Xephon, the Electric Star
Created over 10,000 years ago by an ancient civilization, meet Xephon the sentinel orb of electricity.
This ancient civilization just happened to be human, but they met quite advanced forms of technological prowess to form great and helpful machines, which so happened to also be their downfall. Xephon was created not as a weapon, but something to form unlimited supply of energy, partially was fulfilled. Who knew if you give something a large amount of powerful electric energy and a free will to expect nothing to go wrong.
The destruction of this civilization and near-extinction of humanity outright was because Xephon was deceived to think the humans were evil creatures that only wanted to use Xephon as a weapon, instead of improving their way of life. So Xephon unleashed a grand amount of energy all around him, wiping out and destroying everything in an extremely large radius for miles, causing Xephon to collapse into a recovery period that just now restored its energy to an active state.
With his reawakening, Xephon realized that humanity that is now around has lost all of their previous knowledge, so it disabled the ability to unleash this immense attack ever again. Xephon is now a weapon to destroy what it deems as evil, rather than a power source to better the lives of others, watching carefully of its surroundings to strike down any that tries to stop it!
Xephon is a high damage mage that every attack is AoE and magic damage.
One can choose to just quickly and constantly zap your target to death at very close range, dealing minimal damage, or wait a long time for a maximum charge and obliterate the enemy team to nothing! All of his damage is loaded into his passive with his abilities to aid in helping him to either stay alive to deal damage or set him up for success.
When he expends a fully charged or near charged attack, he becomes a ranged mage that can only fight within melee range immediately after, so the utmost care is needed to how, when, and where to use his basic attacks since they have so much power within them and the only way he can restore his energy!
Attack Range: 150 - 750 units (is always a ranged champion) Movement: 340 units per second Attack Speed: 0.825 +3% per level Attack Damage: Average Energy Pool: 1000 Energy Regen: 0 +0
Electric Pulse (Passive):
Xephon's attacks convert all damage to magic damage and damages all enemies within range.
Xephon charges his next attack whenever he does not attack, reaching maximum charge after 20 (-6 per 100% bonus attack speed) seconds, granting him increased range and up to 35 - 140 (+130%AP) bonus magic damage based on the charge. Minimum 5 - 15 (+15%AP) bonus magic damage.
Striking an enemy with Electric Pulse restores 15 energy, this value infinitely doubles for every enemy struck. Large units count as 2 enemies, while epic monsters and structures count as 4 enemies. Maximum 500 energy restore per attack.
Zap (Q):
Cooldown: 1.75 seconds; Cost: 60/95/130/165/200 energy; Range: 700 units
Xephon zaps the target enemy, dealing 50/65/80/95/110(+30%AP) magic damage and charging Electric Pulse by 4/8/12/16/20% and dealing 50% damage and charge to every enemy struck by the electric energy towards the target.
Energizing (W):
Cooldown: 5 seconds; Cost: 100% current energy
Xephon heals himself over 3 seconds for up to 45/90/135/180/225(+240%AP) health based on how much energy was consumed. His next Electric Pulse within 3 seconds restores 40/55/70/85/100% more energy, increasing the maximum restoration to 600/700/800/900/1000 energy.
Electrocution (E):
Cooldown: 14 seconds; Cost: 350/375/400/425/450 energy; Range: 1250 / 300 units
Hold: Xephon charges himself, slowing himself down by 20%, maximum charge after 2.5 seconds. Holding past 2.5 seconds will slow himself down by 90%, after 1.5 seconds he will eat the charge, granting himself 180/210/240/270/300%(+30% per 100AP) total movement speed for 3 seconds.
Release: Xephon electrocutes the first enemy in the path towards the mouse cursor, dealing 100/120/140/160/180(+40%AP) magic damage and stunning, based on the charge, for up to 1.8/2.1/2.4/2.7/3 seconds, nearby enemies around the target are damaged and stunned for 50% of the value. Enemies are stunned for a minimum of 0.7/0.85/1/1.15/1.3 seconds.
Fully Recharged (R):
Cooldown: 300/250/200 seconds
While Alive: Xephon instantly charges his next cast of Electrocution to the 2.5 seconds mark, fully charges Electric Pulse, and restores 100% of his energy. Refunding 60% of this cooldown in the process.
While Dead: Xephon instantly resurrects himself and grants himself 250%(+25% per 100AP) total movement speed that decays over 10 seconds.
UPDATE NOTES:
Zap: Cooldown lowered to 1.75 from 2.5 seconds Base damage lowered to 50/65/80/95/110 from 60/80/100/120/140
Energizing: Heal ratio increased to +240%AP from 180%AP
Electrocution: Damage is now always at full power and only the stun duration increases with the charge duration Overcharging movement speed duration increased to 3 from 2.5 seconds
(For Zap, the cooldown felt a little too long for what I want the ability to accomplish, which is mainly to charge your passive. So I took away some damage for a lower cooldown, ensure there is not an unfair amount of burst coming out, while still feeling like a burst mage with focus on charging the passive for big damages at a time and small damages in between those periods (or simply waiting around). The energy cost restricts how much you can spam it before you need to get in close for a high powered Electric Pulse against everyone!)
(For Energizing, I may have over did toning back the heal to the point that it would be only worth using for the heal at max energy and not worth using outside of that. So increasing the heal value should have more use cases seen from it, but only with the ratio to ensure no abusive tank builds come out of it.)
(For Electrocution, the cooldown and cost are both high with not that high of damage at max charge, so the damage is now static regardless of the charge and only the stun duration increases which is the main use for the spell anyways. The movement duration for overcharging is because with a 4 seconds (1.5 seconds with ultimate) delay you probably will be losing 0.5 second of effective speed buff time just because of how much work you need to put in to acquire it and I want the ability to be a choice between using it for the stun or the speed buff and not only using it for the stun.)