Champion Concept: Atlare, the Elementalist

Chasavaqe·8/9/2015, 9:44:07 PM·7 votes·1,011 views

Atlare: The Elementalist

Atlare is a mage who specializes in mixing spells, having one spell affect the way in which the next functions (see his passive below). Much like Udyr, he has no ultimate, but rather has 4 main abilities available to be learned at level 1, each having 5 ranks. This means that, like Udyr, 2 of his abilities cannot reach maximum level in a game (or three can reach it, but one stays at rank 3), and it is up to the player to select which ability/abilities won't. Altare makes up for not having an ultimate by the fact that, due to his passive, he has a huge versatility in his abilities.

Atlare's appearance is a mixture of that of an Aztec warrior with a wizard. He is muscular, has long, black hair, wears an orange robe that goes over one of his shoulders, and wears a crown of feathers. With his two hands spread apart, he holds a long staff. The staff has two large crystals on both ends, which glow white, green, blue, or red, depending on the current spell charging up his passive (see below). If he has not cast a spell in the past 8 seconds (meaning his passive is not up), the crystals are a dull grayish-black color.

Atlare's basic attacks resemble whatever element he currently has charged (see passive below). They are ice shards when empowered by water, small fireballs when empowered by fire, small boulders when empowered by earth, and small orbs of wind when empowered by wind. If no empowerment is currently activated, small beams of light are used instead. This is purely for visual reasons, and they have no impact on gameplay.

Lore: Coming soon

I'm not good at estimating exact numbers, but he would have average mage base numbers. I couldn't think of logical mana spell costs, so despite not having them listed, Atlare is a mana-based mage.

Passive: Synthesis - After casting a spell, Atlare's next spell cast within 8 seconds will be empowered. See individual tooltips to see the effects. Casting two of the same spells in a row will not trigger any additional effect.

Q: Aero Blast (Wind) - CD: 16/15/14/13/12 Atlare sends a narrow gust of wind in an outwards direction, pushing all enemies hit by the spell to the end of its area and dealing 60/110/160/210/260 (+.7 AP) magic damage. Up to its maximum range, Atlare can control how far the spell will travel. Maximum range: 1050.

Wind: No effect Earth: The line of wind kicks up sand, slowing all enemies who cross it by 30/35/40/45/50%. The sand lasts 3 seconds. Water: The first target hit is frozen (rooted) in place for 1.5/1.75/2/2.25/2.5 seconds. Fire: Smoke fills the path the wind took. Enemies hit by the spell or who walk inside the smoke are blinded for 1.5/1.75/2/2.25/2.5 seconds . The smoke lasts 3 seconds.

W: Earthen Shield (Earth) - CD: 16/15/14/13/12 Atlare shields a target ally for 4 seconds, absorbing 80/115/150/185/220 (+.5 AP)

Wind: While the shield lasts, increases movement speed by 30/35/40/45/50 Earth: No effect Water: While the shield lasts, the ally is healed 10/20/30/40/50 (+.4 AP) each second. Fire: Flames pulse out, damaging surrounding enemies for 20/30/40/50/60 magic damage each second while the shield lasts (Radius: 400).

E: Geyser (Water) - CD: 10/9.5/9/8.5/8 Atlare commands water to pour out of the earth, spreading outwards over one second and damaging all enemies caught by 70/115/160/215/250 (+.7 AP) magic damage. Range: 1050. Radius: 300. Enemies can only be hit once per cast.

Wind: The water spreads over .5 seconds, rather than 1. Earth: Radius and time to spread to the end increased by 40% [this means the water wouldn’t be faster when spreading outwards, it would just reach further] Fire: Scorches the earth beneath the effect for 3 seconds. Enemies who stand in it take 21/29/36/43/50 (+.13 AP) magic damage every half second.

R: Ember Lance (Fire) - CD: 7/6.5/6/5.5/5 Atlare shoots a fireball in an outwards direction, dealing 70 / 110 / 150 / 190 / 230 (+ .6 AP) magic damage to the first enemy hit. Maximum Range: 800

Wind: Increases the range of the spell by 50%. Earth: The fireball deals true damage. Water: The fireball travels its full distance rather than stopping at the first target, damaging all enemies it passes through. Each subsequent enemy hit takes 25% less damage than the previously hit enemy.

The numbers probably need adjustment, but this is the main idea for the champion. He would have a very high skill cap.

When designing him, I was sure to keep things like CC limited to one spell so that enemies know that when they see wind, they know that CC comes along with it. Or if they see fire, they know that a single-target damaging spell is coming. Or if they see water, they know it's AoE.

Any thoughts/feedback?

Some emotes: Jokes: -Then, everything changed when the Noxians attacked. (Avatar reference) -Why be Janna, Nami, Malphite, or Brand when you can be all four instead? -I like my spells like I like my drinks: mixed... Because... you know... I mix spells. -I know I left that last ring around somewhere. What was it for again? (Captain Planet reference)

Taunts: -Will it be drowning, suffocating, being burnt, or being crushed? -You're about to be stoned. (pauses) No, not THAT kind of stoned. -I have all of the elements on my side. What do you have?

Here's a really basic drawing explaining how his Q and E work. For his Q, he can control how far it'll go (up to its cap), but if he makes it shorter (in order to push the targets to a specific spot), enemies past that point will not be affected.

4 Comments

Shroom Junkie8/10/2015, 7:56:53 PM2 votes

Good idea. But, one question, if you used an ability, say, Wind, then waited the cooldown and used it again, would it have no effect or would it have the effect of the spell you cast before the first casting of Wind? So, if you used Fire, then used Wind being enhanced by Fire, then waited and used Wind again, would it be enhanced by fire or simply be the default as if it were your first time casting an ability in a game?

Also, I would like if Fire was skillshot or something of the sort, so that you could toss it out to activate it for your next ability without having to have an enemy target nearby.

GeekGalan8/10/2015, 7:48:24 PM1 votes

The image is so clear to the community. Gj!

gr8artist8/11/2015, 2:13:57 AM1 votes

I like it. It needs balance and tuning, but I love the idea here.