Ampere - The Electromancer

N3xtus·6/28/2015, 7:38:11 PM·5 votes·2,750 views

ROLE - Ampere is a powerful magic caster that relies on strategic placement of his Transistors to make maximum use of his abilities. He can excel in a solo lane setting with his powerful magical abilities and his excellent ability power scale. Alternatively, his passive slow with his attacks and vision granted by casting his spells on his Transistors give him amazing support potential.

LORE - From a young age Ampere had always had an obsessive personality. He latched onto any that caught his interest and put forth his best effort to master it. So it was no surprise that after being struck by lightning at a young age he took great interest in the study of electricity.

His inventions and progressive discoveries in his teenage years caused many in his small rural hometown a great deal of distress. They soon banished him from their town out of fear. Roaming alone with nothing but his inventions and ideas he soon came upon the fantastic city of Piltover, where his intellect and discoveries were cherished and celebrated. He quickly mastered his craft and wanted to push his electrical prowess to the ultimate test, the League of Legends.

Appearance and personality - Ampere is a slender youthful looking young man with a crazed look in his eye. Highly energetic and cocky, he fears almost nothing and will take on almost any opponent on with full confidence. He sports a large battery terminal on his back and has wires that run to his gauntlets and metal boots. He wields a large lightning rod as a spear which he channels his spells and attack through.

Abilities - Ampere's abilities are primarily ability power based which makes him an excellent mage or support. All of his spells and basic attacks must utilize his Transistors to gain maximum effect.

RESISTOR (Passive) Ampere's basic attacks apply a 5% slow on hit and his abilities apply a 10% slow when they damage an enemy. These slows accumulates to a maximum of 15% (+2.05% each level to a maximum of 50% at level 18) and decay at a rate of 10% per second.

ELECTRON BOLT (Q) Ampere fires a powerful electric arc in front of him in a straight line, dealing 80/120/160/200/240 (+50% AP) magic damage to all enemies struck. If a Transistor is struck it will conduct to the next nearest Transistor dealing 25% less damage. This will continue and prioritize Transistors until there are no more Transistors in range, at which it will target the nearest enemy (priority is champions). Any Transistor stuck will remain charged for 4 seconds.

Damage - 80/120/160/200/240 (+50% Ability power)
Charged Duration - 4 seconds Mana Cost - 80/90/100/110/120
Cooldown - 10 seconds (at all levels) Range - 650

TRANSISTOR (W) Ampere throws a Transistor rod at a target location dealing 80/100/120/140/160 (+30% AD) physical damage in a small area. Transistors have 150/200/250/300/350 (+15% Ampere's Max health) health. When a Transistor is struck by an ability they become Charged for a brief period of time. While any Transistor is Charged they grant vision in a small area around them. Additionally while charged Transistors cannot channel any attacks or abilities. Ampere can also channel basic attacks through his Transistors. If Ampere attacks a Transistor with a basic attack if will then attack the nearest enemy dealing 35% less damage. Every few seconds Ampere will store a Transistor. The maximum number of Transistors stored and on the field increase every level.

Damage - 40/60/80/100/120 (+20% AD) Maximum number of Transistors stored/ on field - 1/2/3/4/5 Cooldown - 19/18/17/16/15 ( 1 second cooldown on cast) Damage Radius - 100 Sight Radius while charged - 150 Range - 700 Mana cost - 35/40/45/50/55

Overvoltage (E) On Enemy Cast - Overvoltage deals 60/90/120/150/180 (+40% AP) magic damage to target enemy

On Transistor Cast - Overvoltage deals 80/120/160/200/240 (+45% AP) magic damage in a small radius around target Transistor over a period of 4 seconds. If any Transistor is in the radius while Overvoltage is active it will conduct to that Transistor and deal 35% less damage over a period of 4 seconds. Any Transistors struck with Overvoltage will be charged for 8 seconds.

Overvoltage will charge and Transistor stuck for 8 seconds.

Damage - on enemy 60/90/120/150 (+40% AD) on transistor 80/120/160/200/240 (+45% AP) over 4 seconds

Cooldown - 14 seconds (at all levels) Charge time - 8 seconds Damage radius while active on a Transistor - 150 Range - 650 Mana cost - 80/90/100/110/120

Super Conductor (R) Ampere unleashes a powerful torrent of electrical current from himself for 5 seconds. While Super Conductor is active Ampere fires a continuous line of electrical current to all nearby Transistors dealing 35/70/105 (+30% AP) magic damage every .5 seconds. Additionally any Transistors in range will also emit a powerful electrical field in a small radius around them dealing 20/35/50 (+15% AP) magic damage every second. Any Transistor effected by Ampere's Super Conductor will be charged for the duration it's effected and 4 seconds after.

Damage - electrical line 30/75/105 (+30% AP) every .5 seconds electrical pulse 20/35/50 (+15% AP) every second

Super Conductor Radius - 500 Electrical Pulse Radius - 100 Cooldown - 140/120/100 Charge Duration - the amount of time the Transistor is affected by Super Conductor and 4 seconds afterwards Mana Cost - 100/200/300

Base Stats Ampere's base stats are on par with most magic casters. I based them around a mix of the stats of Brand and Malzahar.

