Champion Concept - The Soothsayer

OddCrow19·9/24/2015, 7:32:14 PM·1 votes·506 views

Concept

I had a great idea for a witch-type character based on soothsayers and fortune tellers. The kit is simple and not wholly fleshed out in terms of costs/cooldowns/etc. I really believe that this kit would be fun to play, and that this character would fill a nice niche in league. A long range utility/cc mage.


PASSIVE - Threads of Fate -

Your spells and auto-attacks create an unbreakable Thread of Fate between you and enemy champions for 1.5 seconds. While the thread holds, the enemy remains revealed and you gain a percentage of their Mana and Health Regeneration.


***Q - Throw Bones - ***

Passive: Gain a charge of Runic Dice when you hit an enemy champion with an auto-attack or use an ability. Max. 3. Charges are placed at the front of the queue as they are gained.

Active: Consume the next charge of Runic Dice. Tosses a Runic Die that deals magic damage at target area. Gain a special on-hit effect based on the charge consumed for the ability.

Auto-Attack - Increased AP ratio Divination - Terrifies hit enemies, causing them to flee briefly from the center of the impact Arcane Bolt - Reduces the Magic Resist of hit enemies for a moment Soul Severance - The Runic Die consumes the Threads of Fate of affected enemies, stunning them for the remaining duration -1 second (minimum .5 second stun if a thread is consumed).


W - Divination -

Channel for up to 3 seconds as an increasingly large AoE forms around you. At the end of the channel, or upon recast, all enemies in range gain Threads of Fate. Threads of Fate gains .5 seconds duration for each level of Divination.


E - Arcane Bolt -

Your next AA becomes an Arcane Bolt, dealing additional magic damage in an AOE after hitting its target.


R - Soul Severance -

All enemies currently affected by your Strings-of-Fate are pulled halfway towards you. Deal magic damage to them and heal for a portion of the damage dealt.


Combos

E->Q->AA->Q This is the basic combo, used to poke with max damage. Gain arcane + die. Use MR shred die. Attack with bonus mr and gain ap die. use AP die.

W->R->Q->Q This is the wombo combo. Mark all nearby enemies and position for a good ult. Ult em. Stun em when they are grouped, then fear them as the stun wears off.

TONS OF DICE COMBOS

0 Comments