Anti-mobility Earth Mage kit concept

MrSc0tty··1 votes·696 views

Concept: This champion is focused on the idea of "divide and conquer" and brings area control similar to Anivia while being more focused on short range burst while Anivia brings higher range and safety. He delivers on the player fantasy of a powerful elemental Mage who reshapes the battlefield around him to scatter and crush his enemies.

Passive: Feet of Clay

Enemies damaged by the caster's spells are affected by the Gravitation debuff for 1.25 seconds. Enemies under the effect of Gravitation cannot trigger dash or blink spells of any kind (including flash). After expiring, Gravitation cannot be re-applied to a target for two seconds but it may be refreshed if the target takes damage again in the duration.

Q: Earth Spines - high mana cost

The caster fires out a moving line of spines 80 units wide that travels 800 units as a linear skillshot. Each wall segment persists as impassible terrain for 1.5 seconds. Enemies struck by the wall are damaged and displaced to one side or the other similar to trundles pillar.

W: Stoneskin - low mana cost, high cd

Caster gains a spell shield for 1.5 seconds. When the shield is broken, enemies in a small cone in front of the caster take damage, and the CD of the spell is slightly refunded for each enemy champion hit.

E: Fists of Terra - low cost, low CD

Tears a chunk of earth loose and swings in an arc similar to Diana's Q. Stops at the first target struck. If the first blow hits an enemy champion the spell may be immediately recast, arcing in the opposite direction for a one-two punch effect. The second spell causes additional damage if it strikes the same target as the first.

R: Tremor Seekers

For three seconds, the caster sends out fast moving tremors towards any champion who is marked with Gravitation or who becomes marked. The tremors root the target for 1.25 seconds and cause damage, and root any other enemies that the tremors pass through for .5 seconds.

3 Comments

Aquaman7111 votes

Um... I like the concept, but that passive literally negates a quarter of the kits in the game. If you just keep attacking an enemy champion, they can't get away. More people will be mad over that than they are about LeeSin .

I also like the idea behind the E ability, as it is this champion's primary damage tool, but I suppose the real question I have about is how low the cooldown and cost are. Continuously spamming that ability will just be annoying.

Anyway, those are just some thoughts. I'm not a professional champ designer or anything.

Keep up the good work!

MrSc0tty

{quoted}

Um... I like the concept, but that passive literally negates a quarter of the kits in the game. If you just keep attacking an enemy champion, they can't get away. More people will be mad over that than they are about LeeSin .

I also like the idea behind the E ability, as it is this champion's primary damage tool, but I suppose the real question I have about is how low the cooldown and cost are. Continuously spamming that ability will just be annoying.

Anyway, those are just some thoughts. I'm not a professional champ designer or anything.

Keep up the good work!

Yes, but keep in mind a few things.

  1. every skill is avoidable. The champs play pattern revolves around a high risk (getting the enemy close enough and blocking an ability with the spellshield) or a high skill (landing one of two tricky skillshots) play

  2. the wombo-combo still allows for a lot of Counterplay. Notice that there are no slows and only one root in the entire kit on an ult cooldown. There's also no mobility and very weak waveclear (just Q). As mages go, having a strong harass pattern with little waveclear, like a Karthus, does not make for an oppressive lane phase.

So even if you did manage to drop the mobility nullifying wombo combo on someone, there's still a lot of ways to play around the champ and they aren't annoying on a "macro" level like a hyper mobile splitpusher or a wave clearing monster.

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