Offensive Water based artillery mage

Evilkiss·7/18/2018, 11:20:43 PM·3 votes·2,355 views

I was curious if Riot will ever create a water only based offensive mage? I am dying to see a water-based char that is not a support nor that is filled with just ice spells!

I have made a very quick concept idea as an example. No numbers or scaling, Just what the abilities could be. I've seen a lot of bloated /complex melee chars out there and I am tired that only they get cool kits like that. I would really like to see something like that within a water-based mage char that will be fun, interesting, challenging, rewarding, but not too op.

*Maybe it might inspire someone in the Riot to create something similar to this? If so, I will give you my full word/recognition to use as much as you want for your next creation if you feel it is worthy of so..

I am also an artist. If this gets enough attention and if the community truly wants it, I can create art for all the spells, the chars, and abilities.

https://www.deviantart.com/evilkiss1 my mini artwork page.

**Char: **Female name: Aurora "The heart of the Infinite Oceans"

Passive: "--Infinite oceans--" --when Aurora casts an ability, she leaves water around a fixed radius in the field, causing the terrain to temporally change. The more water there is on the filled, the more her aqua meter fills up. The aqua meter allows her to cast more powerful versions of all her spells. Granting them increase range, radius, and or damage. Using a spell might drain this meter partially or completely, forcing her to further cast more spell to replenish its charges.

There is a fixed limit to how much power she can draw from the changed terrain around her. A second resource bar under her mana bar will indicate how much Aqua resource she has gathered/filled up. This will allow us to contain her power and force her to strategize more on when to use up the resources around her. She is more artillery lane control mage. The strategy will be key to fully use her abilities. Will you use your resource and focus it more on her burst snipe potential (q), crowd control (E), or any leftover resource to all of it with your escape spell / minor cc (w).


Q, W, E's secondary effect will be activated by holding the desired button correlating to such spell. Once you hold either Q, W, or E, you will enter a channel state that will quickly begin to drain all resources available until the amount for that spell required is satisfied. To stop the channel early, just let go of Q, W, or E. Once this is done, you will be able to cast the spell as normal.

(--)NOTE: *If you are CCED in any form during the channel, the second effect spells will go on its specific CD and all of the resources used will be depleted or a portion of that resource used will be refunded back to Aurora.

(--)NOTE: *Aurora is immobile when channeling her "Q." *Aurora is minorly slowed when channeling her "W." *Aurora is greatly slowed when casting her "E."

(--)NOTE: *The Q, W, E will glow when you have enough Aqua Gauge required to cast that specific spell. It will not glow for mana resources if we decided to add that double edge sword idea. This is strictly only for the Aqua Gauge.

(*)Edit (optional idea): If you feel that getting this resource gauge to fill up properly / fast enough will be too difficult. Then Aurora should be able to replace any missing amount of resources needed and desired with her mana. This will be a double edge sword though. If she abuses this, it will siphon a huge load of her mana resources, causing her to be unable to cast any more spells early within the fights. Resource control for is key to her success. It won't be easy, but it should be rewarded within the right hands.


(o)Basic Q:Aqua Missile (o)Empowered Q: water dragon missile.

(--)Basic Q: "--Aqua Missle--" *Aurora spits/ blows out a long-range condensed stream/ball of water in a line in front of her.

Pick the Version idea you Prefer

(*)(version 1) *The first enemy hit will take a Medium amount of damage granting Aurora some water resource


(*)(version 2) *hits everything in its path doing low to medium amount of damage. It can also hit minions/creatures. Leaving some water resource behind along its way.

(--)Empowered W "--water dragon missile--" *When she acquires enough water power to fill the Aqua gauge at a fixed point, she can hold onto the spell and charge it. Blowing out a water dragon in front of her with increasing radius, length, and hight amount of damage.

Pick the Version Idea you Prefer

(*)(version 1) *The spell does splash AoE dmg to those near the enemy target hit. The aoe splash damage is way lower than the initial burst. If the enemy dodges the spell or the summoner misses its cast. The water dragon missile will burst in a small radius doing splash aoe to everyone caught in the blast at a reduce DPS cost.


(*)(version 2) *Everything caught within the dragon's path takes medium to high amount of dmg. So unlike version one where only one person can be hit by its full strength, Version two allows everything in its path to embrace its damage, even minions. this gives her some kind of wave clear.


