(Champion Concept) Fenterto

muchorojo·6/27/2016, 4:24:35 AM·5 votes·796 views

STATISTICS

Health- 560 (+80) Health Regen. - 8 (+0.9) Mana- 340 (+42) Mana Regen. - 7 (+0.65) Attack Damage- 58 (+3) Attack Speed- 0.64 (+3.1%) Armor- 23 (+4) Magic Resist- 31 (+1.2) Movement Speed- 335 Range- 200

(PASSIVE) Firsthand Fighter After basic attacking an enemy your next ability(within 6 seconds) will deal an additional 10/30/50(+0.2 AP) Magic Damage.(Think backwards sheen).

(Q) Creaking Crystal Fenterto places a magical crystal at a target location that starts emanating energy dealing 20/30/50/75/100 magic damage every 2(-0.5 bonus attack speed) seconds for 6 seconds. Energy Explosion - If the crystal is destroyed it will explode dealing 25(+0.5 Ability Power) True Damage to all nearby enemies Health: 400 Range: 800/250 Energy Explosion Size - 300 Cost: 70 mana Cooldown: 18/17/16/15/14 seconds starting at the end of duration

(W) Shard Shot Passive- Fenterto gains armor and magic resist the closer he is to an enemy champion up to a max of 10/15/25/35/50 armor and magic resist when within 200 units of an enemy champion Active- Fenterto shoots a crystal shard forward to pierce an enemy dealing 80/115/140/175/225(+0.5 Ability Power) magic damage to the first enemy hit and stunning them for 0.25/0.5/0.75/1/1.5 seconds. Range: 700 Speed:1300 Cost: 65/70/75/80/85 mana Cooldown: 6 seconds

(E) Sight Trap Fenterto places a small trap on a target wall for 150 seconds. When an enemy champion walks near a trap it triggers providing vision in a small area and reducing all nearby enemy champions damage dealt by 5/10/15/20/25% for 2.5 seconds. Additionally if an enemy champion is hit by more than one trap within 3/4/5/6/7 seconds they are slowed by 30% for 2 seconds. If an enemy is hit by a third trap within the given amount of time they will be stunned for 3 seconds. 2 traps cannot be placed within 450/400/350/300/250 range of each other. Range: 200/300 Cost: 50/70/90/100/105 mana Cooldown: 35 seconds

(R) Harnessed Elements Toggle Off - Fenterto harnesses the power of the wind gaining 10% movement speed Toggle On - Fenterto harnesses the power of the earth gaining 20/40/60 armor and magic resist Cost when toggled on: 10 mana per second Cooldown: 10 seconds

Recommended Stats: Cooldown Reduction, Ability Power, and Attack Speed Some Recommended Items: item 3115 item 3165 item 3124 item 3089 item 3152 I know this champion is a bit crazy (really complex E)and probably isn't that great of an idea but since the servers were down I decided to make it. It would be really nice if anyone who looked at this post could give some constructive criticism, THX![slayer-pantheon-thumbs]

Also leave a comment about what you do when the servers are down

6 Comments

jr deputy meow6/27/2016, 8:48:26 AM1 votes

i really like the passive and the Q's attack speed scaling concept

the E is a good idea - however, the charge mechanic feels out of place and the stack mechanic is too easily exploited by literally stacking the traps. Brainstorm for a bit and figure out some way to prevent this (nidalee traps are damage over time, as are teemo traps; jhin traps have diminishing damage; perhaps you could make it so that your traps could not be placed within a certain radius of one another, reducing with ability rank?)

The Q-W interaction is counter-intuitive. Why would you blow up a crystal that does damage over time with the only reliable lock down ability in your kit? Think of some other interaction for the Q with your kit - something that helps you kite around the crystal, perhaps.

I feel that the W and ult are very boring abilities, and should be thrown out in their current states and replaced with something more flavorful.

Any character that uses rageblade needs to have an on-hit mechanic in their kit - something either with a cooldown or utility that reduces/ is empowered on hit, or an on-hit damage steroid. If you want the character to use rageblade, they need something in their kit like that.

Passive could do to scale harder, so that maximizing its use is more important/valuable/impactful.

aedinfell6/28/2016, 5:40:09 AM1 votes

Passive should leave a mark, yes? Q is overpowered. If a melee champ goes to get rid of it, they have no choice but to get hit. That's unrealistic because they'd likely already be hit by it in the first place. Same with W, melee champs would get countered way too hard, because they more they try to attack you, the stronger you become. E is unclear--how many traps can be placed at once? How quickly do they have to get hit by a third trap? It would be too hard and unrealistic to have to place traps on the wall and a certain distance or greater away from each other. What's the range for the trap? Clarify it. The ult seems kind of stupid, because you just get free movement speed as long as you have your ult. And IMO there isn't much benefit from having a little extra armor for 10 mana a second. Remember that this is the ultimate, and most ults should be strong enough and useful enough that it usually shouldn't be usable for a good part of the game. I'm a n00b at League though so this stuff could be different in game than I'm thinking, but that's just my 2 cents for you. (also what kind of a name is fenterto? idk it doesn't seem like a name that's memorable or "cool" to me)