[Champion Concept] Oth, Scribe of the Ancients

Jellycake Demon·1/8/2017, 7:28:11 AM·2 votes·1,020 views

Place of Origins: Shurima. Primary: Mage. Secondary: Assassin. Additional Roles: Player Choice. Upon Selection: I inscribe the events of Shurima, its past, present…and future. Arriving on the Rift: The annuals of history are in my favor.

Statistics: Attack Power: 2. Defense Power: 5. Ability Power: 9. Difficulty: 7.

Health: 369(+31) Health Regen.: 2.1(+0.38) Manna: 285(+30) Mana Regen.: 2.0(+0.37) Attack Range: 525(Range) Attack Damage: 29(+2.2) Armor: 14(+2.1) Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%) Move. Speed: 342

Friends: Azir & Nasus. Enemies: .

Appearance: (Bodily design) . Oth’s body is that of a full grown shuriman man with a dark tan, but his head is that of a Ibis with black feathers that has a glistening blue & green shine to them, his beak is tannish color with a distinct brown streak on the top beak. His fingers look like long bird digits with sharp talons. (Clothing & Special features) . Oth wears a hood over his head that has a sash wrapped around his neck that goes down & wrap around his right arm, he wears a short-cut brown vest that has only a left sleeve that goes down to his elbow. On his left forearm is a bronze colored armband, around his waist is a long mantel that has a sash covering the front of his lower-body. (Equipment) . Oth has large tome that has a worn out leather binding with metal studs on each corner with the front cover having an ancient Shuriman symbol, on both of his index fingers are full-metal finger guards.

Summoner Spells: summoner 4 & summoner 12

Item Builds: Starting Items: item 3340/item 2003/item 1056 Essential Items: item 3020/item 3027/item 3110 Offensive Items: item 3285/item 3165/item 3116/item 3152 Defensive Items: item 3174/item 3001/item 3157/item 3065

Innate Passive: Know Thy Enemy. When Oth gets the killing blow on an enemy Champion he will record them into his large tome to keep the tactics used against them, for every Champion kill that Oth has he will gain 5% increased Ability Power as well as 3% Reduced Damage.

Q-Ability: Archers Flight. Range: 500. Cool Down: 18/16/14/12/10. Cost: 85. Width: 225/275/325/375/425. Magic Damage: 45/85/125/165/205(+50% bonus AP). **Activation: ** After Oth has chosen a broad path with this Ability then upon its activation he will call up a record of Shurima’s royal archers from his tome to fight, after a 0.25 second delay after the initial activation both Oth & the archers will fire astral arrows down the path dealing Magic Damage & applying a 25% Movement Speed Slow to all enemies in they come in contact with.

W-Ability: Archaic Obstruction. Range: 500. Cool Down: 20/18/16/14/12. Cost: 70/80/90/100/110. Magic Damage: 35/65/95/125/155(+50% bonus AP. Passive: When Oth uses an Ability his next Basic Attack will be enhanced with excesses energy that it will deal his current Attack Damage as bonus Magic Damage. Activation: After Oth has chosen a 200-radius location within this Abilities Casting Range then upon its activation Oth will wave his hand to send small orbs at the targeted location, after a 0.5 second delay after the initial activation the orbs will converge at the center of the chosen area then explode dealing Magic Damage to all enemies inside it. After exploding the orbs excesses energy will linger on the Map for 2.5 seconds, when Oth or any of his allies are inside this radius the energy left behind will grant 10% Cool Down Reduction as well as restoring 2.5% of their Missing Mana every 0.5 seconds.

E-Ability: Guardian’s Might. Range: 400. Cool Down: 15/14/13/12/11. Cost: 60/70/80/90/100. Shield: 80/110/140/170/200(+40% bonus AP). Stun: 1/1.2/1.4/1.6/1.8 sec. **Activation: ** After Oth has chosen either himself or an allied Champion within this Abilities Casting Range then upon its activation Oth scourers through his tome for the page about Shurima’s royal guardians, after the initial activation Oth summons a guardian to protect the chosen Champion by applying a Shield for 2.25 seconds. when the Shield is destroyed before it's duration has ended the guardian will charge at the Champion that reduced the Shield to 0, once the guardian makes contact with the Champion it will deal 50% of the Shields current amount as Magic Damage while also Stunning the Champion.

R-Ability: Judgment Is At Hand. Range: Global. Cool Down: 235/215/195. Cost: 200. Magic Damage: 340/430/520(+40% bonus AP). Activation: After Oth has activated this Ability he will start Channeling for 2 seconds gathering energy within his tome, during the Channel he can select any enemy Champion that is currently active on the Map. At the end of the duration Oth will tore pages out from his tome destroying them to send out a surge of energy at the Champion dealing Magic Damage. For every stack of his Passive that Oth has this Ability will gain additional effects to it when it deals Damage but only at max stacks of 4: 2 stacks: applies a 45% Attack & Movement Speed Slow for 1.5 seconds. 3 stacks: reduces the Champions Armor by 5% & deal 8% less Attack Damage for 2 seconds. 4 stacks: deal an additional 5% damage based on the Champions Maximum Health.

7 Comments

Sexy Jack Rabbit1/8/2017, 9:12:42 AM2 votes

Very nice Champion! I actually really like his Kit, and think it's quite good. I just have a few qualms.

Passive: Not the most original passive in the game, very similar to Kindred and Rengar. The damage reduction is really clever, and could be a good way to warrant having him be squishy. Does the 5% bonus AP per champion slain only stack once per champion? Resulting in 25% bonus AP in the end game? Or stacks 4 times per champion resulting in 125% Bonus AP?

Q: No offense but this spell is kind of garbage. Way too short range, too high of a mana cost, too low damage, too high of a cooldown, average width. 125 Base damage with a 50% AP Ratio at 95 mana per cast every 8.4 seconds at 40% CDR? I can't imagine this spell being viable unless you had an insane amount of stacks. It's a very similar function to Lissandra's Q, the only difference is that I'd be willing to cast hers. Lissandra's Q is also off set by her passive, which makes it viable as a farming and harass tool as well as having a higher slow at max rank. At 800 AP Lissandra's Q is doing above 650 magic damage every 1 - 1.5 seconds per Q, on a longer range. I think pick an aspect of the ability and capitalize on it.

W: No comment on the passive. Really clever and original spell! Having trouble visualizing it though.

E: Spell seems a little bit OP. Nothing would stop the player from shielding, walking back to tower and waiting for the shield to expire for free health. Coudn't see a downisde to maxing this ability and then out-sustaining the enemy via peanut damage.
Perhaps shift the heal to a percentage of the remaining shield?

R: Why is the cooldown almost 5 minutes? even Karhus's isn't that intense.
Bring the CD WAY down. 3 stacks: Why would a mage want to lower the enemies armor as opposed to their MR?

CanadianFarmer1/8/2017, 12:17:27 PM1 votes

Am I right in saying your W goes like this:

  • Target a zone for ability effect.
  • After the orbs appear (flying or etc. depending on what you want) 1sec ish, there is an other 0.5 sec delay for them to converge and deal damage in the zone?

But yah, a little tweak suggestion perhaps for your E: -Last 3seconds. -Redirects damage only if shield is destroyed and damage is applied to the champion who broke it.

  • Cc only works if targeted champion has been targeted by CC. -Cooldown is increased to 25/23/22/21/20 but is reduced by 0.5% for every 1% of original shield strength that absorbed damage. Applied before CDR. Ex: 20% of the shield is used, the cd is 22.5/20.7/19.8/18.9/18 before CDR applies.