Champion Concept: Bazel - Timeshifted Apprentice

xretariusx·9/14/2016, 7:31:22 PM·1 votes·867 views

This character was based off the idea of Zilean possibly wanting an apprentice in the past and something going horribly awry during a lesson, resulting in Bazel getting shifted forward in time and displaced without Zilean knowing exactly what happened. In the regular timeline, Bazel shows up in the old abandoned clocktower where Urtistan used to be. Alone and unprepared, he spends some time sifting through Zilean's research and divines that he is afflicted with a different set of symptoms than Zilean's chronodisplasia described in his notes. After preparing for the journey, and borrowing a few gadgets from the tower in case he encountered any dangers along the way, Bazel, a powerful sorcerer in his own right, sets out for the league to attempt to reclaim his old teacher.

Bazel is an ap midlane/support who's kit is incredibly flexible, but requires proper placement and timing. By setting him up this way, summoners will be required to plan and build strategically to make him effective during team fights.

Passive - Chrono Quickened: passive: every 20/18/16/14/12 seconds, the ally with the least health within 450/500/550/600/650 range of Bazel gain 3%/6%/9%/12%/15% move speed and health/mana regeneration for 8/9/10/11/12 seconds. This effect can stack up to 2 times and is effected by cooldown reduction.

Q - Time Shift: Bazel marks the spot he will be a few seconds from now. If Bazel walks over the mark, it triggers, granting him (1 ap) bonus damage on his next attack and stunning the target for 1/1.25/1.5/1.75/2 seconds. Instead, Bazel may reactivate time shift to immediately dash to the mark, leaving a rift in his wake. Targets Bazel moves through (or arrive on) take (0.75 ap) damage and are rooted in place for 0.5/0.75/1/1.25/1.5 seconds. time shift can hold up to 2 charges. Cooldown: 14/12.5/11/9.5/8 seconds per charge.

W - Time Steal: passive: every 24/22/20/18 seconds Bazel steals 1/1.5/2/2.5/3 seconds from an enemy ability that has not been activated yet, increasing the cooldown of that skills next activation by the amount stolen.

                      active: Bazel can use the stolen time within 4/6/8/10 seconds of stealing it, sacrificing half the time stored to freeze an ally or enemy in time for 0.5/0.75/1/1.25/1.5 seconds, making them invulnerable for the duration. Enemy and ally skills can still interact with the champion during this time, allowing them to be moved or for projectiles and autos to hit them to no effect.

E - Force Gauntlets: toggle: Bazel's borrowed gauntlets allow him to channel his magic through them. basic attacks deal an additional (0.2 ap) in physical damage to targets but cost 5 mana per auto. If Bazel has no mana, his attacks deal no bonus damage.

R - Immortal Coil: passive: the 5th/4th/3rd time Bazel damages and enemy champion, that champion loses 15%/20%/25% (+1% per 100 ap) of their max health for 5 seconds. During this time, if the target dies, a pile of dust will be left where there body used to be. If Bazel walks over the dust before the wind takes it (10 seconds), he gains back health equal to the amount the enemy champion lost. Cooldown: 120 seconds at all ranks.

This champion idea is completely up for editing and any recommendations you guys have would be appreciated.

3 Comments

Ninja Baby one9/15/2016, 1:11:54 PM1 votes

The kit has a few problems for me, some of it just being in the planning of the kit and some are individual things: Passive: The passive drains your mana. It might not be a lot, but it's on every auto-attack and there's nothing you can do about it... To be honest, considering there are so many passive effects on this champion, I'd say replace this with the W or E and make this toggleable. This would also allow you to give it a base amount of damage and a lower scaling, meaning he wouln't be a lategame powerhouse just thanks to the passive. Q: I take it you place where the mark will be? Otherwise it would be too random as no algorithm can predict such. This spell works fine, but I think the spell could once again use a base value of damage for the second activation as that would make it an actual burst spell in the early game and not make it scale rediculous into lategame. The fact that it's on a charge system also makes it way too strong. Because you can reactivate it to get to it, you've got an engage and escape in one basic spell. W: This seems super janky. Does this mean you can steal cooldown from a spell that's not on cooldown? What if your spell (You've only got one, unless the W counts, which would be stupid) isn't on cooldown? I understand the idea behind this spell, but it seems to work really weirdly. E: This feels more like a normal passive. Ontop of that though, it also seems super weak. The MS is nice, but the regen seems a little out of place at such low percentages. The size of the aura also seems was too small to do a whole lot for your team, but making it any bigger would just make the slow too strong. Like I mentioned during the passive, maybe swap the Passive and E around and then rework the passive slightly. R: Wording is key. You need to write "Every 5th/4th/3rd time Bazel HITS an enemy with a basic attack or spell" otherwise, this will 100-0 everyone in a matter of seconds with the right build. Here's why: Most damage over time effects hits once every 0.5 second. While he inherently doesn't have any, you can build plenty. If the spell got released in its current form, the best endgame build for him would look like this: item 3006 item 3153 item 2033 item 1419 item 3151 item 3115 item 2139summoner 11 summoner 14 simply because those are more instances of damage and would therefore trigger the ultimate faster. Other than that, I don't think the champion will be played AP with the current way this ultimate works (Even if the change I wrote here is applied). An on-hit bruiser is way more likely. This ultimate simply deals way too much damage way too often. It doesn't matter if the enemy gets the life back after 5 seconds if it's applied to them 3 times in 5 seconds. They're down to 25% hp just thanks to this ult. Then comes the other damage possible. Overall: I'm not much of a fan of the theme, but that's a personal preference. I also think having only one activatable skill and being melee (as far as I understand) removes him from the Support role, as well, considering there's no poke in his kit whatsoever. He's all in always. I think he'd do good with atleast one more castable skill. Maybe add a castable effect to one of his passives or something. There's not a lot of choice to him at the moment. You just cast one skill and go in or run.

CrazyBear198711/4/2016, 8:07:26 AM1 votes

Nice, could use some artwork now.