Mage Champion Concept - What Do You Think?

lCantPauseltMom·8/17/2016, 1:12:25 PM·2 votes·551 views

Creators Note: Sorry these are just basic concepts, and the values/names are subject to change as well. Hope you keep an open mind over it, and if you have any suggestions or comments, feel free to leave them below! :)

Passive: Conduit of the Dead Ability One: Rise Again Ability Two: Beneath the Earth Ability Three: Chill of the Grave Ultimate Ability: Death Defied

Passive - Conduit of the Dead Passive: When a nearby minion or monster dies, it comes back after a 1.5 second delay as a spectre under your control. The attacks random hostile enemies, but prioritizes the enemy you last attacked with an auto attack. If you have an enemy under the effects of Chill of the Grave, the spectre will rush at the target and possess it, dealing 5% of the target's max health, reducing their magic resist by 15%, and slowing their movement speed; all over 2.5 seconds. Against monsters or minions, the minimum damage is 60 (10 x level, +10% Ability Power). The slow decays over the duration. The spectre's health decays by 12.5% of it's max health until it is dead or possesses a target.

Spectre Characteristics: Max Health: 80% of minion/monster's original max health, plus 10% of your bonus health. Attack Damage: 75% of minion/monster's original attack damage, plus 10% of your ability power. Armour/Magic Resist: 60% of minion/monster's original armour/magic resist, plus 25% of your bonus armour/magic resist.

Cooldown: 24 seconds, minus 0.5 seconds per champion level.

Active One - Rise Again Passive: Gives all summoned creatures 10/12.5/15/17.5/20% bonus movement speed. Active: At a chosen location, a bloated ghoul will rise from the earth to stay in the chosen position for up to 6 seconds. If the ghoul rises on top of an enemy, or it collides with an enemy for any reason, the ghoul will explode to deal 50/90/130/170/210 (+0.5 Ability Power) magic damage and infect the target with Pestilence, causing the target to take 50/80/110/140/170 (+0.6 Ability Power) magic damage over 3 seconds. If the target affected with Pestilence is healed by another allied champion, Pestilence is then passed on to the healing allied champion. If a target is affected by Chill of the Grave, all summoned ghouls will chase down the affected enemy until they collide with someone or they run out of time.

Cooldown: 8/7.5/7/6.5/6 seconds, up to 2 charges maximum.

Active Two - Beneath the Earth Active: By selecting a ghoul, spectre, or Possessed target from Conduit of the Dead or Rise Again, you may open up the earth between you and your target, causing you both to become untargettable beneath the earth briefly. If you chose a ghoul or spectre, you swap places with your target and causes you to gain 16/18/20/22/24% movement speed that decays over 3 seconds and causes your summoned target to double the passive from Rise Again for 3 seconds. If you choose a Possessed target, ghoulish hands reach up out of the hole in a 200 range around the target and begin grasping at anything nearby, slowing all targets by 32/36/40/44/48% while they're on the Area of Effect and Grounding them, preventing them from using any dashes of any description.

Cooldown: 24/21/18/15/12 seconds.

Active Three - Chill of the Grave Active: After choosing a target area and after a short delay, a blast of necrotic energy shoots from the earth skyward. All enemies struck by this ability take 70/120/170/220/270 (+0.65 Ability Power) magic damage, and any minions or monsters who die to this ability instantly reanimate as spectres. All enemies struck are also affected by Chill of the Grave, causing all ghouls and spectres summoned to chase the nearest affected target.

Cooldown: 12/11.5/11/10.5/10 seconds.

Ultimate - Death Defied Passive: All allied champions leave behind a tombstone when they die, allowing you to interact with them with Death Defied. Active: You begin to channel over 2.5 seconds, lowering your movement speed by 50/25/0% and unable to cast any spells or auto attack in this time. After the channel time is complete, all tombstones within 1000 range of you sink into the ground and raise the dead champions as undead spectres. All allies who are affected by Death Defied only come back to life for 10 seconds at full health. Allies who cheat death lose 10% of their maximum health per second, and will fade away back to death after 10 seconds or if they lose their life (again). This ability does not affect their death timers from when they originally died, it only brings them alive mid-death for a short period of time. If the channel is interrupted, the cooldown is lowered to 30 seconds instead of it's full value.

Cooldown: 150/120/90 seconds.

What do you guys think? Again, sorry if the values are a bit off, but I hope it makes sense for the most part.

6 Comments

Elros Thranduil8/17/2016, 2:41:50 PM1 votes

I would prefer a support can kill own minions below 50hp. waiting for it just for 4 years and gonna wait more i guess.

lCantPauseltMom8/17/2016, 5:30:59 PM1 votes

True, but I think that's also one of the things that sets league aside from other MOBAs.

lCantPauseltMom8/18/2016, 3:54:27 AM1 votes

Interesting idea, wouldn't mind seeing a full champion concept on it. Although if I would suggest 5 seconds is a bit low haha, the enemy adc would never get farm if your minion destroy was greater than her attack damage to execute enemy minions. Plus really hard to counter in ranked play, seeing as both teams cant have the same champion.

What about a support jungler that could execute jungle minions (like a mini-smite) that an allied champion has struck within 3 seconds. Both allies get full gold and xp benefits from the kill. Yay or nay?

Oh and in terms of other MOBAs, I mean that league stemmed off Dota 1 to an extent and needed to pace itself away from the Dota franchise without leaving the perameters of a MOBA. Denying minions is a huge aspect of Dota, which may be why League chose not to utilise it.