Champion Kit Idea
So I was messing around with a champion concept and this was the kit I came up with. areas of it were inspired by other champions, while the ult was inspired by a character from a different game altogether
Overall he’d be a Mage/Bruiser with kind of a Viktor/Udyr kit style. It would’ve been like udyr’s kit in the sense that all his abilities would augment auto-attacks. However, now he’s going towards a Viktor-ish style. Now Viktor, when I was playing as a mage back in late season 3/ early season 4, Viktor was my main mage. I really liked (and still like) how you can get an augment for his abilities.
For the kit I was had the idea of having his skills be augment-able like Viktor’s but with two choices, One being an augment that had the ability mainly work for the champ Solo, while the other augment would help his team more. This excludes his ultimate. Also I left out some numbers (Cooldown and scaling) numbers as I don't know what would be OP or UP
Passive: Kindled Flames
When this champ uses his abilities he gets stacks of mastery on each ability (5 stacks per minion kill, 10 stacks per Champion kill. 5 stacks are lost per death.) at 100 stacks he gains the rank of master on that specific ability and can upgrade it by “Meditating” at the fountain. Meditations work like GP’s Ult Upgrades as in you have to purchase them from the store. The thing is though, you have to take into account that once you’ve chosen the augment for each ability, there’s no going back. so do you want to be more a solo player, or a team player?
Q: True Fire: Warp
Active: Fire a skill-shot that when it hits the target switches places with them and does a little bit of magic damage*
*This does not go through minions
Master Rank (Self): when you hit an opponent, for 5 seconds after you switch places your auto attack damage gets a buffed by 50% as well as the attack speed.
Master Rank (Team) Hitting a teammate switches your position with them, and you gain bonus health for a few seconds based on your teammate's missing health. the less health they have when hit the more you gain and vice versa.
W: True Fire: Mercy
Passive: Gain more health regeneration with each rank.
Active: Heal yourself for a percentage of health (would naturally cost more mana than his other skills early on)
Master Rank (Self): Heals for more and gets rid of CC
Master Rank (Team): Heals teammates around you within melee range. The heal is less effective for each teammate hit with it. CC still gets removed though.
E: True Fire: Time
Active: Cast on an enemy to slow them by 50% for 3 seconds
Master Rank (Self): Slow down your opponent by 75% for 2.5 seconds
Master Rank (Team) : Speed up a targeted teammate by 50% for 3 seconds
R: True Fire: Wrath*
*So in the Lore of True Fire, it is the Primal form of all Magic on Runterra, but True Fire Wrath is the primal form of what people today call True Damage.
Active: In a Radius (The size of
’s Drop ((Where he drops not where you can cast it))) smash the ground and have eruptions of True Fire erupt in random spots inside the radius for 5 seconds. foes hit by each eruption take small bursts of True Damage and are slowed.***
*Its important to take into account, that the radius works like
's Ult once you place it down, its down. it does not travel with you like
's or
's
** The concept of this Ult was inspired by the character Ember from Warframe, and her ultimate Set the World on Fire.
This was just for fun and if you have any constructive criticism, that would be great! thanks!