[Champion Concept] Etheria: The Chaos Mage
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