[Champion Concept] Totemancer Framework

SpírìtsAway·6/11/2014, 4:38:38 AM·2 votes·278 views

I'm not going to come up with name/lore/ability names, since they almost always end up being cheesy/uninspired for me, ESPECIALLY with the concept of a Totemancer. I'm poor designing in a fantasy setting. Still, I feel like a champion with this design has a lot of interesting potential, both in flavour and gameplay. Substitute the word "Totem" and "Totemancer" for whatever you would like, if you wish.

I envision a champion like this being a support primarily, although a sort of magey midlane off-build could probably be made for damage, albeit not as effectively due to the low AP scaling. This is just an idea framework, not a true champion.

STATS

  • Health: 385 (+85)
  • Health Regen/5: 3.5 (+0.6)
  • Mana: 190 (+25)
  • Mana Regen/5: 6 (+0.7)
  • Range: 450 (Ranged)
  • Attack Damage: 55 (+2.5)
  • Attack Speed: 0.573 (+1.16%)
  • Armor: 18 (+3.5)
  • Magic Resist: 30 (+0)
  • Movement Speed: 325

You can see that his mana alone is quite small at 190 (+25), but his mana regen is not that bad. I figure that given the amount of mana regen items you'll buy as a support, plus the weird mana curve of putting down all your totems + using the beam, it'd make him a little more balanced and provide some counterplay. The rest of his stats are unimpressive.

ABILITIES

Innate: Being near a Totem activates its passive effect and grants you +25 additional movement speed.

You can only place four totems on the map at a time. Totems are invulnerable and last for 30 seconds. Totem passive effects do not stack. Totems grant vision in a 100 range radius.

Q (100/110/120/130/140 mana, 14/13/12/11/10 seconds): Fires a 750 range beam with an 0.5s delay that deals 40/70/100/130/160 (+30% of AP) magic damage. The beam applies different effects depending on if the beam touches a Totem. Hitting multiple totems can add different effects. Additional like effects do not stack but amplify all effects by 5%.

Purple Totem: Stun any enemy champions hit by the beam for 1/1.2/1.4/1.6/1.8 seconds.

Green Totem: Heals any friendly champions hit by the beam for 50/70/90/110/130 (+30% of AP) + 1/2/3/4/5% of their max HP.

Red Totem: Applies a damage-over-time effect that deals 10/20/30/40/50 (+10% of AP) magic damage per second and reduces armor/mr by 4/7/10/13/16% for 4 seconds.

W (50/55/60/65/70 mana, 15 seconds, 650 cast range): Places down a Purple Totem that slows enemy champions by 4/6/8/10/12% in a 500 range radius.

E (50/55/60/65/70 mana, 15 seconds, 650 cast range): Places a Green Totem that gives 6/8/10/12/14 (+10% armor) Armor, 4/6/8/10/12 (+10% magic resist) Magic Resist, and 8/10/12/14/16 (+1 for every 10 AP) Health Regen per 5 to friendly champions in a 500 range radius.

R (50/55/60/65/70 mana, 15 seconds, 650 cast range): Places a Red Totem that amplifies damage taken to enemy champions by 4/6/8/10/12% in a 500 range radius.

I feel like the ability descriptions kind of speak for themselves when describing the Totemancer's gameplay. Place your Totems around the field, and use their positioning to their advantage. This makes him really difficult to play effectively, but if you can capitalize on the mistakes of your opponent it pays off greatly. There are also multiple leveling paths to choose, the healer one being the easiest to play, and the utility one being the hardest/most dependent.

The Totemancer is obviously a teamfighter at heart, and his innate ability and massive AOE kit shows that.

Well? What do you guys think? How would you change it around?

1 Comments

Lord Lemonpie6/11/2014, 12:13:31 PM1 votes

I really like this Idea! The only criticism I have is that totemancer's E might be a little weak. Champions who want to heal need to stay in a certain area, making them vunerable (For example a Jinx or Draven ult). Maybe it's better if you immediately gain some health for walking over it, and just a little bit of extra health regen.