[Champion kit concept] No backstory

Kuroi86·6/7/2016, 2:16:40 AM·1 votes·637 views

Basically just a few ideas I threw together. Numbers are obviously just theoretical.

Fire mage

>Innate: Path of fire: Fire mage leaves a trail of scorched earth in his wake for up to 1000 units, walking back along this path gives him a passive buff that lasts 2 seconds and boosts his movement speed by 10%. Enemy champions that enter the scorched earth are slowed by 10%

Basically a passive based around kiting. I figure start off with 330 MS, effective use of this innate can grant up to 363 MS without even purchasing boots.

>Q: Fire Arrow: Mana: 80-100 Range: 850 Cooldown: 5 seconds Fires off a blast of flame in targeted direction, upon striking an enemy champion or reaching the end of it's range the arrow explodes damaging all enemies within 300 units. 70-250 (+70% AP) magic damage

A low cooldown, high cost spell, great for siege and team fights.

>W: Flame Trap: Mana: 50 Range: 400 Cooldown: 2 seconds Passively stores up to ten traps, 40-20 second (based on level) charge time on traps.
Active: Lays down a flame rune that lasts for up to 5 minutes. Enemy units that walk over the rune activate the trap. Flame trap slows any enemy unit that walks over it by 20% and deals continuous damage every half second they are standing over the trap. Activated traps last for 8 seconds. 20-50 (+25% AP) magic damage

A potentially powerful means of zone control. Setting up a small field of flame traps can potentially lure enemies into deadly fire pits with little means of escape.

>E: Phosphorous Empowerment: Mana: 20 Range: 800 Cooldown: 20 seconds Passive: Auto attacks mark enemy units with Phosphorous, this debuff lasts for 8 seconds. Active: Targets enemies within a 300 unit zone and ignites phosphorous, dealing magic damage. Each target killed by this ability restore 75% of this spells cost to Fire mage and reduce this abilities cooldown by 1 second. 20-50 (+25% AP) magic damage

Mana sustain and wave clear to support the champions more high priced abilities. Though the target zone may need adjusting, I went for what would be possible for catching up to 4 minions within the target zone. Managing to kill even two minions would cover the cost of this spell and then some. Up to four minions could net a return of 60 mana.

>R: Solar Blast: Mana: 250 Range: 5500 (500 blast range) Cooldown: 120-60 (Based on rank) First cast: Fire mage roots himself and channels for 3 seconds, at the end of this channel the second cast may be used. Second cast: Lobs a massive ball of fire in targeted direction. Upon impacting with an enemy champion or reaching it's destination the attack will explode, dealing magic damage. 200-300 (+120% AP) magic damage.

A massive blast designed to end sieges and potentially start team fights.

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