[Champion Concept] Isobea, Venturer lost in the Sands
Huge re-work on its way, first part will be the abilities, then the lore, then the game-play intentions part.
[Lore] (re-write coming soon) "March 21st, Demacia, Southern Outskirts; Cleodora, my sister, and I are leaving Demacia to go on a dangerous journey. We are going to Kumungu, maybe even the Plague Jungles. We are making this trek though some of the most dangerous lands including Shurima out of curiosity. We want to see the sights of the world and in doing so we have been to many places. Piltover, Pilgewater, and even Ionia, but never once have we been below the Great barrier. For months we have trained and prepared for this journey. Armed ourselves with weapons forged by the best Demacian blacksmiths, and prepared to leave our home town.
Demacia.
We were trained for running into creatures said to roam these lands and studied maps telling us where to avoid, but we were trained for battle, nothing can beat the power of Demacia."
"March 30th, The Institute of War, Southern outskirts; Days of traveling, we made a quick stop at the Institute. They told us not to stay long as they have confidential work to attend to, we didn't plan on it. All we needed was a refresh of supplies and we left. The time has come, to pass through Shurima.
Bandits, thieves, deadly creatures, and the environment. All threats that we had to overcome. Then another forest of dangers awaited us, but it was our destination. Our first task, navigate past The Void Burrower.
She is known for staying in an area in Shurima, many die not knowing of her traveling patterns, we won't make the same mistake."
"April 2nd, Shurima, Northern border; My sister and I were starting the most dangerous part of our journey. The sun beat down on us like the heat of a volcano lurking just above, and below us. I was looking at out map of the dangers of the desert when I noticed something, The map was 15 years old.
How could we miss this? Was the date hidden somehow until now? All I knew was that we were in the middle of a sandy death trap with no way of knowing if we were safe. I decided to take a lead in front of my sister and climb to the top of a sand dune. Then I heard a distant rumble.
When I look back towards my sister, a small silhouette in the distance, I saw a stream of sand being displaced. A fin arose from the ground, I tried to warn her, but no sound I could make could reach that far.
Too late she turned around and the creature arose from the ground. A large purple create stood over her and absorbed her into the ground. She was gone, I was next.
She went under the sands, and was gone. Was I safe? I backed away from the edge and turned around only to feel the ground moving. Suddenly the creature arose from the ground and towered over me, this was the face of death. She struck me and my entire left arm was ripped off. My chances looked slim.
Suddenly a bright light appeared nearby and the creature screeched and returned into the ground. A large man in gilded armor resembling a bird stood over me.
He said few words, "I am Azir, Emperor of the sands, and I give you a gift. Use it and stake your claim on Rek'Sai. Restore glory to your name, Demacian." Then disappeared into the earth. A set of Chakram was left in his place. The weapon seemed to be glowing with energy.
I picked up the blades and instantly I felt more alive. The ground seemed to solidify under me. I felt like I could shift the ground to my will. I felt aware of everything around me, and I felt powerful.
"April 3rd, Shurima, Northern Border; I went down to the area my sister was slain, I looked into the distance and a large group of people were traveling with a large creature dragged by five camels behind. It was Rek'Sai.
Rek'Sai was brought to The Institute of war and sent to a place called the Fields of Justice."
"Cleodora was dead.
Rek'Sai was alive.
I had one last mission."
Base Stats/level 18 Stats Melee: 140 Attack Damage: 51 - 118 Attack Speed: 0.645 + (0%-45.5%) Health: 578 - 2005 Health Regen: 5.2 - 16.6 Mana: 450 - 1275 Mana Regen: 7.4 - 18.8 Armor: 22 - 77 Magic Resist: 30 Move Speed: 315
Abilities:
Passive - Aura of the Chakram: When crossing through one of his abilities, Isobea gains +10% Movement Speed that decays rapidly to 5% over 2 seconds time. The aura wears off after 6 seconds.
When an enemy is struck by one of Isobea's abilities they get a **Mark of the Blade** for ten seconds. (Stacks up to 3 times) The marks will wear off separately. If Isobea strikes a marked target with a basic attack he activates all marks dealing a bonus (3 x (level) + (5% of ability power)) magic damage on top of his basic attack. He also restores 1.5% of mana his total mana per stack. (10 second cool-down after being activated on a specific target (like Braum's passive w/o the stun)) Mana return doubles if activated on enemy champion.
Empowered form - Mark of the Blade can now stack up to four times instead of three. Stacks last two seconds longer when applied. Mana return upon activation is now 2% on a minion or monster and 4% on champion per stack.
