[Champion Concept] Sage, the Sovereign Thought
Let me address this beforehand: I am not good at calculating damage and numbers in general, so I choose to steer away from that as much as possible. This champion is open to revisions and suggestions, and with enough tweaking of the abilities (if needed), I feel as if this champion could become an amazing concept. However, that is my opinion. I’ll let you all decide for yourself after reading all of the information below. Thank you!
http://m.imgur.com/euGTUyA http://m.imgur.com/GCsZtSd
Lore Sage was originally born as a simple essence in the Eternium, a sacred monastery constructed and fueled by the mystic energies of the realm’s ether. He grew up in a mysterious, practically endless universe where there was no such thing as reality. Everything orbited around the realm’s makeshift magic that was unheard of in its parallel universes. This realm, known as Aefordt, was home to gods and celestial beings whose sole purposes of existing were to protect the aligning worlds from outer-dimensional influences in order to preserve universal harmony. While aging in the Eternium, Sage learned how to control and properly manipulate Aefordt’s ether alongside his best friend, Bard. Over the course of a thousand light years, the two had ascended together from mere spirits to official members of the Royal Guards, an exclusive institution of elite deities entrusted with the responsibilities of protecting hundreds of universes at once continuously until they perished into nonexistence. All remained well until one day, an extremely powerful distress call made by an anonymous world was sent out to Bard while he was traversing the cosmos. Unfortunately, a frantic situation occurred for Bard as more and more problematic signals suddenly piled at an alarming rate. As much as Bard hated to admit it, it was nearly impossible for even a deity of the Royal Guards to respond quickly to this many pleas. Noticing Bard’s dilemma, Sage willingly assisted the spirit by crossing to the world known as Runeterra. For him, Runeterra was the most magically diverse planet he had ever laid eyes upon. The energy there was evenly blended with emotions, life, chaotic, and blissful natures. Runeterra’s magic was alive and breathing, very much similar to the magic in Aefordt, but something about it made it much more appealing than what home had to offer him. For the first time in his lifespan, Sage disregarded his duties as a Royal Guard and submerged himself within the very core of the world. As the centuries passed, Sage learned all that he could about Runeterra and grew accustomed to its ways, making friends and enemies along his journey. Over time, Runeterra’s influence slowly deterred Sage away from Aefordt, and it wasn’t long before Sage sacrificed his immortality and severed his connections with the Eternium in order to obtain a human form, emotions, and consciousness. With his new body, Sage was finally able to compete on equal terms with his fellow friends and foes, quickly earning the respect of many warriors and mages along his voyages. With Sage’s powerful capabilities of summoning spirits to fight by his side, and Syme, his dual wielded blade hexed to balance out his magic, he explores the deepest and darkest corners of Runeterra, anxiously awaiting for what the future beholds for him.
“I get asked all the time about how life was being a god, and I always say the same thing. ‘Being a god was everything that you least expected it to be’.”
-- Sage
Passive – Ethereal Affinities Syme occasionally drops an orb of either chaotic or light energy whenever Sage uses an ability. These energy orbs explode if Sage’s abilities come in contact with it, dealing magic damage to all nearby enemies and summoning a spirit that fights by Sage’s side for a short amount of time. These spirits remain active until killed in battle. There’s two types of spirits than can be summoned, a Chaos Spirit and Light Spirit.
• If a chaotic orb explodes, a Chaos Spirit assists Sage in battle, dealing a percentage of Sage’s AD as additional damage to nearby enemies, stealing a percentage of their armor and magic resistance, and transferring it to Sage.
• If a light orb explodes, a Light Spirit assists Sage in battle, dealing a percentage of Sage’s AP as additional damage to nearby enemies, stealing a percentage of their AD and AP, and transferring it to Sage.
The attribute percentages stolen from enemies are given back to them if the spirits die or attack a new target.
Q – Blighting Rupture Sage throws one of his blades in a thin line, dealing magic damage to all enemies it comes in contact with. If Sage casts Blighting Rupture again while the blade is still in midair, he will teleport to the current location of blade and release a wave of energy that deals magic damage to all nearby enemies. Otherwise, the blade will travel back to Sage.
• Sage’s orbs can be interacted with by the blade coming in contact with them while in midair, or by Sage when he releases the energy wave upon teleporting.
W – Final Intervention (Passive) Sage’s abilities apply a spirit mark to enemies that are hit by them for a short amount of time. If Sage applies three spirit marks to an enemy, the next ability does not damage them, but instead stuns them for a short amount of time and automatically spawns a Chaos spirit and Light spirit.
