Packer - Dashing Light Mage who uses finger pistols to shoot out light bullets
Dashing mage champion named Packer - extremely mobile with a range of 500.
A Light utilising mage who uses a finger pistol which shoots out blazes of light from the tip of his fingers.
Passive 1: Photon Charge Holding off from attacking for 5 seconds while an ability is up energises the same ability to deal additional damage. Same applies for basic attacks.
Passive 2: Packets of Light Store up to 4 “Packets” of light which must be expended for all his abilities. Photons begin to charge while out of vision from enemies or in bushes regardless of vision.
Being hit with Scryer’s Bloom instantly max charges all 4 Packets of light.
Q: Starlight Quick Shot (1 Packet of Light) Range: 1000 Cooldown: 10 - 6 s
Unleash a barrage of 3 light bullets at a target direction which can be redirected through dashes. Cooldown is reduced for each light bullet that hits an enemy champion or kills an enemy minion and slightly charges a Packet of Light.
Killing an enemy champion with Starlight Quick Shot sets the cooldown to 1 second and charges 1 full Packet of Light.
W: Vessel of Luminescence (1 Packet of Light) Range: 900 - 1400 (depending on charge time) Cooldown: 12 - 8 s
Select an enemy minion, large monster or enemy champion as a vessel and select a direction. Summons a powerful beam of light which deals magic damage to all enemies in its path.
Can be charged for up to 3 seconds increasing range and damage. Can be activated early. Works like Janna's tornado.
E: Radiant Streamline (2 Packets of Light -> 1 Packet of Light at level 5) Range: 300 Cooldown: 0.5 s
Dash in any direction.
R: Kinetic Energy Store (No cost) Cooldown: none
Hitting enemies with abilities slowly charge up a Kinetic Energy Store which stores up to 1/2/3 Hyper Charged Packets of Light. The duration for charge stays the same throughout each level.
Rapidly recharges the Light Packets with the stored amount of Hyper Charged Packets of Light when activated instead.
Hyper Charged Light Packets glow and all abilities which consume Hyper Charged Light Packets, deal additional damage and gain special effects.
Q: Blinds each enemy hit by a light bullet for 0.5 seconds. W: Stuns enemies hit for 0.5 seconds increasing to 1 second at max charge. E: Dash range increases to 400 when consuming Hyper Charged Light Packets.
Additional Info on balance Do I think the multiple dashes are strong? Yes, I do however as a mage with weak auto attacks reliant on abilities and energy stores, the dashes are more balanced as, if you ever decide to dash four times in a row, you will have no more Packets of Light to use any other ability. Especially since the condition for restoring energy is going out of vision or hitting your abilities and your dash does not do either of those, it will essentially be only useful in escaping. So yes, the dash is very powerful in escaping ganks but it has a short range of 300 and a 0.5 s cooldown before each use. Also as a mage, Packer will have one of the lowest base health and resistances in the game meaning that killing him will be very easy with crowd control.
Any other thoughts?