Ruh Alev 2.0, the arcane hunger

Yenwai·7/12/2017, 4:35:28 AM·2 votes·656 views

Ruh Alev is a man obsessed with anything he considers "progress" regardless of the costs or consequences hell go out of his way to find, steal or make any sort of magical artifact or spell. his efforts have yielded a great deal of knowledge and more importantly, power... he has learned many things most notably the ability to control the positioning of magic, starting and stopping movement, dispersing massive amounts of magic and gathering the smallest of bits, his ability to manipulate magical energies is well known to him...and is his favorite trick~ he seeks a few key targets to either learn or take what they know, Ryze, Ekko and Kassadin are at the top of his list with Soraka, singed and a few curiosities peppering his list...with a mission and an insatiable desire for power and knowledge he sets out, for better...or worse.

now for boring numbers (yaaaay :D) older version here ( https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/s60mLZsh-ruh-alev )

hp: 450 (max 1500) hp regen: 4 per sec (max 12 per sec) mana: 400 (max 1350) mana regen: 5 per sec (max 22 per sec) AD: 60 (max 111) attack speed: 0.725 (max 0.910) AP: 10 (max 35) armor: 20 (max 73) mag res: 20 (max 33.5) move speed 335

PASSIVE: Spell weaver passive: Ruh Alevs basic attacks deal damage equal to 80%AD physical damage and 15%AP magical damage. passive: when Ruh Alev kills a champion he gains +10 maximum mana permanently, he also gains +5 maximum mana on assists and +1 maximum mana on a minion kill.

Q --- Elementary spell a wave of magic that can be charged for up to 3 seconds by casting it, recasting during or within 10 seconds of fully charging fires the blast. if while charging you become struck by an enemy ability that has CC, you lose the charge you have and stop charging. after a fully charged blast has been held for 10 seconds it fades and the charge is lost, but the mana cost is refunded. the first target struck by a full charge blast is knocked up for 1 second, subsequent enemies are slowed by 75% witch decays over 1.5 seconds. damage at 0 seconds (10/15/20/25/30 +50%AD) physical damage, range 450. damage at 1 seconds (20/30/40/50/60 +100%AD) physical damage, range 550. damage at 2 seconds (25/35/45/55/65 +110%AD) physical damage and (5/10/15/20/25 +25%AP) magical damage, range 700 width 200. damage at 3 seconds (25/35/45/55/65 +115%AD) physical damage and (15/30/45/60/75 +75%AP) magical damage, range 800 width 250. cost: 30/45/60/75/90 mana cooldown: 7/6.5/6/5.5/5 seconds

W --- Displacing burst: ACTIVE: Ruh Alev casts a shrinking orb of magic at a point(max range 450), after a delay(1 second) the orb explodes(range 300), pushing all champions, minions and non-large monsters away(distance 400). cost: 70/90/110/130/150 cooldown: 10/9.5/9/8.5/8 seconds

E --- Mastery over the magical/physical: TOGGLE --- magical: Ruh Alev continually fires a stream of rushing mana dealing (20/30/40/50/60 +1/1.5/2/2.5/3% of maximum mana) magic damage per seconds to the nearest(max range 500) enemy to Ruh Alev, if a minion is being hit by this affect nearby(range 100) enemies take 65% of the damage as well. while toggled to magical Ruh Alev cannot basic attack but can still use his other abilities and charge his Q. TOGGLE --- physical: Ruh Alev gains +20/25/30/40/55 movement speed after each basic attack that decays over 1 second and recovers 15/20/25/32.5/40 health every third basic attack. cost while magical: 30/40/50/60/75 mana per second cost while physical: none cooldown: 1/1/1/0.5/0.5 seconds

R --- Stop time ACTIVE: all other creatures, champions and minions cannot move, attack or use abilities nor items for 3/4/5 seconds while Ruh Alev gains +10/20/30% movement speed for the duration. ranged attacks and projectile abilities used during stopped time stop shortly after casting and move as normal once time commences, also any timers stop counting including cooldowns on skills of those affected by this ability. terrain affected by other skills including summoned walls pillars or objects are also stopped in time(example: the wall made by taliyahsTaliyah R remains through the stop time effect as would ) the champions EkkoEkko , ZileanZilean, RyzeRyze, KassadinKassadin and Aurelion solAurelionSol are unaffected by this ability as long as they are within sight range of Ruh Alev when this ability is cast, as are any champions who were under a stasis effect when the spell was cast, after the stasis(like fromitem 3090 item 3157 or item 3026 ) ends they can move about and attack/cast abilities freely stopped frozen time. cost: 100/175/250 mana cooldown: 300/240/180

lemme know what you guys think, stat changes, kit changes/opinions, recommendations the works! lemme here what you gotta say in the comments below~

5 Comments

Candurill7/12/2017, 7:07:45 AM1 votes

Hey there :D This version is a lot better then the last :D I'd love to see what you'll do for the lore :) I imagine him to be some kind of avatar-esq magica bender of some sort XD like he bends actual magic to his will!!! So cool!!!

I do have a few questions though.

First off, the cooldown on your Q has the weird "6/6/5/5/5" format again...this is really not something that Riot does...like ever...but maybe you missed it in the copying and pasting ^^ Other then that, the ability is brilliant :) Its nice and unique now and fits so much better with his theme!!

I'd love to know why the damage on his W is so low. "5/7/10/12/15 +10%AP" sounds more like something that would be dealt multiple times over a duration of an ability (Teemo's poison deals 6 / 12 / 18 / 24 / 30 (+ 10% AP) magic damage every second, as matter of reference).

The toggle on his E is very interesting :D I just think that he should have more control over who he attack with it, but it's already good like this. Maybe make him attack champions that have been affected by his other spells?

Your ultimate is very unique and I'd imagine it to be very epic to use :) I only have two little points: First, how d'you imagine the range? Is it global? And can he still damage enemies while time is in stasis? Second...Do not make specific champions exceptions to your ability...This will make for very specific counter-picks and thats very unhealthy for the game. I get that it makes sense thematically (with all of them either being powerful magic users or timeless beings) but even Teemo can blind Lee-sin, or Nami can heal Brand with water....Giving your champion such a huge weakness to specific champions is a very bad idea.

Other then that I really think that you did a great job :D Make some lore and it will be perfect!!!