• The spirit marks are applied the moment an opponent takes any form of magic damage dealt by any of Sage’s abilities. For example, successfully pulling off Blighting Rupture’s two-hit combo immediately applies two spirit marks, one for the blade throw and the other for the teleportation half.
W – Final Intervention (Active) Sage pulls in all nearby enemy champions into him, knocking them up upon impact and placing two spirit marks on them. Final Intervention does not deal damage.
E – Chaotic Influence / Holy Influence (Toggle) Sage can switch between the chaotic and holy energies that are channeled through Syme, granting one dominance over the other.
• If Sage toggles Chaotic Influence, his basic attacks and abilities deal a percentage of his AD as a DoT effect. When this DoT effect deals a certain amount of damage to an enemy champion, Syme drops a chaos orb.
• If Sage toggles Holy Influence, his basic attacks and abilities heal him for a percentage of his AP. When Sage heals for certain amount, Syme drops a light orb.
R – Oblivion Sage teleports to a target location and traverses through multiple dimensions at a time, dealing a combination of AD and AP damage to all enemy champions caught in the ability’s diameter, applying two spirit marks to all effected champions, and becoming untargetable during the process. Once Oblivion concludes, Sage gains a large cooldown reduction buff that lasts for only a few seconds. However, the duration of the buff slightly increases with each champion previously hit by Oblivion.
Champion Selection Interaction -- “Take the leap that could change your life.”
Movement Interactions -- “Let’s explore this world together.” -- “There is still much to learn.” -- “On the move.” -- “There’s potential up ahead.” -- “My roads are unpredictable.” -- “One step at a time.” -- “We’re making progress.” -- “The only limit is the one that we place on ourselves.” -- “Hesitation only leads to failure.” -- “Knowledge is power.” -- “Survive and evolve.”
Attacking Interactions -- “Come on! Is that all that you’ve got?!” -- “Look out!” -- “Behind you!” -- “My power knows no boundaries!” -- “Hesitate, and you die!” -- “I expected more from you!” -- “You don’t have the power that I’m searching for! Be gone!” -- “Ignorance destroys the footholds of victory!”
Joke(s) -- “League of Legends, the only game where the players have more creative concepts than the actual developers. What a time to be alive!” -- “Hey, you! Yeah, you behind the screen! Stop wasting your life and admire what your world has to offer!” -- “There’s no wall strong enough to stop me. Not even the fourth one. See what I just did there?”
Taunt(s) -- “Failure should be the least of your worries.” -- “Don’t blink. It could cost you your life.” -- “There’s no shame in dying. You can spend your eternity figuring out what you did wrong in the first place.” -- “Hey, at least you tried.”
Special Interaction: Ekko -- “Introducing Ekko, Creator of Paradoxes!”
Special Interaction: Katarina -- “Damn, it’s winter already?”
Special Interaction: Olaf -- “But is it WordStar worthy?”
Special Interaction: Ezreal -- “Story time!”
Special Interaction: Annie -- “Where are your parents? Oh, wait.”
Special Interaction: Leona -- “If I could just have your weapon, that’d be nice.”
Special Interaction: Pantheon -- “Ew, no.”
Special Interaction: Tryndamere -- “So, the more damage you take, the more powerful you become. That’s so…desperate.”
Special Interaction: Soraka -- “Hey, immortality is too mainstream anyway.”
Special Interaction: Riven -- “So, you start off addicted to the concept of battle, lose a battle, and then decide to forever run away from battle afterwards. Makes perfect sense.”
Special Interaction: Bard -- “Thank you.”
Sage, the Sovereign Thought, is an AD / AP fluid melee assassin that utilizes quick, flashy movements and attacks to deal explosive damage. At the same time, Sage manipulates his abilities to grant him the power to summon spirits to fight by his side. Combining these two elements together makes Sage a force not to be reckoned with.
• Keep your eyes open for orbs when they drop, and grab them as soon as possible to give you the upper hand during fights.
• Use your abilities / passives and utilize your crowd control wisely. The appropriate combo could make you untouchable.
• Sage is a very important asset to teamfights, and can easily counter enemy ganks with his devastating AoE potential. Try to initiate your fights with Blighting Rupture, follow through with Final Intervention, and finish it with Oblivion for maximum damage.
For Sage’s theme, I would envision something similar to this. To me, Sage has this cultural blend of peace and melody, while at the same time, carries humanly instincts to act out crazily at certain times.