Q - Blade Throw/Return: Isobea throws his Chakram to a location and directs it to slice through the ground at chosen direction (ability works like Rumble's ultimate or Viktor's E) dealing (50/80/110/140/170 + (1.0 AP)) magic Damage to any target it hits. (Throw range 350 units. Launch distance 900 units.) The blade stays at the end destination for 4 seconds or until "Return" Is activated. While in the ground W - Quick Sand Can't be activated until after the Blade has returned. The Blade leaves a slice in the ground for 3.5 seconds at all ranks speeding up allied champions who pass though it by 20%.
Return: The Blade is pulled from the ground and returns to Isobea Dealing (1.1 Attack Damage) To all enemies it passes through.
Cool-down: 13/11/9/7/5 seconds after the Blade has returned.
Mana Cost: 40/50/60/70/80
Wide of strike: 55 units
Speed of launched Blade: 950
Width of Return: 65 units
Speed of Return: 900
(Activates Aura of the Chakram when walked through and adds a stack of Mark of the Blade to targets hit by Blade launch, and Return. (Can put up to 2 stacks on one target))
Empowered form - Isobea throws two Chakram separately, each stays at the target location for eight seconds instead of four, After a one second cool down, he can throw his second Chakram and the same length applies, when Return is activated, both return to Isobea in the same fashion as before. After both blades have returned, there is a 17/15/13/11/9 second cool-down (based on Q - Blade Throw/Return: level) Each blade adds a separate Mark of the Blade making 4 stacks on a single use possible. If one blade is thrown and eight seconds pass before the second blade is thrown an automatic Return occurs and a normal cool-down applies (13/11/9/7/5 seconds) If the first Chakram's cool-down finishes before Return is activated, it automatically uses Return and the second blade can still use an active Return resulting in a full length cool-down whether automatic or active. Each Blade Throw costs 50 mana at all ranks. (100 mana for both blades used at once) if one blade is used in a Blade Throw but the second is left unused, a W - Quick Sand can still be used, if it is used, a one second cool-down applies before Blade Throw can be used if the first blade is still at its destination. However, only one W - Quick Sand: can be activated until the blade has returned.
W - Quick Sand: Isobea tosses his Chakram at a location floating above a field of ground altering its material to loose sand. (Radius of 125 units) This will root all who are in the targeted area for (1/1.2/1.4/1.6/1.8) seconds instantly and deals (50/70/90/110/130 magic damage + (0.4 AP as magic damage) + (0.7 Attack Damage)) Damage.
The sands will stay altered for 5 seconds at all ranks. The altered sands slow down enemies that walks through it after initial placement by 10% at all ranks for 1.5 seconds. (effect re-applies every second)
Cast distance 500 Units
Cool-down 14/13/12/11/10 seconds
Mana-Cost: 70/85/100/115/130
Cast time: (1 second)
(Activates Aura of the Chakram when walked though)
Empowered Form Isobea stacks two uses of W - Quick Sand: on a 16 second cool-down at all ranks. The root is a 1 second root at all ranks and if two stacks are present a two second cool-down applies before the second stack can be used. See Empowered form Q - Blade Throw/Return: to know when these can be used. Each use costs 90 mana at all ranks.
E - Power of the Sands Isobea calls to the power of Shurima granting him a temporary second arm. This arm allows him to double the amount of uses on all other abilities due to having a second Chakram to use. It also gives him +50% attack speed while active and increases his attack range by 250 units. Instead of attacking units with a melee attack he throws it a short range and quickly returns it to his hand using his power of the sands, swapping blades per attack. This ability cuts off his base mana regeneration and nullifies any mana regeneration by items, potions, auras, or from other champion's abilities to him by 15% while active.(Passive mana return from Mark of the Blade per stack is unaffected by mana loss/reduction.) To see how this can be used see the Empowered Form tab under each other ability
R - Crushing Boulder Isobea molds a portion of ground nearby into a boulder of sandstone, he then commands it to be thrown at a target location crushing all in its wake. Any directly under the boulder (Radius 100 units) will receive (100/175/250 + (.6 AP)) and will be slowed by 40% for 2 seconds. A shockwave leaves the boulder in each direction. The shockwave reaches 300 units in each direction at the edges of the boulder (400 units in each direction from the center of the original cast.) that deals 60% reduced damage and applies a slow for 30% for 3 seconds. While casting Isobea can't move or cast any other spells/actives.
