[Champion Concept] Phaon, The Photokinesist (gameplay open to discussion, lore in WIP)

Wolfeur·6/15/2014, 5:02:01 PM·6 votes·677 views

#Phaon, The Photokinesist Phaon (pronounced faɔ̃, with a nasal vowel, as in French) is a young Demacian citizen with black straight hair and a natural elegance. He's the youngest member of the Demacian council. His talent is photokinesis: he can control light!

##Gameplay ###General

Phaon is a midlaner mage based on his basic attacks. He's very reliant on his AP because he doesn't have great base damage. Every spell he has boosts his next basic attack.
Phaon doesn't use mana but his own kind of energy: since he’s not able to create light, he accumulates it from other sources. His black (understand non-boosted) basic attacks generate his energy, called heat, maximized at 4.
Phaon's kit is all about getting immediate effects on himself and boosting his basic attacks. Phaon’s spells work in two steps when he casts them:

  1. An effect is directly applied on him
  2. He gains a special buff, called color buff, that will add an effect on his next basic attack (in the same way as Twisted Fate’s Pick-a-card) and change the particle color.
    The spells and passive does NOT add on-hit effects, they are autoattack modifiers. Phaon can mix two non-ultimate spells to obtain synergizing effects and another particle color on his next basic attack.

###Stats ||||| |- |HEALTH|433 (+78)|ATTACK DAMAGE|47 (+2.2)| |HEALTH REGEN.|6.95 (+0.5)|ATTACK SPEED|0.625 (+4%)| |HEAT|4|ARMOR|16 (+3.3)| |RANGE|500 (ranged)|MAGIC RES.|30 (+0)| |MOV. SPEED|335||||

###Spells When Phaon uses a spell, his next basic attack is boosted. The attack particle changes his color depending of the spell used.

|Spell|Stats|Effect|Notes| |- |Warming black|passive|Phaon’s basic attacks deal 10 + (3 × level)(+ 20% AP) additional magic damage to units. Whenever Phaon hits a unit or a structure with a black basic attack he gains 1 heat (reset after 3 seconds without the value changes). When Phaon uses a spell, he gains a stackable buff for 4 seconds that causes his next basic attack to deal 20 + (10 × level)(+ 30% AP) additional magic damage to units.|Note that the Heat resets if the value doesn't change. That means that when its maximized, Phaon has 3 seconds to use it before it's gone. The additional damage when using a spell compensates the lack of additional damage in the spell itself.| |Ardent Red|cost: 2, cooldown: 8|Phaon’s basic attack timer is reset. He gains the color buff Ardent Red for 4 seconds that causes his next basic attack to create a 275 wide circle zone dealing 10/25/40/55/70 (+ 0.2 AP) per second. The zone stays for 3 seconds. The cooldown is reduced by 1 second for each second in which at least one champion is hit by the zone.|Primary damage source for farming and poking the enemy. Note that hitting a champion is preferable because it will reduce the cooldown, allowing more poke.| |Wild Green|cost: 2, cooldown: 16|Phaon dashes forward. He gains the color buff Wild Green for 4 seconds that makes his basic attack bounce on the enemy champion with the least maximum health in Phaon's attack range, dealing 25/30/35/40/45% of the primary damage and applying on-hit effects. The cooldown is reduced by 3 seconds for every champion hit with the attack.|This spell has many advantages. It allows to escape a gank but also to get a kill from a distant enemy by dashing then hitting a minion and hope to kill with the bounce. Note that it bounces only on champions and targets the squishiest one, allowing to easily snipe the AP or AD Carry in a fight.| |Peaceful Blue|cost: 2, cooldown: 10|Phaon gets a shield blocking up to 20/35/50/65/80 (+0.4 AP) magic damage for 1 second. He gains the color buff Peaceful Blue for 4 seconds that causes his next basic attack to root his target for 1/1.2/1.4/1.6/1.8 second. Each time you hit the target while it's rooted, the root duration increases by 0.2 second.|Good spell for defense too and also great asset in team fights. A small shield and a root allow to approach the enemy, with the possibility to disengage with Wild Green if it doesn't go as planned.| |Prism|ultimate, cost: all, cooldown: 110/90/70|Phaon channels pure white light for 1.5 second. When the channel completes, Phaon unleashes the light in a big rainbow cone revealing every enemy unit and preventing them to see anything but themselves for 3 seconds and he blinks to the location of the cursor in the cone. He gains the stackable buff from the passive twice instead of once and receives a color buff called Pure White that causes his next basic attack to stun the enemy hit for 2 seconds, dealing the damage of the attack as true damage (without on-hit effects) and restoring 4 heat at once.|The ultimate gives a massive CC (like a non-global white Nocturne's ultimate) and allows Phaon to teleport on a short distance to deal true damage and follow with other attacks. If Phaon already had a color buff, the previous one is lost.|

####Color buffs combinations Phaon is able to mix two color buffs (except with his ultimate) to get an even more powerful buff. When Phaon uses two spells without attacking, the buffs mixes to transform into another one. Technically, the effect of each part is the same as used alone but synergizes with the other part. Plus, the particle color of the basic attack changes. Of course, it needs the Heat to be at its maximum to be able to get a combination.

