XD Maybe just make it so instead of taunting everyone for however long the clone still has to live, make it so once he taunts someone, his timer is reset to something like 2 seconds, so you can never be taunted for more than 2 seconds.

EDIT : That's what happens when you don't read... Nevermind, ult is fine LOL

  1. You still need to lower the shit out of his mana costs XD

  2. His new passive is nice, but I have a few comments. First, I don't think you need MR shred on the passive, simply because quite frankly, if it's there, I DON'T want to trigger the passive. The MR shred is just plain better than the small true damage DoT in a situation where one other team mate also deals magic damage.

Second, if you are intent on keeping the MR shred, change the value. 5% of Fog's AP is super weak early game and it is blatantly overpowered late game. Say you have 300 AP (that's pretty low for late game, btw, most mages get to 700+). 5% of that is 15. That's a item 3020's worth of MPen for everyone on your team. And then you can add even more to it. The enemy team quickly loses ALL their MR. I'd suggest a small shred that scales with Fog's level, say the value updates at levels 1, 6 and 11. Ex : shreds 3/4/5 MR per stack.

Finally, while I think the passive is cool, it is unusable in this kit. The stacks drop after 3 seconds. Ok, so... how do you stack it up? You can only apply them with W, E and R. Look at the cooldowns of those abilities. It's quite impossible unless your enemy steps into 2 W traps and then a third one that you've just placed XD My suggestion to fix this problem would be to make E a very spammable ability and slightly increase the duration of the passive's stacks.

So, first, you lower E's cooldown to something like 2-3 seconds. Then, you drastically lower the damage, BUT you also make it stack 2-3 times. So you end up with an ability that will take some time to ramp up in damage, but also supports how your passive works. It makes Fog want to tag enemies with his E, run away, come back and tag them again and again and again, making him a slippery, annoying fuck that keeps coming back to slowly kill you and bait you into his traps.

OR you could forget all this and make targets gain 1 stack of his passive every second they are affected by one of his spells. The implication here being that E on its own can charge it up to 4 stacks over 4 seconds, but you need to somehow trigger a 5th stack before you cast E or after E runs out (ult, baiting them into a W) to access the true damage DoT, which would also be nice.

Ok, I removed the MR shred and slightly increased the true damage to compensate. I'm sure I fixed the mana cost problem and his base stat issues. As for his wave clear, Phantom Pain is supposed to do that due to its bonus effect "Casting Phantom pain on a Large Jungle Creep will make it spread to all nearby (390 range) Small Jungle Creeps." Giving him a good clear due to the large amount of damage and slow to keep them at bay. I thank you for your critique over all, I find his new ult and passive better fit for him than the previous and hope he gets recognized.

Gentleman Gems1 votes

{quoted}

  1. As far as base stats go, it's a lot better. Now it's more a question of details rather than fixing things that are completely wrong

His HP is still very low, mostly because of his HP gain per level. The lowest HP gain per level in the entire game is Gnar at +65 per level and that's because his ranged form, Mini Gnar, is kept exceptionally squishy on purpose to balance out the tankiness he gains from being in Mega Gnar form. The second lowest is Anivia at +70 per level and it goes up from there. For your champion I'd suggest something in the ballpark of +76-78

I would also suggest slightly upping his base health regen. If you ignore champions who have artificially low base health regen for one reason or another, the lowest base regen at level 1 is Sivir with 5.17 compared to Fog's 4.81. Sivir is an AD carry. If you want Fog to be a jungler, he needs some form of sustain (shield, health regen, w/e) and/or very high damage against camps and ideally better than average health regen.

His armor gain per level is still way too low. Might I suggest something between +3 and +3.75?

Base MS is tiered by increments of 5. 325, 330, 335, 340, 345, 350 and 355. I'd suggest adding one more base MS :P

  1. The new ulti is really cool, quite frankly I love it, but once again it is quite overpowered, because best case scenario you've just CC'd someone for 10 seconds. That's more hard CC than some 5 man teams that do NOT lack hard CC

Ex : Top Hecarim : roughly 1.5 second of hard CC (duration of his knockback is unlisted, I assume 0.5 second) Jungle Sejuani : Roughly 2.25 second of hard CC (duration of her knockback is unlisted, I assume 0.5 second) Mid Syndra : 1.5 second of hard CC AD Carry Kalista 2 seconds of hard CC Support Sona 1.5 second of hard CC

That's a SUPER CC heavy team. Total hard CC duration available on one target if they overlap their CC perfectly? 8.75 seconds.

I think what you're trying to do with Fog's ult is a sort of Shaco ult that is impossible to control and that, instead of doing damage, CCs targets. That's pretty neat. You just need to not have him taunt people for 10 seconds XD Maybe just make it so instead of taunting everyone for however long the clone still has to live, make it so once he taunts someone, his timer is reset to something like 2 seconds, so you can never be taunted for more than 2 seconds.

EDIT : That's what happens when you don't read... Nevermind, ult is fine LOL

  1. You still need to lower the shit out of his mana costs XD

  2. His new passive is nice, but I have a few comments. First, I don't think you need MR shred on the passive, simply because quite frankly, if it's there, I DON'T want to trigger the passive. The MR shred is just plain better than the small true damage DoT in a situation where one other team mate also deals magic damage.

Second, if you are intent on keeping the MR shred, change the value. 5% of Fog's AP is super weak early game and it is blatantly overpowered late game. Say you have 300 AP (that's pretty low for late game, btw, most mages get to 700+). 5% of that is 15. That's a item 3020's worth of MPen for everyone on your team. And then you can add even more to it. The enemy team quickly loses ALL their MR. I'd suggest a small shred that scales with Fog's level, say the value updates at levels 1, 6 and 11. Ex : shreds 3/4/5 MR per stack.

Finally, while I think the passive is cool, it is unusable in this kit. The stacks drop after 3 seconds. Ok, so... how do you stack it up? You can only apply them with W, E and R. Look at the cooldowns of those abilities. It's quite impossible unless your enemy steps into 2 W traps and then a third one that you've just placed XD My suggestion to fix this problem would be to make E a very spammable ability and slightly increase the duration of the passive's stacks.

So, first, you lower E's cooldown to something like 2-3 seconds. Then, you drastically lower the damage, BUT you also make it stack 2-3 times. So you end up with an ability that will take some time to ramp up in damage, but also supports how your passive works. It makes Fog want to tag enemies with his E, run away, come back and tag them again and again and again, making him a slippery, annoying fuck that keeps coming back to slowly kill you and bait you into his traps.

OR you could forget all this and make targets gain 1 stack of his passive every second they are affected by one of his spells. The implication here being that E on its own can charge it up to 4 stacks over 4 seconds, but you need to somehow trigger a 5th stack before you cast E or after E runs out (ult, baiting them into a W) to access the true damage DoT, which would also be nice.

PS. What are those symbols under your summoner Icon

Auryiel2 votes

Huh, I think it has to do with refer-a-friend and previous seasons rankings

Gentleman Gems1 votes

3 is the lie if you did not know

More from Community Creations

More by Gentleman Gems