Cool-down: 90/85/70 seconds
Cost: 100/110/120 mana
Cast range: 600 units
Cast time: 2 seconds
Empowered Form Up to two stacks can generate of R - Crushing Boulder each on an 80 second cool-down at all ranks and each costing 90 mana to cast at all ranks. After using one stack a 10 second cool-down applies before the second stack can be used.
Appearance - going to be re-explained soon A taller man, about the height of Garen, but not as bulky, and a little bit shorter. Wears a tunic and pants bound in leather.(Think Explorer Ezreal w/o the hat, gauntlet, or goggles.) No shoes to help him connect with the grounds around him and his pants are torn at the bottom. He wears a blue jeweled necklace that his sister once wore. He has dark brown hair approximately the length of Ezreal's. His has a Chakram in his right hand with a cyan jewel in the handle on the backside. 27 years old Male. (now a man of Shurima's Sands.) Wears a bandana over his mouth. (Think High Noon Twisted Fate, but on his mouth.) Only has one arm, missing his left arm due to Rek'Sai's attack. He has blue eyes.
Game-play Intentions - re-write coming soon.
Isobea when I first started making him was intended to be a mid laner of sorts. I wanted someone that could be used to fight a person 1v1 or help in a team-fight with weaknesses. In a way, he is meant to be played like a Glass Cannon in a way. His Q would help poke an enemy and if need be, an escape. Say you are running away from a champion through the passage (if on blue side) right under blue buff. You are low health and being chased. Your E would use too much mana with hoe little you have at the time so it would be an extremely short boost. Your W is on cool-down and you have no flash. Your solution? Start your Q in front if you and launch it behind you to not only hit your enemy, nut activate your passive and give a small speed boost. Essentially it can save your life while putting your enemies at risk. It was also a skill I originally thought of as a sort of turret that fires a single shot after being thrown. looking kind of like
turrets. but scrapped it as it didn't make sense with the lore I was also creating. I also wanted something that could poke an enemy in lane so he wasn't an "all-in" champion, simply because I am not a huge fan of all in mid laners. His W was originally an area of affect stun and would move the enemies into a single location. kind of like a sink-hole was my thoughts. This idea was changed and evolved into my current W as it would have been too strong and deadly. Instead it is a root so that the enemies can still lay damage into you if you aren't careful and a slow do that their escape is delayed. This is meant to be a team-fight initiator as it can be used on an area of enemies and allow your team to go in on the with no worries of them dodging their skills. it could lead to some nice wombo-combos if used correctly. Things like
ultimate, Shockwave, would be a great example. they are rooted, she uses Command:Attack into the center of the enemies and activates Command:Shockwave to keep them CC'd. There are many more examples of how this could spark the end to either team's lives but if used correctly, it can be deadly. Thus it's high cool-downs and mana costs. His E was meant to be a skill that if used at the right time could allow him to chase, escape, or finish off an enemy if needed. The increased vision range was meant to not only represent him actually utilizing his "6th sense" but to allow him to see if he is going the right way in a chase, or watch out for a counter attack/gank. Though it is just like normal vision as it can't see wards, in/through bushes etc, it allows him to know what is going on just outside of the normal fov. It can also make the difference between landing his Q and missing it. His movement speed increases so that it is a reliable escape/chase ability especially with blue buff. Finally, his basic attack changing from a melee attack to a ranges is to allow him to attack from a distance, specifically being able to activate his passive on enemies. This could make
a reliable item if need be, however it's mana usage would also make things like
a must have, though it would be an unusual build considering his "meta" would be AP. It would also allow him to farm easily against lane bullies for melee champions. His R is meant o be either a protection system or defense system, Use it to melt enemies trying to take baron or keep them away as your team takes baron. use it to keep enemies way from you as you retreat from lane. or maybe to take of that last bit of health from an enemy. As an enemy of you, should they walk towards you to take less damage or run away almost solidifying the need to go back to base. A good timing of this spell can mean the difference between life and death for your team or theirs. Overall, he is mean to played mid, maybe even as an assassin with his move speed possibilities.
Closing So what are your thoughts? Any suggestions on changing? Did you like it? What do you think should be changed, included, or reworked. Do I need to be more or less detailed on how he looks? Did you make a Fan art? Anything, just discuss this, and if you liked it, up vote it please!
. get
so i could keep his E up, then get another
after archangels transformed.
build
for obvious reasons. a
. sell the chalice after finishing
because his passive has enough regen on it.
get
cuz shoes. and a
This build gives him alot of AP and mana, some AD, and a little bonus movespeed from lichbane. selling the item is very inefficient but i've found it to be worth it in many cases.