[Champion Concept] Tal'Sear Corruptor of the Elements

LordBloodthirst·11/6/2014, 11:44:31 AM·1 votes·851 views

Had this guy rolling around as an idea for awhile and thought I'd put him on here and see what people think. I didn't want to make him overpowered so his stats may seem a little low at the moment.

Name: Tal'Sear, Corruptor of the Elements Faction: Void Primary Role: Support Secondary Role: Mage

Description: Four legs made of fire (or lava) and rock combine to water at waist, turns into rock and water up until mid-torso large spinal crest made of glowing stone that surrounds the back of the head area. Arms are free floating but attached by void energies between sections upper arm, forearm, and claws, arms are combination of water, fire, and earth, hands/claws are mostly fire and rock, shaped in tri-pincer formation. Head is free floating but attached by void energy, similar to a T-rex without a bottom jaw, instead has two mandibles covered in fangs, has four purple/red glowing eyes. Whole body has traces of swirling void energies.

(I only have a basic lore at the moment) Lore: The unique fusion of an elemental "being" having prolonged exposure to Void energies. After emerging/reforming became furious that all elements were not previously under his absolute control, made abominations of elements, waters flowing to higher ground, trees made of fires, replace fires with churning earth, etc. Believes he is the rightful ruler of the elements, sees any other beings that control the elements as usurpers to his throne, feels compelled to eliminate the usurpers and knows he can find a number of his targets at the League of Legends

Stats

Health: 376 Health Regen: 3.7 (+0.6 per level) Mana: 0 Mana Regen: 0 Movement speed: 340 Basic attack range: 420 Attack Speed: 0.632 (+2.23% per level) Attack damage: 50 (+2.9 per level) Armor: 16 (+3.5 per level) Magic Resist: 30 (+0 per level)

Abilities

Passive (old one) Elemental Corruption: The elements resist Tal'Sear the more he tries to use them, after five abilities are used an explosion emanates from Tal'Sear healing allies and damaging enemies. (haven't decided whether to scale it with level/AP or not) Damage: 2% of max health Healing: 1.5% of max health Range: 220

(other passive idea) Elemental Instability- after casting # abilities or taking # of attacks, the elements fight back and Tal'Sear becomes unstable and locks into one element for 20 seconds, each element makes him specialize in a specific role, after returning to normal effect can't happen again for 45 seconds

Earth- Lowers damage of all abilities by 50%, but increases Armor and magic resist.

Wind/Air- Increases movement and attack speed by 5% and decreases Basic attack damage and Armor by 30%

Water- Slowly heals nearby champions by 5% of Ability Power every 4 seconds and decreases Magic Resist of Tal'Sear by 30% Range: 200

Fire- Damages nearby enemies by 10% of Ability Power and decreases health regen of Tal'Sear by 50% Range: 200

Void- Increases Ability Damage by 5% and decreases Movement Speed by 25%

Q Sinkhole/Earth Strangle: Roots and damages target for 1.5 seconds and slows nearby enemies by 30% Damage: 25/50/75/100/125 (+10% Ability Power) Cost: 30/40/50/60/70 Health Range: 640 Cooldown:

W Shrieking Winds: Damages and Silences first enemy hit for .25/.5/.75/1/1.25 seconds Damage: 30/50/70/90/100 (+5% Ability Power) Cost: 35/50/65/80/95 Health Range: 710 Cooldown: 30/27/24/21/18 seconds

E Parting Tide: Pushes all enemies within range away from Tal'Sear (much like Janna ult just much shorter range and no healing) Cost: 80/90/100/110/120 Health Range: 250 Cooldown: 40/35/30/25/20 seconds

R Implosive Eruption: Creates a ring of fire with a diameter of 400 at target location, ring shrinks until channeling is done, and an eruption occurs dealing heavy damage and stunning targets caught in blast, any units moving through ring are slowed and take a small amount of damage for .5 seconds. Channel duration: 4 seconds Ring Damage: 30/45/60 (+10% Ability Power) Eruption Damage: 150/200/250 (+20% Ability Power) Cost: 25% of Current Health Range: 875 Cooldown: 300/275/250 seconds

I think I've covered everything, but I'm sure you guys will let me know what I missed, what needs improving and such. Made some changes and threw in my other passive idea

3 Comments

Lord Of Forest11/6/2014, 2:52:05 PM1 votes

too much cc and damage nothing more then another ccing smg glass cannon, what about something special and unique? Role?

LordBloodthirst12/2/2014, 4:16:27 AM1 votes

So changed some other stuff, (if anyone is even still looking at this guy) all of his abilities now take HP instead of mana and added some cooldowns