Seth, the Magic Swordmaster

Stacona·10/23/2014, 10:11:12 PM·1 votes·778 views

Seth will be a very unique concept of a mage marksman, so his roles will be Marksman and Mage. Despite starting the game as a melee champion, Seth is actually a long range marksman, but one that does not build attack damage; ideally he will be played in the bottom lane with a duo support, though mid is still a viable option. His passive will bend a lot of rules within itself, but bare with it; there may seem to be a lot of passives associated with it yet it is more explaining than anything else.

Do Note: Magic Sword applies sheen effects with it, but they apply as a base attack damage of zero, so Lich Bane will still work, but none of the other sheen items are able to deal damage. Magic Sword completely replaces your basic attack, so you deal zero physical damage and zero attack damage. Do Note: At 40% Cooldown Reduction Magic Sword no longer has a cooldown, it is still restricted by attack speed. Do Note: Despite Cooldown Reduction being capped at 40%, building more cooldown items beyond 40% will still grant more critical strike chance.


Basic Atack Range: 125 units Base Attack Damage: 55(+3.5 per level) [118 @level18]


Magic Sword: Cooldown: 3 seconds; Range: 600/625/650/675/700/725 units (@levels 1/4/7/10/13/16)

Seth strikes his target with a beam of powerful magic for his next basic attack to deal 55(+3.5 per level)(+70%AP) magic damage. Magic Sword may critically strike.

Cooldown Reduction is amplified to 250% of the original value and caps at 100% Cooldown Reduction for Magic Sword only. Gain 1% Critical Strike Chance for every 1% Cooldown Reduction the user has; the user may go beyond 40% Critical Strike Chance this way.


Magic Sap (Q): Cooldown: 7/6.5/6/5.5/5 seconds; Cost: 30/35/40/45/50 Mana; Range: 650/675/700/725/750 units

Passive: Seth heals for 3/6/9/12/15% of the magic damage he deals.

Active: Seth sends down a bolt of lightning onto his target to deal 80/130/180/230/280(+100%AP) magic damage and heal for 100% of the damage dealt, but Seth cannot attack while Magic Sap is on cooldown.


Force Shield (W): Cooldown: 28/26/24/22/20 seconds; Cost: 100 Mana; Range: 1000 units

Seth places a magical barrier at the target location in the shape of a semi-circle 400 units wide to block all enemy movement.


Ignition (E): Cooldown: 12/11/10/9/8 seconds; Cost: 50/60/70/80/90 Mana

Seth ignites his sword enhancing his next basic attack to apply grievous woulds to his target for the next 5 seconds and breathing a 70 degree cone of fire 600 units behind his target to deal 60/90/120/150/180(+50%AP) magic damage and slow by 30/35/40/45/50% for 2 seconds. If minions were struck by this cone of fire and were below 70% health they take 70% of their maximum health as true damage. Super Minions and Siege Minions take 35% of their maximum health as true damage when below 35% health.


Enhanced Magic (R): Cooldown: 110/100/90 seconds; Cost: 100 Mana

Seth intensifies his magic for the next 5 seconds causing Magic Sword's beam to travel its full distance in a line to deal full damage to every unit in the beam's path. Magic Sword's cooldown is 100% and deals 55(+3.5 per level)(+80/90/100%AP) during this time. If Magic Sword critically strikes, the entire beam critically strikes.


~ Stacona


EDIT: Ignition: Minion execute lowered to 70% of minion's health from 80% Added an execute to Super Minions and Siege Minions is 35% from 80%

3 Comments

CuckDuck10/24/2014, 3:22:35 AM1 votes

So basically minions just get executed if they are below 80% health when attacked by his e? Maybe lower it to like 50 or 60%

Stacona10/24/2014, 4:04:08 AM1 votes

I want the cone portion to disintegrate minions, i may lower it to 70% health

Stacona10/24/2014, 4:58:49 PM1 votes

bump