(*)The more Aqua gauge she has acquired the further the range and damage she can unleash. Radius will still increase but not so sharply, only a little. The aoe splash is just a minor thing, you will want to actually hit the enemy with it to fully get the full burst potential out of it for version 1. This second cast depletes the water around her appropriate to the amount of the water power gauge used to cast the spell while charging. The cast bar will give a visual indicator of its strength and when it's at maximum power. Both empowerd version ideas will not grant water resource to Aurora.


(o) Basic W: Aqua pillar (o) Empowered W: Water Torrent

(--)Basic W "--Aqua pillar-- *Aurora cast/spits out/ blow out a small wall of water in front of her slowing enemies that dare walk through it instead of around the wall(slow in increased more in the center of the pillar). The wall can also minorly slow down some projectiles/spells caught in it and minorly reducing its initial damage. Water pillar will create a lot of water resource for Aurora

this and her E will be the best spells to summon water around the field to fill up your water gauge.

(--)Empowered W "--Water Torrent--" *Aurora absorbs her Aqua pillar and or all the water around the field to summon powerful water currents/torrents to her aid, Sher rides these currents to escape scenarios where she might be in a pinch. the initial flat distance without resources is very short but enough to avoid danger. If you need to catch up to your enemies or create a much further space between you and the enemy, the amount of water resource she absorbs will decide on the bonus travel distance she can go to (this too will be capped to avoid it being too op).

(*)This spell can be casted until water pillar is no longer on the field. If this is too hard to do, then she can cast the spell as long as she meets resource requirements. If she doesn't channel her escape, all of water pillar's resources will be refunded and drastically visually reshape the terrain where casted. If she channels, only a portion of the resources she used overall will be refunded/turned into aqua power and minorly reshape the terrain she traveled on. If we use the double edge sword mana idea: a portion of that mana used for the channel will be refunded as Aqua power and minorly reshape the terrain she traveled on.


(*) If we use the double edge sword mana idea: a portion of that mana used for the channel will be refunded as Water resource for Aurora.


(o) Basic E: icy kiss (o) Empowered E: cold-blooded

(--)Basic E "--Icy kiss--"

  • Aurora blows a condense fog/mist in an area. slowing the enemies caught in its place briefly and doing minor-moderate dmg. Once the ice melts, a moderate amount of water resources will be given to Aurora.

(*)Edit: Casting Icy kiss while Aqua pillar is active on the field and a hero is walking through it, causes them to be snared briefly.

(--)Empowered E "--Cold-blooded--" *Aurora charges her spell, absorbing a fixed amount of water around her to charge up her icy breath. Increasing the area and arc size of the ability, Medium dmg and the slow turn into a snare. When the ice melts, a minor amount of water resources will be given back to Aurora. The number of resources channeled/absorbed will determine the strength and size of the attack, and the length of the snare.

(*)Edit: Casting Cold-Blooded, while Aqua pillar is active on the field, will briefly Freeze/stun the hero caught in the side of it. Also, any projectiles and or spells caught within the pillar will freeze as well. the pillar will then shatter when the effect is over removing it from the field and negating any projectiles/spells that were caught/ frozen in it.


(o) R: Water current dance *Aurora summons water elemental spirits in a large sphere dome area on the field. The water elementals begin to rapidly attack everyone inside of the area of attack. Creating powerful water currents that immobilizing those caught within the center of the sphere while slowly/minorly pulling those caught in the edge/outside the center of the sphere back towards the center Doing Medium damage in the process.

The ability will completely fill your water gauge/resources to Aurora.


(o) --SCRAPS--

  • old ideas that we can reuse if needed. This will also show us her evolutionary progress.

(o) Old W Secondary: (*) Aqua tsunami *Aurora absorbs her Aqua pillar and or all the water around the field to summon a powerful tsunami that pushes/knocks her enemy back away from her or in whatever direction she so chooses, doing a minor amount of dmg to all the enemies caught within the wave.

She cannot control the tsunami once it is in motion. She can absorb her water pillar early to summon the tsunami and or filling a fix portion of the water gauge required for the casting of the spell. All water resource currently left on the field will be depleted when cast. The amount of resource use will decide how much of a knockback will come out of it.

(o) Old Water current dance--: *Aurora creates a huge river/stream with rippling water and with intense water currents, widely in front of her to a fixed point. (imagine when a large Dam breaks and water starts gushing out, rapidly pushing/pulling everything in with its intense currents and those in the center are completely destroyed). Doing moderate to high amount of dmg to those unfortunate enough to get caught in its path. The ability will pull those who are caught within the edges of the skill shot deeper within the center very briefly snaring them in place. Those caught in the center are immobilized by the strength of the water current briefly.