|Name|Component|Effect| |- |Burning Yellow|Ardent Red + Wild Green|Zones are created on both primary and bounced hits and can each reduce the cooldowns of Ardent Red (once per second per zone) and Wild Green (once per unit).| |Calming Cyan|Wild Green + Peaceful Blue|Both targets are rooted. Very useful combo for a gank in botlane or to escape one.| |Sickening Magenta|Ardent Red + Peaceful Blue|Every unit in the zone is rooted. Since the targets are immobilized in the zone, it helps the cooldown reduction of Ardent Red and increases the root duration with each instance of damage caused by the zone.| ###Strategy ####Playing Phaon

  • Since he doesn't use mana, Phaon can spam his spells easily.
  • Even though he can make use of the CDR from the blue buff, the mana regen isn't effective. Think about letting it to your jungler.
  • Your spells are clearly more effective/useful when used on champions. Keep that in mind.
  • Phaon is not a good roamer pre-6 because he cannot keep his heat while traveling.
  • If you want your jungler to gank, make sure you have enough Heat to ensure a kill.

####Playing against Phaon

  • When Phaon's Heat is at its maximum, stay away and wait for it to reset, then engage when he can't defend.
  • Phaon is not a good pusher, his basic attacks deal additional damage only to units, not to structures.
  • Don't forget he can hit you from twice his attack range. The damage will however be highly reduced.
  • Try to gank him when he doesn't have much Heat or when Wild Green or Peaceful Blue are on cooldown.
  • His ultimate requires a short channeling. You can try to interrupt it.
  • Once his ultimate hits you, you won't be able to see anything but white. You can however try to hit him with skillshots or escape before he stuns you.

##Lore WIP: Flintfall is currently re-writing Phaon's story.

##Edit history:

  • 16/06: Natural AP replaced by base damage and ratio balances. Phaon is now more level reliant. Ultimate buffed significantly and clarified a little bit.

15 Comments

DrJuicyFat6/15/2014, 5:36:14 PM1 votes

yolo this sounds pretty fucked up item 3408 !!!

but i dont get english !Trundle

Flintfall6/15/2014, 7:15:45 PM1 votes

Interesting concept, and how you made it auto-attack centric.

Looks pretty good, though you shouldn't balance the kit on lvl scaling AP, just put him in line with the rest of the champs. I am all for making unique concepts, but there are some ways you can deviate from the crowd that are unnecessary and only serve to further confuse.


Also, I'll be happy to write the lore for you, but I'll need to know literally everything about him. I hate to be that guy who forwards his own concepts, but here are some reference lores:

Lore 1

Lore 2

NinjaFifer6/16/2014, 5:03:54 AM1 votes

I enjoy the idea about an auto attack reliant caster, but I do agree with Flintfall with not giving him free AP just to make him different. Even if you did run this system, the numbers are terribly small. By level 18, he's got 47 AP from levels. This is nothing compared to the difference between his and other champs' base damages. His ratios are also incredibly tiny for someone with no base damage, specifically only .65AP on his Q, and .45 on every other ability, though a .2 ratio on all other basic attacks.

Though, he does have a good targeted snare, and a blind and stun for an ult, making him pretty good for a zone style support, but he'd find it hard to auto attack as much as he needs to.

I'd also like to suggest some clarity on exactly how his Ult functions with the cone targeting AND a ground target teleport. I would personally suggest making it clear that it uses a system similar to Victor's and Rumble's line abilities; for smartcast users, click and hold to throw down the cone, then release on where you want to teleport. If you release outside the cone, you teleport to the closest point to your cursor, inside the cone, just like a failed wall-flash.

On the issue of clarity, what exactly do you mean by "The spells and passive does NOT add on-hit effects"? Are you referencing Lichbane/Nashor's, or are you referencing Rylai's? Auto attacks are auto attacks, so I don't think there's a way to stop them from procing LichBane, but, at the same time, other champions such as TF proc Rylai's on their similar abilities. I honestly think that there should be no attempt to keep one or the other from happening. Other champions function just fine as they are, and you should look at them for power balancing levels in this regard.

Also, some clarity on what exactly "intended damage" in his Ult description encompasses. The ult itself deals no damage, all damage comes from his passive, so is your "intended damage" considered to be all damage dealt by this auto attack? Will that include Spellblade damage (either the mastery, or the Sheen, etc... procs)? I just crunched the numbers, and it equals out to 152*(.95) true damage with a lichbane while level 18. Certainly not bad for a high utility ultimate. The only thing you would want to make sure to avoid is someone building AD and playing a cheese strategy where they deal a 1.5K true damage critical. Not likely, and also not very viable, but things like this are good to take into consideration.

Overall, I would love to play this guy. Keep up the good work.

PS: This character reminds me much of a class in Dungeons and Dragons 3.5E. It's called the Initiate of the Sevenfold Veil, and it uses the prismatic colors theme to create defensive barriers. Each color does something powerful, such as electricity/fire/acid, to plane shifting you into a random plane. If you can get your hands on a Complete Arcane book, it's in there. Just thought I'd throw some inspiration your way if you wanted to make a version 2 of this guy.