Champion concept: Quasar, the elementalist
Hey friends, I myself am a huge fan of AP mid lane mages, but we haven't had any decent ones in a while. I mean the last two were liss, who has next to no passive and an ult that's still bugged, and vel koz, a champion i've seen more in bot lane when i see him at all. My proposal is a new mage, specializing in controlling the elements (a concept I'm surprised hasn't been done yet) and i wrote up a concept. Enjoy, and i present to you Quasar, the Elementalist. :)
Base stats:
- HP: 390, HP/level 45 HP5: 4.5,
- Mana 255, Mana/level 45 Mana5 5.5,
- AD 49, AD/lvl 2.8,
- AS .63, AS/level 1.35,
- Armor 14, Armor/level 3.5,
- MR 30,
- MS 345
- Range 550
Passive: Arcane Beacon ~ Quasar channels the lost element, magic, to return 3/5/8% of all damage dealt to champions as mana for himself. Additionally, his mana regen is increased by 2/3.5/5% for each nearby enemy champion.
I wanted to give a little bit of flavor with arcane being an element, plus i intend for this guy to be spamming his Q (and W when possible) and this passive allows for that sort of playstyle, especially late game. His ult is also VERY costly in mana. I figure his damage would be relatively high, at the price of high mana costs, which this passive plus a few items could help even out.
Before I get into basic abilities, I think I should go over his ult, as it affects each of his basic abilities differently.
R. Elemental Surge. Passive: Quasar gains 5/10/15 Magic pen. Active/toggle: Cooldown: 13s Cost: 25 mp5, + 5/7/9 extra each second it's left on. Quasar channels the elements, imbuing each of his basic abilities with an additional element and effect. Additionally, dealing damage to an enemy champion from any source other than autos increases Quasar's move speed by 1%, this can stack up to 5 times.
This, like many ults, is what defines Quasar, as it improves and changes how each of his spells affects the battlefield. I added the movespeed in because many AP mids are relatively slow, and this could help with both chasing and kiting. The Mpen I threw in because without it his ult itself seems a bit lackluster, almost like Kha'zix's ult+evolutions, but, of course, to a much smaller scale. The idea around the ult is much like Swain's, but with a slightly higher cooldown, so as to encourage it to not be constantly toggled on and off, but instead to be definitively used and kept on for a fight.
(Note that I haven't done base damage/scaling yet, I'm not too great with game knowledge in that aspect, all feedback/suggestions is/are appreciated)
Q. Arcing bolt. Cooldown: 1l/10/9/8/7 Quasar instantly shoots a bolt of lightning in front of him, which, on contact with the first enemy hit, instantly arcs to 2 nearby enemies (think stattik shiv) Each subsequent target takes reduced damage. Does not prioritize champions.
RQ. Imbues the ability with frost, slowing each target hit to be slowed. Additionally, Arcing bolt can now "bounce" to 2 additional targets, for a total of 5 targets being hit by the ability. While ulted, his Q arcs will prioritize champions.
W. Searing sphere. Static CD 1.5. Shoots a ball of fire that detonates on contact with an enemy or at the end of the cast range. The detonation is a small AOE that burns all afflicted, applying a DoT. This ability is charge based, at rank 1 you have a max of 1 one charge, rank 3 you have 2 and rank 5 you have 3. These recharge after a moderate time. ( recharge rate 17/16/15/14/13 )
RW. Imbues the spell with earth, causing detonation to create a magma pitfall trap. Enemies above the trap take constant magic damage from the lava, and the first enemy champion to walk over each trap is rooted for .75 seconds. This AOE persists for a few seconds, similar to morgana's Tormented Soil. Additionally, kills and assists while ulted grant one charge. (Should this be only if the enemy was damaged/rooted with W? Again, feedback appreciated)
E. Marine barrier. Cooldown: 22/19/15/12/10 Grants a spell shield of water for .5/.6/.7/.8/1 second. When a spell is absorbed, Quasar is healed for an amount.
RE. The spell is imbued with wind, granting movement speed on cast. Additionally, when a spell is absorbed, movespeed is greatly increased for a short time.
Well that's it, I hope you guys like my idea. Remember that all numbers are placeholders, because I have no idea how to balance a champion in League. All feedback welcomed, and have a nice day :)