Created a champion with some friends. What do you guys think?

Ad Infinitum·1/15/2015, 9:00:18 PM·2 votes·995 views

Hey guys, my friend and i made a champion. was wondering what you guys thought, how it would work, strengths and weaknesses, and counters, builds and stuff. ALSO, im interested what you guys think about scalings Threlnari, (give me a title): AP Ranged Mage Resourse: Void charge (0/6) PASSIVE: REALITY BREAK: Every ability (Q-R) cast grants 1 void charge. For every void charge, Auto attacks gain magic damage scaling with ap. if in melee range, auto attacks will knock the target back, deal magic damage and lower cooldowns by 2 seconds. (this cannot occur on the same target more than once within 12 seconds). At 6 void charges, Auto attacks will stun for .5 seconds and deal magic damage along with the normal damage. Using an ability at 6 charges removes all charges. Q: ARCANE MISSILE: Threlnari fires a small arcane missile out, hitting anything in a line OR homing in on a specific target. This ability has a low cooldown, and fires more missiles per each charge. at 6 charges, shoots a barrage of missiles out either focussed on one target, damaging them heavily or firing in general, hitting the enemy team at random, damaging in proportion to how many people were hit. AP scaling like 70% and moderate base damage. W: VORTEX Ball: Threlnari launches energy in the form of a ball at a target location (medium range) The ball deals damage over time. if they remain in the blast, they are dragged to the middle and snared. At 6 charges, the slow is much more massive, as is the damage, and they are snared for longer should they remain in the blast zone. moderate base damage, heavy scaling E: BLINK/CRASH: Threlnari rips a hole in reality, blinking from one location to the other. Upon arrival, he may e again, sending a pulse out around him, slowing and damaging enemies around him. the slow and damage is amped for every charge he has. at 6 charges, he can blink fairly farther, or crash will do more damage, slow heavily, and silence. Blin and crash are treated as separate abilities and generate separate charges. if one blinks at 6 charges, charges immediately reset. Crash has medium base damage, poor scaling (utility) R: NOVA BOMB: Threlnari charges for (hm...maybe 1 second) then lets loose a cataclysmic power. he fires a ball that becomes a massive, heavy damaging aoe nuke upon arrival, max distance travel, or contact with a champion. It does massive damage, and, while the projectile size is small, the blast is very large. at 6 charges, the blast of energy fragments into 5 (excluding the main blast) , dealing 75% damage of the original blasts damage. these linger. large base damage, Scaling is high. What do you think?

9 Comments

OesO1/16/2015, 12:58:59 PM2 votes

TBH, this looks really really cool.

Ad Infinitum1/16/2015, 3:44:52 AM1 votes

Bump

Ad Infinitum1/16/2015, 11:56:47 AM1 votes

Bump

Aquaman7111/16/2015, 2:38:19 PM1 votes

You have a lot of good ideas in this concept, but the overall kit is horribly broken.

Let's look at his passive. Auto attacks stun after six ability uses, they scale with AD and AP, and they apply a knockback and CD-R every twelve seconds? That's kind of overpowered. Also, your resource, void charges, are a very broken idea. No champion should be rewarded exponentially for using abilities. Maybe if Threlnari used mana, and his bass ice was that every six spell casts, his next spell applied a bonus effect, that would be a little more balanced. As it stands, the passive itself makes the guy far too OP.

Now, let's go to his Q. First off, you really need to consider adding in preliminary numbers for base damage and scaling. One person's idea of moderate could be drastically different then another's. Anyway, the ability itself is fine for a skillshot. It should definitely cost mana, though, and at six void charges, the damage and number of missiles would increase.

His W is also a really unique spell. Good work here. Only, at six charges it shouldn't do as many things as it's doing now. Is a slow, snare and heavy damage all really necesary for one move?

His E is... okay. It's kind of just two of Kassadin 's abilities rolled into one though. A blink spell that allows you to damage is fine, though. Just, consider adding numbers in, or I can't give you a real review.

His R is fine. Just add numbers.

Overall, you have a great concept here that just needs some fine tuning. Keep up the good work!

Ad Infinitum2/22/2015, 4:13:28 PM1 votes

bump cuz why not