[Champion Concept] Etheria: The Chaos Mage

Ouroborous HD·8/4/2014, 1:56:34 AM·3 votes·1,192 views

This is the first of the champion concepts I have come up with since I started. As such Etheria is the one I have worked on the most and is the one I think is most balanced out of my champs. Thoughts and comments are wanted and encouraged but try to mindful of what you write.

Description: scraggly black hair, 6feet tall, right eye is pure white, left eye is pitch black, left eye is covered by a headband tied diagonally, white angel wing tattoo starting at his right shoulder blade extending to his right forearm, black demon wing tattoo starting on his left shoulder blade extending to his left forearm. wears a black vest open down the middle and black trousers bruce lee style, no footwear. uses chaos magic, origin is in ionia, motivation for learning magic was to work with the triumvirate, magical experiment caused a little known disaster.

Health-480(+80 per lvl) 1840 at lvl 18 Health regen-10 per 5 sec(+.5 per lvl) 18.5 at lvl 18 Resource-energy AD-55(+3 per lvl) 106 at lvl 18 Movement-320 Attack Speed-.505(+.015 per lvl) .76 at lvl 18 Armor-35(+2.5 per lvl) 77.5 at lvl 18 Magic Resist-37(+3 per lvl) 88 at lvl 18

Role: mage

Passive: Light Eye: Upon reaching 50% health Etheria gains 20 movement speed and 5% spell vamp. Dark Eye: Upon reaching 25% health Etheria gains 10/15/20 ability power and 20% spell penetration.

Q: Divine Light/Dark Wrath

Etheria fires a beam of white light applying a light charge to all enemies hit. For three seconds afterwards Etheria can fire a beam of dark energy stunning any enemies afflicted with a light charge and applies a dark charge to all enemies. If Etheria hits an enemy with a dark charge he will do less damage on that attack but consume the charge and receives 30 energy

Cost: 30/30 Range: 800 Damage: 40/80/120/160/200 (+60% of AP) Cooldown: 5 sec starting after the time runs out to use Dark Wrath or when Dark Wrath is used Charge Length: 4 sec Stun Length: .75 sec Energy refund: 30

W: Fluctuation

Etheria warps gravity around a single enemy slowing them and chaining to nearby enemy units (prioritizes champions)

Cost: 60 Range: cast range 675, chain range 350 from initial target Damage: none Cooldown: 12/10.5/9/7.5/6 Slow duration: 1.5 seconds Slow: 20%/24%/28%/32%/36%

E: Fusion Storm

Etheria releases a storm of explosions within an area dealing magic damage and increasing Etheria's magic resist temporarily for each champion hit

Cost: 65 Range: cast range is 450 with a 500 diameter (starts at the center and expands to the end of the area of effect) Damage: 50/110/160/210/260 (+50% of AP) Magic resist increase: 6 per champion hit. lasts 2 seconds Cooldown:8/7.5/7/6.5/6 Charge length: 3 seconds

R: Transcendence/Chaos Judgement

Etheria breaks the laws of nature becoming a being of light and dark energy. For 8 seconds he is immune to all crowd control effects, and his abilities have enhanced effects with no energy cost.

Q: fires a single fused skill shot that immediately stuns any enemy it hits

W: has 25% increased range

E: marks enemies that are hit with a chaos charge causing Etheria's abilities to bonus damage equal to 30%% of his AP

Etheria can activate this skill again to bring down a bolt of energy which deals magic damage to one target and 50% of the intial damage to all enemies within range of the target.

Cost: no cost Range: 1000 Branch range: 250 Damage: 5/8/10 % of targets maximum health (+ 1% per 100 AP)

tips for playing Etheria:

Etheria's skills can effect multiple enemies. try using them when enemy champions are clustered together for devastating results

When confronted with multiple enemy champions use Fluctuation to slow your pursuers

Etheria becomes more deadly as the fight drags out. use this to turn certain defeat into a quick kill

tips for playing against Etheria

Attack Etheria from different directions to prevent him from using his abilities to escape

Be careful when fighting Etheria solo his passive makes him deadly at low health.

-Ouroborous HD

4 Comments

YuanLinL8/4/2014, 7:42:10 PM1 votes

thats really well thought out and sounds dope-would love to play if he was made a character!!

Ouroborous HD8/4/2014, 8:33:37 PM1 votes

i have more champ concepts but he is the one ive put the most time into

Elemon8/16/2014, 3:10:07 PM1 votes

This seems like a good idea, but I have a few questions/comments...

  1. Why exactly use energy? Currently, the only people who use energy are ninjas and a monk. This is in no way set in stone, but it's a general rule...
  2. The energy refund (on his Q) is definitely good, but I feel like you shouldn't have a part of your kit that specifically causes you to deal less damage. On a mage, it probably would barely make a difference, but it would still be really annoying to watch your target get away with 5 health after you auto'd (I assume) them when they had a dark charge... Also, how much damage does it reduce?
  3. How exactly does his W work? Does he cause his target to be slowed by a set amount until they move far enough away from everyone they're connected to (or the duration ends)? It might be cool to make the slow scale on how many people his target is linked to (up to a cap)...
  4. If you ult then use your Q, does it leave enemies with a dark charge? (I'm guessing not because you have no need for energy then, but...)
  5. I'll admit that I don't know how to balance champions extremely well, but the passive seems a little weak to me. The magic penetration seems good, but 5% spell vamp is extremely small (especially when literally all of your damaging attacks are AoE)... Also, 20 AP only means around 15 more damage per ability or so (all depending on his scalings)...

TL;DR: I'm curious about why you use energy, I don't feel like the damage reduction on targets with dark charges is a good idea, I'm not sure about how his W works, and I feel like his passive might be underpowered.

And I'd love to hear about your other champion concepts!

Ouroborous HD8/18/2014, 2:32:52 AM1 votes

i will answer your questions in order.

  1. he is an energy champion because I thought the league could use another energy champ. also he is Ionian so yeah.

  2. I threw in the damage reduction because I wanted him to be able to throw out high damage but no so high that he can 2 shot entire teams. the damage reduction is to give enemy teams some lee way if they get caught grouped together.

  3. his W slows the initial target and it will automatically chain to any other units near the initial target

  4. using Q after ulting does not mark them with a dark charge. I should prob add that to the description.

  5. ill admit that I have had trouble finding the right balance for his passive. the first idea I had was just broken so ive played around with it a bit. the passive he currently has is just there to slightly augment his existing strengths. I did this because I wanted him to be a champion who relies more heavily on his mechanics than his numbers.

  6. some of my other champions are ready to go but the boards makes it difficult to circulate my ideas due to how it is set up. if this concept generates some interest amongst a few people who like it ill probably keep putting my guys out there for those who are fans of my creations. so share this guy with your friends have them comment and maybe ill throw Raijin up.