Zarinos, Shadow of the Abyss.
I thought of this entire champion when I was having insomnia last night. I went over and over it in my head, and he seemed pretty solid, so I would appreciate some more opinions. Zarinos is a mage, but very different to anything we have in the League, and I think that he could be incredibly interesting. He would be a hard champion to use, but I always like some variety in this game. This is the first time I've designed a champion, so bear with me here.
Secondary Bar - Mana Attack Type - Melee
Passive - Bringer of Silence
Zarinos's baisc attacks on enemy champions mark them with a Mark of Silence for 1/2/3 seconds (increases at level 9 and 18). Each enemy champion may only have four active marks at a time. When marked enemies use an ability, a mark is consumed and they take 5/10/15/20/25/30/35/40/45/50/55/60/65/70/75/80/85/90(+30% AP) magic damage.
Q - Abyssal Essence Cost 50/65/80/95/110 Mana Cooldown 6/5.5/4.5/4/3.5 seconds Zarinos fires a bolt of Abyssal Essence in straight line, exploding on the first enemy hit, dealing 50/70/90/110/130(+70% AP) magic damage. If Zarinos is in Shade Form, then he will also cause a shockwave around himself, dealing 70/90/110/130/150(+70% AP) magic damage to all nearby enemies. Enemies can be hit by both the bolt of Abyssal Essence and the shockwave. Being hit by both will apply a Mark of Silence.
W - Tendrils of Shade Cost 100 Mana Cooldown 16/14/12/10/8 seconds Zarinos draws energy from a unit, tethering himself to them for 4/3.5/3/2.5/2(affected by Cooldown Reduction) seconds, dealing 60/70/80/90/100(+50% AP) physical damage on the first cast, and 60/70/80/90/100(+50% AP) magic damage when the tether ends. If the target is a champion or epic monster and does not break the tether by moving out of range, Zarinos enters Shade Form for 2/3/4/5/6 seconds. While in Shade Form, Zarinos becomes stealthed, takes 10% reduced damage, and Abyssal Essence and Wisp of Shadow are empowered. If the target is a minion, large monster, small monster, ally, or ward, Zarinos only enters Shade Form for half the duration. Basic attacking will instantly end Shade Form, but using abilities will end Shade Form after a 0.5/0.75/1/1.25/1.5 second delay.
E - Wisp of Shadow Cost 70/80/90/100/110 Mana Cooldown 1.5 seconds Restock Cooldown 20/17.5/15/12.5/10 seconds (affected by Cooldown Reduction) Zarinos summons a visible trap of Shadow Essence onto a specified area on the battlefield for 3/3.5/4/4.5/5 minutes. Wisps of Shadow arm themselves after 1 second. Enemies that step onto a Wisp of Shadow will have Nearsight applied for 0.5/0.75/1/1.25/1.5 seconds, and will be dealt 75/100/125/150/175(+50% AP) magic damage. Zarinos can hold two Wisps of Shadow, and can have three active Wisps of Shadow at a time. If Wisp of Shadow is cast while Zarinos is in Shade Form, the trap is stealthed until armed, enemies hit will be Blinded and Silenced for 0.5 seconds, and they will receive one Mark of Silence.
R- Descend into the Abyss Cost 50% of Current Mana Cooldown 160/120/90 seconds Zarinos can choose a large area(about the width of Middle Lane) from a very long distance(about the range of a maxed Pantheon Ult) to open a Portal to the Abyss. Zarinos then channels for 10/9/8 seconds (not affected by Cooldown Reduction). During this time, he is revealed on the minimap to all enemies and allies. If Zarinos takes 5/10/15% (+2% per 100 AP) of his maximum health, Silenced, or is affected by Hard CC (other than Stasis), the channel is canceled and the cooldown of Descend into the Abyss is set to (seconds channeled x 10 (not affected by Cooldown Reduction)). Zarinos can also cancel his channel manually by moving or attacking. When the channel only has 1.5 seconds left, an outline of the portal is made visible to enemies and allies. After Zarinos is done channeling, the portal is opened for 5/6/7 seconds, and all enemies in range are slowly drawn in to the center , where they are snared for the remaining duration of the portal. Enemies within the portal are dealt 20/45/60(+20% of AP)(Does not apply any spell effects, including Thunderlord's Ryali's, Liandry's) magic damage per second. Teammates within the portal are also slowed by 20%/10%/0%. After the portal ends, enemies not in the center are pushed out, stunning them for 1 second if they hit a wall, and enemies in the center are knocked up, then stunned for 1.25 seconds.
Drawn In CC
Slowly pulled (15% of your base movespeed) toward a location. Trying to move away from the location will only let you walk at about 20% of your total movespeed. Spells can still be cast while being drawn in (though skillshots may be harder to aim), and basic attacks can still be used. Dashes can be used but will have reduced range, and blinks and teleports will not be changed at all. Champions in Statis will not be affected by being Drawn In, and using
will completely remove the drawn in effect for it's duration.
Zarinos has great synergy with
, because he has high AP ratios and low base damage. This makes him have a weak early game, and a very strong late game. He would also work well with
, because it does not interrupt his ultimate, giving him 2.5 seconds of free channeling. Of course, he would be very weak to champions with global ultimates, like
. Zarinos would also benefit from
, as he could apply more marks of silence faster, and along with
, can really help give him more damage potential.
I hope you liked it! This took me about 2 hours to type and refine, and I'm happy with the finished product. Please leave feedback!