Again I hope everyone like this quick idea I just mage. Feel free to politely and respectfully share your thoughts, feelings, questions, and concerns

24 Comments

Darkhero17717/19/2018, 1:29:45 AM2 votes

Aqua tsunami aka nami ult so maybe change that to something else

Darkhero17717/20/2018, 5:16:39 PM2 votes

interesting cuz i havent play zac for so long i forgot how one of his skill is like that lol

Arcane Blue Boi7/18/2018, 11:41:31 PM2 votes

No because that would counter Brand 's fire and we all know brand is the only mage rito likes So rito no aprove Nice idea tho

Evilkiss7/18/2018, 11:55:17 PM1 votes

If this picks up a lot of attention and wants /yeses/ desire from the community. I can also create Spell art icon and even the char splash art or at least raft drafts of it. I am an artist, It won't be too difficult for me to do so if everyone ends up wanting it too :].

I will also consider everyone's ideas into the creation as much as possible with my own as well :]

Darkhero17717/19/2018, 4:32:44 PM1 votes

for w what do u think if u summon the pillar multiple time and use it as a dashing/diving ability something like a pokemon move call aqua jet but can change that name to Water Torrent?

Pika Fox7/19/2018, 7:00:41 PM1 votes

Full AP Nami

Infernape7/18/2018, 11:21:36 PM1 votes

Bring back Well the Hydrosoul.

HalcyonDweller7/20/2018, 5:53:00 PM1 votes

This is an extremely cool concept, props for putting all this together!

I also have some feedback for you:

  1. There is a tiny error where you put the Water Dragon ability, you accidentally put W when you meant to put Q (for ability pressed). Just a typo, nothing serious.

  2. The water gauge is a really cool idea for a passive, I really like this. It might be interesting to do something with one of her abilities to freeze water she has on the ground, maybe snaring or stunning enemies that are on it. Just another idea for a possible other ability, if you want it.

  3. I like the Q, and I especially like how you've give multiple ideas as options - this promotes additional discussion. Props to you! My suggestion would be to make it so that the more she charges, the more range it gets. And have it strike only the first target when cast in its uncharged form, but multiple enemies with the charged version, maybe with reduced damage to enemies behind the first target.

  4. The W is extremely cool, having a pillar or wall of water is a great idea, and I like the utility it gives by slowing projectiles that pass through it. Edit: rereading now I see that you already have mobility in this with her empowered version, that's cool already, but if you want you could try combining it with my suggestion #7.

  5. The misty ability (E) is really cool, but I can't help but think of mist and fog. I've seen fog get so thick that it would limit visibility severely. It might be really cool to have the fog be thicker or thinner based on how much she channels or how full her water gauge is. And it could reduce visibility for enemies like by shrinking their fog of war closer around them. Not as much as say, Quinn or Graves' abilities, but reduced nonetheless. Might be cool, just a thought/suggestion.

  6. Your idea for her ultimate is awesome, an AoE that deals damage over time and drags enemies towards the center is exactly what I'd expect from a water based character. If you want to make it slightly more complicated (but weaker to give more room in your character's power budget) you could make it so that it only drags characters that are standing still, while characters that move away from the center will be slowed, and those that move towards the center are given a speed boost. Kind of like a movement modifier, just an added vector to any character's movement. If you combine this with a channel of some kind, you could use it to pull your character away from something while you are immobile and are channeling another ability to charge it up.

  7. I have another idea for an ability that you might like: An ability where she channels, and becomes immobile, but while she is channeling she can move her cursor to help direct a wave of water, it would move possibly like Zac's Ultimate, and push herself AND enemies it touches for a duration. I imagine you could do cool stuff like surf with it, or use it to disrupt and/or herd enemies in a fight. Again, just a suggestion, you've already got a lot of cool ideas and I'm not sure there's room in the kit for anything else, but if you like this enough then feel free to use it!

Escheton7/18/2018, 11:24:30 PM1 votes

Fire Hydrant or simply a summer beach/swimming pool skin for Kog'Maw should already do the trick. Given his skill-set.

Evilkiss7/18/2018, 11:42:39 PM1 votes

I would like to share again to be respectful to each other and to not troll anyone nor the OP:

Simply judge the creation by the creativity of the idea/ design. Maybe you like it, maybe you don't, maybe you are not sure?

Feel free to write anything you would like to discuss in relations to this idea and or the idea of an offensive water mage.

any questions or concerns, or maybe something you want me to clarify more? feel free to do so!