Movement Speed - 340 Basic Attack Range - 550 Attack Damage - 55 (2.5 per level) Attack Speed - 0.625 (1.35% per level) Health - 505 (+75 per level) HP regen - 5.5 (+0.55 per level) Mana - 325 (+50 per level) Mana Regen - 7 (+0.5 per level) Armor - 25 (+2.5 per level) Magic Resist - 30 (+0 per level)

Skin Ideas Unfortunately I am no artist (although if anyone is interested in submitting so art I would be greatly appreciative!) but I do have several ideas for some skin concepts for the champion.

High Voltage Ampere - This could be some sort of Rock and roll themed skin where he wields a microphone or guitar rather then a lightning rod and perhaps has a large speaker on his back rather then a battery.

Amperenstein - This would be an excellent Halloween skin for him. He could be based around the Frankenstein monster (a more comical version of course) where he has large bolts coming out of his neck and his lightning becomes green or gives off a green aura.

Emotes Given Ampere's energetic and confident personality i have come up with some emotes he could use during the game.

  • Taunt - (Ampere generates a large amount of electricity around his body from his battery terminal) "You're about to make a shocking discovery!"
  • Joke - (Ampere sets his battery terminal on the ground and begins connecting wires to it) "alright so positive to positive, negative to ground... (Then it would comically shock him and reveal flashes of his skeleton)
  • Dance - I was thinking of having him do the electric slide Other Dialog
  • Time to bolt!
  • I'll be there lightning fast!
  • I'm back and fully charged! (possibly on spawn or teleport)
  • Light em up! (when ampere charges a Transistor)

Suggested Items So given Ampere's ability to either be a powerful AP mage or a great support I have created a small list of some recommended items that he could effectively use in either role

AP MAGE item 3020 the magic penetration would do incredibly well for all of his spells item 3151 His passive would make the burn effect on this very potent, that plus the additional HP and magic penetration make this item perfect for him item 3157 Using this item during his ultimate would prove to be quite powerful. The high ability power would boost his abilities quite a bit plus if you end up amidst a team fight and enter stasis while ulting you can effectively damage and slow their team while taking no damage yourself. item 3135 The additional magic penetration on this would further increase the effectiveness of his Q at long ranges where it is weakest item 3001 The high ability power makes his abilities pack more of a punch and the magic resist reduction would have a great impact on his ult. item 3089 The massive ability power boost is always welcome item 3027 The ability power on this is always a plus but the bonus health is really where the strength of this item lies. Ampere will need a higher health to make his Transistors last longer and to allow his to fully channel his ultimate.

SUPPORT item 3009 Ampere lacks high mobility so he will need the boost granted by these boots to make sure he can effectively maneuver in lane and quickly return to lane item 2045 This item isn't needed immediately because of his vision granted by the Transistors. However to make for a safer laning and grant longer vision you will need wards. the bonus HP is always great and Transistor health increases with your own HP as well. item 3092 The bonus gold from abilities and auto attacks is perfect for him. Especially since he can poke safely and chain his spells to hit multiple opponents it makes for easy money. item 3800 This one is a bit tricky. The bonus HP is very nice of course but the active is really its strength. activating it just before charging into a team fight then ulting would allow your team to be incredibly mobile compared to the enemy team. and when the slow radius goes off it would combine with your passive slow to really put enemies in a difficult spot item 3157 Using this item during his ultimate would prove to be quite powerful. The high ability power would boost his abilities quite a bit plus if you end up amidst a team fight and enter stasis while ulting you can effectively damage and slow their team while taking no damage yourself. item 3190 Usisng this while ulting in a team fight could be incredibly powerful. Enemies would be slowed from your passive and your allies would now have a shield to help flee or engage them. That plus the HP and CDR is great to have.

Summoner Spells Some summoner spells i suggest are below summoner 4 For increased battlefield mobility and the possibly of a well timed flash-ult summoner 12 Teleporting to a Transistor makes it easy to maneuver around the battlefield summoner 7 Using this just after an ult or during and ult makes it great to continue fighting or hastens your retreat.

Thanks for reading my latest champion submission to League of Legends! Please feel free to comment and put any ideas or suggestions you have down and I will look at it and respond when possible. Also If you like the concept feel free to bump it and hopefully my champion will be the next fan made champion to make it into the League of Legends!

24 Comments

Icestar11867/3/2015, 2:07:29 AM2 votes

I really like the idea of channeling abilities through structures you can place. It's a really cool mechanic.

x DeFo x7/3/2015, 2:15:42 PM2 votes

Wow! Seems very well thought out, and powerful zone control with the transistor mechanic (reminds me of heimer's and azir's turrets/soldier). Very complex though, kind of reminds me of one of the abilities of my concept champion: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/bnjuKvcQ-champion-concept-defo-master-of-the-elements .

One question, would he auto-attack his own transistors (depleting their health), or does his auto attack simply come from the transistor (like Azir's soldiers)?

