Rameses, the Arcane Assailant (attack speed/magic damage carry)

KimJong the Hero·9/27/2013, 5:44:12 AM·3 votes·500 views

Rameses, the Arcane Assailant

Concept: Rameses is designed to be a hyper-carry, like Vayne, who excels at single-target damage and eating through an enemy team (if appropriately fed). The mechanics are completely different from Vayne, however. Rameses is my attempt to design the long-forgotten attack speed/magic damage carry. Named after the “greatest” Egyptian magician (who was also a Pharaoh), Rameses brings an exciting twist on some fun wizard concepts we all grew up with.

(Please forgive me for poorly balanced numbers. I had very little idea how to balance his damage since AS/AP carries don’t really exist anymore. The idea is that he has high damage, low-ish defenses, and no built-in escape aside from a well-timed Counterspell. Yeah, that’s right. I said “Counterspell.”)

Damage 50 (+3/level): Lvl 1 = 53, Lvl 18 = 104
Health 370 (+80/level): Lvl 1 = 450 hp, Lvl 18 = 1810
Mana 180 (+55/level): Lvl 1 = 235 mana, Lvl 18 = 1200
Move Speed 330
Armor 10 (+ 3.5/level): Lvl 1 = 13.5 armor, Lvl 18 = 73
Magic Resist 30 (0/level)
Health Regen 1.0 (+0.12/level) per 1 second: Lvl 1 = 1.12 hp/sec, Lvl 18 = 3.16 hp/sec
5.0 (+0.6/level) per 5 seconds: Lvl 1 = 5.6 hp/5 sec, Lvl 18 = 15.8 hp/5 sec
Mana Regen 1.38 (+0.12/level) per 1 second: Lvl 1 = 1.5 mana/sec, Lvl 18 = 3.54 mana/sec
6.9 (+0.6/level) per 5 seconds: Lvl 1 = 7.5 mana/5 sec, Lvl 18 = 17.7 mana/5 sec
(with passive) Lvl 1 = 11.25 mana/5 sec, Lvl 18 = 26.55 mana/5 sec
Attack Speed 0.664 (+3.3%/lvl): Lvl 1 = .686, Lvl 18 = 1.058
Range 550

[Passive] Arcane Resolve
Dealing damage to an enemy champion increases Rameses’s mana regen by 50% for 5 seconds.

[Q] Magic Missile
Rameses stores a magic missile charge every 10 seconds. Upon activation, Rameses throws a missile at his target. Each missile deals 50/50/50/50/50 (+.75) magic damage and applies all on-hit effects. Although targeted, missiles can be blocked by any enemy champion, minion, or monster in the way, instead dealing the damage to them.

Range 550
Mana Cost 30/30/30/30/30
Cooldown 0.2 seconds
Channel Time 0.2 seconds
Dart Recharge 10 seconds
Max Darts Stored 3/4/5/6/7

[W] Counterspell
Rameses blasts a target enemy champion with special magic, dealing 80/120/160/200/240 (+.2) magic damage. If the enemy champion was casting or channeling an ability, they are interrupted (their ability goes on cooldown) and are stunned for 1/1.25/1.5/1.75/2 seconds.

Range 600
Mana Cost 80/90/100/110/120
Cast Time None
Cooldown 20/20/20/20/20

[E] Empowered Casting
Passive: Every fifth attack, Rameses deals an additional 60/90/120/150/180 (+.4) magic damage and reduces the target’s magic resistance by 5 for 10 seconds (stacks up to 4 times).

Active: Rameses’s spells cost 10% more mana, and all of his magic damage is amplified by 10/12.5/15/17.5/20% for 10 seconds.

Mana Cost No Cost
Cooldown 15/15/15/15/15

[Ultimate] Doom
Rameses marks a target enemy champion with Doom, dealing 20/20/20 (+.01) percent of their maximum health as magic damage over 6 seconds. If the marked target dies while Doom is active, they explode upon death, dealing 200/200/200 magic damage to other enemy champions within a 250 unit radius. At rank two, enemies struck by the explosion have the same magic DoT applied to them, but will not explode upon death. At rank three, secondary targets will explode upon death, dealing the same explosion damage to other enemy champions in a 250 unit radius.

Note: At rank three, enemies may be struck by more than one explosion, but the Doom mark is not doubled. The timer is, however, refreshed (take damage over 6 seconds), and the full 20 (+.01) percent DoT is reapplied, ending the timer on the previous damage.

Range 800
Explosion Radius 250
Mana Cost 150/150/150
Cooldown 120/120/120

Lore, emotes, and recommended items will come after feedback on the abilities. I’d like to work out the kinks before I add the polish.

2 Comments

DragonPandan9/28/2013, 3:21:09 PM1 votes

Too OP. This champion would instantly overpower everyone else. Let's assume you have 300 AP. Magic missile = 50 + 225 = 275. 275 * 1.2 = 330. 330 * 2310 damage ALONE. Counter spell = 240 + 60 = 300 damage. 300 + 1.2 = 360 damage + a stun. So the combo would be Counter Spell -> Magic missile = 2310 + 360.

And don't say that minionz plz. In a solo lane the stun means that you're pretty much guaranteed the full amount of damage in lane. Plus Doom. Furthermore this means that Rameses will be able to do damage for no cost + a stun + resetting the enemy's CD. This means that this already is way more better than let's say Sivir's Spell Shield.

But let us not forget the passive too! Auto attacks get counted too since that's not mentioned. This means that Rameses will always be able to get tons of mana meaning little need for mana potions which means he can invest in even more AP items.

Overview

+Lots of mana sustain +Capable of doing TONS of magic damage from one ability +Doom means that burst is WAY more powerful than it should ever be. +No cost spell that is way more better than Sivir's Spell Shield adds a stun, no cost, interrupted spell. +W results in a free harass which is powerful meaning that there's 2 free no cost ways to harass. +His W says 'all' magic damage. I'm assuming this includes items too. +Q results in massive damage.

Counter Spell -> Empowered hit -> Doom -> Magic missile is a guaranteed kill

Let's compare to Annie. 455 for her Q. 490 for her W. 84+ for her E. 765 + 55+ + 130+ for her R. So let's calculate! This brings the total to 1979+. Rameses' Q alone does more damage than her entire kit when they both have 300 AP. Even with the channel and the storing darts mechanic this is WAY too OP. If you're playing as Rameses all you have to do is just camp for a bit then get a free kill until you eventually get hyper fed after your enemy AP tries to fight back but gets insta-stunned and gets murdered by a single spell.

ploki12210/1/2013, 12:55:24 PM1 votes

A bit like DragonPandan, I think it's way too OP.

First of all, Missiles has a huge amount of power, with little play, and even less counterplay. You have a slow-charging spell that is targeted (low play/counter-play). Basically, the best case scenario for it late game is : Do not do anything for up to 70s and then just explode anyone standing in your way (even more so with BotRK).

W adds an unintuitive hard counter to some very specific spells (Ezreal/Lux ults especially).

E seems ok.

R is plain awkward no scaling at all except side effects, also 20% max hp in 1 go is enormous, especially since your Q can already burst down someone.