[Champion Concept] Pyzar, the Cryptic Mage
Pyzar, the Cryptic Mage (AP Carry Mid / AP Bruiser Top)
[Base Stats]: (Stat Growth per Level) Health: 417 (+78) Health Regen: 4.85 (+0.65) Mana: 255 (+50) Mana Regen: 8 (+0.65) Range: 525 Attack Damge: 50 (+3.2) Attack Speed: 0.656 (+2%) Armor: 15 (+3.5) Magic Resist: 30 (+0) Movement Speed: 325
[Passive - Soul Imbuement]: Upon dealing spell damage, Pyzar leaves a fragment of his soul within his enemy accentuating their weaknesses, and strengthening his basic attacks against them dealing [5/8/11/14/17/20 {At Levels 1/4/7/10/13/16} (+5% AD)(+3% AP)] bonus magic damage on hit (Stacks up to 3 times). Stacks decay after 1.5 seconds.
Notes: I wasn't really sure what to do for the passive. I had intially wanted to make Pyzar an AP Caster with strong sustained magic damage, this thought diminished when low-medium burst CANNOT combat an Assassin. I left it cause I wasn't quite sure what to replace it with.
[Q - Cursing Hex]: [Mana Cost: 55/65/75/85/95] [Cooldown: 6/5.5/5/4.5/4] [Range: 650] [Projectile Speed: 1950] Pyzar blasts an area [Radius: 200] with dark magic dealing [55/75/95/115/135(+50% AP)] magic damage and cursing the ground causing additional [20/30/35/40/45(+15% AP)] magic damage per second for 3 seconds.
Notes: I really struggled with what to fill the ability pool with. I knew I wanted skill shots, but nothing too easy to dodge as Assassin's can be rather evasive. Also, to fit the role of an AP Caster, I sought to add some AoE's, but a relatively minimal amount. Q's are typically the 'staple' ability, the one with a lower cooldown/mana cost, but still deliver a moderate amount of damage. I know it's nothing unique, yet due to being the 'staple' ability I didn't want to go overboard with anything special.
[W - Soul Shift]: [Mana Cost: 100] [Cooldown: 24/23/22/21/20] Pyzar blinks forward a short distance [Single: 175/Total: 525] three times in quick succession dealing [25/35/50/70/95(+15% AP)] magic damage in a small radius [Radius: 75] at each blink location, slowing enemies [20/30/40/50/60%] for 1.5 seconds. There is 0.1 seconds between each blink in which you are immobile but targetable, CC will interrupt Soul Shift except for slows.
*Notes: Although the convenience of dashes/jumps allow for a reliable escape or follow up, I didn't find it necessary for Pyzar to be equip with a dependable source of gap closer or escape. About adding in counter play, there is a short delay before each 'blink' occurs, and precisely timed CC, except for slows, will interrupt it. Definitely, Pyzar's Hail Mary play-maker. To accentuate his short-range strength, this will also apply a damaging slow in a very small AoE at each blink target location. *
[E - Accursed Sigil]: [Mana Cost: 80/90/100/110/120] [Cooldown: 12/11/10/9/8] [Range: 600] Pyzar marks an enemy with a curse for 2.5 seconds, dealing [60/75/90/105/120(+55% AP)] magic damage at the end of the duration and stunning the target for 1 second. Can be re-cast(as long as in range) after 1 second to deal [75/100/130/165/205(+100% AP)] magic damage, but will no longer stun the enemy.
Notes: With his E, I attempted to give him a high damaging ability, but lacking hard CC I choose to give his E a dual purpose. On one end is his stun, if you desire the CC you must use it and wait out the duration. Either staying close if you want to further punish them, or if you can survive long enough, to gain distance away from your foe. On the other hand, you will need to stay within range to re-cast the ability for the extra damage.
[R - Soul Entanglement]: [Mana Cost: 100/125/150] [Cooldown: 120/100/80] [Range: 650] Pyzar casts out a portion of his soul, costing [10% of current] health, to entangle with an enemy champions, dealing an initial [175/215/265(+65% AP)] magic damage, stunning for 0.5 seconds. During the 2.5 second link, any magic damage Pyzar deals to this enemy will heal him for [15/20/25%] of that amount. Also, any damage received from any source will be channeled through the link to reflect [10/15/20%] before reductions to the linked champion as magic damage(affected by the healing effect). If the link is broken early [Range: >850], the enemy champions soul will tear, dealing additional [100/135/175 (+35% AP) (+ Initial Health Cost)] magic damage as well as a [60% for 0.1 seconds] micro slow. If the link isn't broken the health cost is returned to Pyzar.
Notes: I know. There is a lot of numbers, effects, and etc. It maybe be confusing, or hard to fully grasp. However, it is essentially this; Pyzar attempts to link with an enemy champion, there is initial health cost to Pyzar, damaging and stunning if successful. Over the duration, Pyzar will heal for a percent of the damage he deals to them, and reflecting a portion of damage he receives from all sources to them. There is also a penalty for both the enemy and Pyzar for not staying within the links range. For Pyzar he is not refunded the initial health cost, if link is not broken for the duration this cost IS refunded. For the enemy, it is an additional damaging effect with a micro slow, including lower base damage, low AP ratio, and the initial health cost from casting the ability.
-
How to Play:
- Coming soon... (When his kit is more established)
-
Counterplay:
- Coming soon... (When his kit is more established)
[Overall Concept Notes]: My overall goal for Pyzar is to create an AP Caster/Anti-Assassin, that counters Assassins in a different way. Rather than throwing a high sustain champ mid, typically a Support, my idea is to make a champ that excels at short range AND keeping a target within his range. I do not wish for Pyzar to be able to solo/hyper carry, but simply blend well with a strong CC prominent team composition. He should be even or slightly weak to the conventional mids with longer range, but take advantage of the lower health and resistances that Mid-Assassins typically have when they come in range to poke/farm lane, as most if not all are melee. Even though his short range is what I want his weakness to be focused towards, I also wanted to give him a unique jump/dash to either get and/or stay in range on top of his rather short lived stuns, giving him that 'Epic Play' potential through a quick and precise combo.
Updates : 8/29/2014 - First posted concept 8/31/2014 - Tweaked some values; Updated Notes; Removed How to Play/Counterplay Info (Too much to read) 9/06/2014 - Added 'Note' sections to each specific ability, to elaborate on the purpose/goal/reasoning of each ability; Removed a 1 second slow from R - Soul Entanglement that was applied after the stun.
(Open to suggestions for changes) Waiting on FEEDBACK!