ShingamiFenrir6/29/2015, 6:18:32 AM2 votes

Very interesting champion idea. From the description, I have a slight Joker mental image, but instead of green hair it would be blue or something of that nature. Heck, even a joker skin could be viable... Maybe... Anyway, I agree with Ashe, he seems a little heavy handed early game.

Ashedokano6/28/2015, 11:14:52 PM2 votes

okay i get the basic idea of what your running, i feel heavy influence from heimer (in the terms of setting up the battle field)

i feel the passive as is, is just a bit to heavy handed early game (example in a lvl1 1v1, one auto atk and a q is a 20% slow allowing you to stack a few more autos on top), and running into late game with 40%cdr and AS growth training down anyone with out a dash or flash will be easy, i recommend a 3 stack hit for bonus dmg and a flat slow with a deteriorating time.

i also feel the W having an ad ratio and a very low dmg will fall off completely late game, if the ad ratio would stay id say double that base dmg to help set up a more poke/set up worth feel. (hard to explain my words there)

my final thoughts are this has a solid base to work off of, i like the idea to channel your ability's through the transistors.

IawfuInoodIe6/30/2015, 1:29:20 AM2 votes

This champion is pretty much Heimer + Jayce, so I don't know how popular he'd be. Also he seems a bit op in this meta. (The reason I say Jayce is because the spear-like weapon that shoots stuff is like the hammer)

sneezing slug7/1/2015, 8:07:03 PM2 votes

Passive slow? Dayum thats a little broken. Make it just a tad bit underpowered from that. Something like every 7 attacks it slows and deals additional damage or something.

Boromir Dies7/2/2015, 1:53:03 AM2 votes

I like his concept, I think that hes over all very well balanced.

would you mind looking at mine? http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/KPuEnm6L-fractum-times-vengencecomplete-rework

BlueBanthaMilk7/2/2015, 9:27:44 PM2 votes

This is a very well-thought out champ, and I must say, I rather like ideas that take inspiration from the defensive champs and have you set up a battlefield before engaging. The "flag" channeling is a bit J4, but the whole kit works that one ability into most every aspect, which I think is a great touch.

Mind checking out one of my concepts? I could always use feedback :) http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/04ey18qg-champion-concept-rukan-the-peacekeeper

THE BIG BROTHER7/2/2015, 11:22:18 PM2 votes

What's the maximum distance his Q can travel between two Transistors?

Spotted a few grammatical errors, but I presume you're more concerned with thoughts on the concept - which is a very cool one. The idea of placing structures to empower your abilities is very cool as well as a fairly unique concept (honestly, I'm fairly new to the game so I might be off). He'd be a little rough to play as support - his only real means of crowd control is his passive (which seems a little much. Build a little attack speed and make sure that nobody's going anywhere) plus he has no natural means of protecting or empowering teammates. It'd be easier to see him as a dedicated mage than support. If he would be support, he seems like he'd be playing it fairly aggressively.

Hope that helped!

Wirelessly7/30/2015, 1:14:15 AM1 votes

A pretty cool concept with the Transistors. Only thing thing I would like to see is some way for Ampere to interact with a Charged Transistor, because as they stand, Transistors increase your range but lower your damage output when used. And after you use them, your opponent will probably destroy them because a Charged Transistor poses no threat. A pretty neat idea though.

N3xtus6/29/2015, 10:19:25 PM1 votes

I have recently re-edited my champion and included some details that will further his concept. I adjusted his passive slow so there is a cap that scales with level. This might help with his heavy handedness early game and reduce the chance that he could essentially remove any escape chance by level 3. I've also increased the damage and ratio on his W so it remains relevant into late game and it can still be used as a poke if necessary.

If you have any further suggestions let me know!

Tamur7/3/2015, 3:30:45 PM1 votes

Interesting champion

I don't know why but RESISTOR bugs me something awful. Maybe I fill it's the one ability that doesn't belong in the kit.

Can you review some of mine I left them in your review thread

ElementLlama7/3/2015, 10:35:47 PM1 votes

Hmmm I like the idea of the conducters, but I have the feeling that they will be abused a ton, my thoughts are not centred on the air damage that can be dealt but more the range health and number of them I understand that the charged ones don't work while they're charged but I can guess that people will just find creative ways of placing them that allows them to always use at least one in every ability. :/

It would probably be best if you limit transistors so the must be near something charged to work, like your champion or another transistor. >.< I dunno so I guess.… bump.

ElementLlama7/4/2015, 3:06:59 AM1 votes

Ok, now that my shift is over… I would like to just submit an answer to your poll that wasn't an option.

I think the Trasistors are a very risky mechanic, its one of those things that will be very different in practice than it is in theory. Depending on how well its implemented it can be anywhere on the pointless-viable-overpowered scale. It can be an excellent mechanic but being as complex as it is there are lots of ways something can go wrong.

N3xtus6/28/2015, 7:48:06 PM1 votes

I am very welcome to any Skin concepts, item builds, or edits to my champion concept. Also anyone who would like to submit any splash art for my champion would be highly appreciated due to the fact that i lack artist ability!