[Champion] Conjurer
A stance based kit where the player must make active decisions about offense and defense as well as forcing the player to consider resource management in both mana and a charge system. Stances allow for diverse build paths without favoring all aspects at once.
Passive: Conjure Mana Sphere
Using basic abilities summons an orb that follows the Conjurer, up to a maximum of 3/4/5. Mana spheres are a resource for abilities and can be destroyed by contact with enemy champions, dealing damage equal to 10% of the Conjurer's maximum mana. Orbs expended by abilities or by contact with enemies refund 5% of the Conjurer's maximum mana.Only one weapon may be active at a time and each weapon change incurs a 0.5 second global cooldown on other weapons.
The orbs stay stationary about the Conjurer, not rotating with motion. As a melee champion, the Conjurer has a difficult time keeping up a full set of five orbs.
Q: Conjure Mana Blade
Cost: 10% mana ; Cooldown: 5 seconds at all ranks
Active: Causes the Conjurer's basic attacks to deal an additional 0.2/0.3/0.4/0.5/0.6 (*AP) magic damage on hit. After two seconds, may be reactivated for an additional effect.Blink
Cost: 1 Mana Orb ; Cooldown: 14/13/12/11/10 seconds
Range 0-750 units
Active: Throws sword in target direction. If it hits an enemy or neutral monster, the Conjurer blinks to the location, dealing 10/17/22/28/35 (+0.2*AP) magic damage and slowing the target by 16/19/21/24/25% (+1% per 100 AP) for 3 seconds.
Projectile Speed: 1500
Projectile Width: "Undertow"
The primary damage source of the Conjurer, the mana blade deals significant damage to units and structures if the champion is built for damage. The skillshot reliance of the gap closer makes it more difficult to use as an engage or escape, but the slow and blink mechanic will help the Conjurer to stick to a target and avoid traps placed in-between.
W: Conjure Arcane Bow
Cost: 10% mana ; Cooldown: 5 seconds at all ranks
Active: Increases auto attack range to 500. Each basic attack drains 16/15/14/13/12 mana. After two seconds, may be reactivated for an additional effect.Silencing Shot
Cost: 1 Mana Orb ; Cooldown: 12/11/10/9/8 seconds Range: 1,000 units
Active: Shoots three piercing arrows in a cone that silence enemies hit for 1.5 seconds. Deals 50/75/86/94/102 (+0.12*AP) magic damage.
Projectile Speed: 1600
Projectile Width: "Piercing Arrow"
A ranged harass or a safe farm tool, note that the ranged auto attacks do not deal damage with increased AP, making this stance more applicable to hybrid builds or to siege/passive comps. The silencing arrow can also be used for long range poke or disengage.
The shape of Silencing Shot is ovular with an arrow bisecting the major axis "(|)". The oval shape will always trace a semi-major axis 400 units across (slightly larger than the radius of Veigar's Event Horizon) and all three arrows will converge on the same point (not necessarily at the same time). The aiming reticle is a small circular crosshair with short white lines showing the start of the paths the larger arrows will take.
E: Conjure Ethereal Armor
Cost: 10% mana ; Cooldown: 5 seconds at all ranks
Active: Increases armor and magic resist by 15/20/27/35/42 (+0.01*AP). After 2 seconds, may be reactivated for an additional effect.Mirror Shield
Cost: 2 Mana Orbs ; Cooldown: 40/37/33/29/25 seconds
Active: Reflects 10% (+1% per 100AP) ability damage for 3/3.5/4/4.5/5 seconds.
The primary defensive steroid and disengage mechanic; the combination of defensive stats helps to keep the Conjurer alive if attacked and the Mirror shield is a great tool to dissuade targeted burst from both AD and AP champions. The defensive active requires more than one orb, making the player have to stockpile in order to use.
R: Conjure Stasis Chains
Cost: 100 mana at all ranks; Cooldown: 150/120/100 seconds
Active: Conjures an electrically charged chain which deals 95/137/170 (+0.3*AP) magic damage and slows enemies within its area of effect by 30% for 6 seconds. After 2 seconds, can be reactivated to stun all enemies within Stasis Chains for 1 second. Reactivating removes the chains. Stasis Chains changes shape depending on the stance when activated.Mana Blade: Surrounds the Conjurer and follows motion.
Arcane Bow: Aiming reticule to place in a line at a distance.
Ethereal Armor: Rings the Conjurer at a 500 unit radius, does not follow motion.
Width: 225 units
A strong teamfight ultimate, the shape of the area affected helps to duel, engage, or prevent disengage. Similar in mechanics to Equalizer; however, the Stasis Chains are more for their slow than their damage. By reactivating the ultimate, you trade the soft cc and damage for short, but hard cc.
The ultimate is not a stance and does not grant a Mana Orb, nor does it consume any (in this iteration). The Stasis Chains synergizes decently with Rylai's Crystal Scepter and Liandry's Torment. It may be possible to move the chains around by changing stances, but I couldn't think of an intuitive way to transition into the bow.
Notice that I have percentage mana costs. This way, Mana Orbs' damage scales with maximum mana, and it doesn't end up with an Udyr situation where he changes stances late game without sacrificing anything.
HP:420(+87)
HP5:6.3(+0.7)
MP:217(+33)
MP5:5(+0.33)
AD:50(+3.3)
AS:0.679(+3.3%)
MS:345
AR:14(+3.5)
MR:30(+1.25)
Range: 125
Average in most stats; the Conjurer lags in both MP and MP5 yet makes up for it with better than average AS. This "jack-of-all-trades" mentality should make it feasible for tank, adc, apc, and bruiser builds to work sufficiently.
Any opinions, good or bad, are most appreciated.
Original thread: Here