mage champion idea

supersonic2·2/5/2018, 9:15:04 PM·1 votes·385 views

New mage champion idea

Passive this champion records all deaths kills and assists / for every time a champion dies this champion gains 18 health regen for each death / for every kill this champion gets 2% movement speed / for every assist this champion gets 0.5% tenacity

Q passive going over 700/800/900/1000/1100 movement speed heals this champion for 21/42/63/84/105 health 16 second cooldown active fires a beam of energy doing 5/35/65/95/125 magic damage ( 30% ap) and steals 1/2/3/4/5% movement speed for each enemy hit range 500 cooldown 11/9/7/5/3 s

W passive heals and shields are 8/16/24/32/40% stronger on this champion Active punches a enemy doing 9/14/19/24/29 (55% ap) (55% ad) (20% bonus magic resist) (25% bonus armor) magic damage ands shields this champion for 15/25/35/45/55 (110% ap) damage

E passive hitting an enemy that is slowed takes 2/5/8/11/14 magic damage Active this champion throws a ball that bounces up to 9/12/15/18/21 times this ball does 44/66/88/110/132 (75% ap magic damage to enemies and slow them by 6/7/8/9/10% for 2.75 seconds and allies that get hit by the ball gain 5/7.5/10/12.5/15 tenacity and 2/3/4/5/6 health regen and 1.3/2.6/3.9/5.2/6.5% movement speed for 3 seconds

R passive this champion gains 40/55/70% spell vamp permanetly Active this champion's spells change for 10/30/50 seconds it reverts to normal after that time you lose your basic passives 160/120/80 second cooldown

R Q: instantly teleport to an ally on the map and heal that champion for 4/8/12/16/20% of that champion's maximum health or You can instantly teleport to an enemy and stun that enemy for 1.3/1.5/1.7/1.9/2.1 seconds global range 8/7/6/5/4 seconds

R w: sacrifice an item you have destroying it and deals 120/240/360/480/600 true damage to all enemies within 1500 range No cooldown

R e: creates a wall that blocks enemy projectiles and turns them into lasers that shoot back at the enemy doing 25/50/75/100/125 true damage each laser allies can walk through the wall but enemies will be knocked back range 900 15/13/11/9/7 second cooldown

1 Comments

You Disgust Me2/7/2018, 6:44:57 AM1 votes

Thematically, what are you trying to present here? I understand that you want a mage, but a mage that does what exactly? From the ability descriptions, I see A LOT of things here; I'll list them out for you, individually:

  • Innate Passive: Health Regen on any champion death, including self and allies (I'm assuming)
  • Innate Passive: Feast or Famine - Bonus Movement Speed on champion kill
  • Innate Passive: Feast or Famine - Bonus Tenacity on Champion kill assist
  • Q: An innate heal that will probably never proc due to the movement speed soft cap
  • Q: An AOE Malphite's Seismic Shard
  • W: A heal/shield bonus multiplier
  • W: A weird scaling melee version of Viktor's Siphon Power
  • E: Bonus damage on slowed targets
  • E: A version of Old Ryze's E that slows and does tons of damage, affects allies granting them health regen, movement speed and tenacity
  • R: Passive Spellvamp that goes up to 70%
  • R: Upgrade to basic skills similar to Heimerdinger/Leblanc, but has access to them for multiple use up to 50 seconds.
  • R - Q: Global Spammable Teleport with a heal that scales off of Max HP
  • R - Q: Global Spammable Stun
  • R - W: A no cooldown abuseable True damage skill with a very strange interaction (i.e. just sacrifice the cheapest item in store)
  • R - E: A low cooldown Yasuo wall that can reflect enemy projectiles and deals true damage
  • R - E: A low cooldown Azir wall that knocks back enemies.

You have WAY too much going for on this champion. There are passives on ALL of your abilities. I suggest you tone this factor down significantly. By having too much functionality in a kit, your champion design suffers significantly; leading to a major identity crisis. I really don't see a "mage" in this kit. It has a feast or famine passive of a snowballer, the utility of a support, the sustain of a tank, the utility of an anti-mage, the mobility of a roamer/ganker/split pusher, the unrivaled waveclear of no other champion, the scaling of a burst mage, and the 1v1 potential of a duelist. I recommend you choose a role, and work from there.

To be honest, this champion's kit seems more like a mish-mash of "OP" abilities rather than a synergized skillset. If you want a good example, look at the R skill. The R upgrade doesn't even have any connection (thematically or structurally) to his basic skills; it just unlocks a whole new unrelated set of skills.

Consider picking a theme first before making a champion as well as its designated role(s). It will help tone down all the wild ideas that might come into mind when designing a kit. Eventually, it will become more tame and harmonious to the design as a whole.