Arcane Knight Concept
Just Spitballing here, i know not a fully fleshed out design or anything but if i get more that i like together ill make another post that looks nice and has more details like names and such.......that being said I feel there is room for a truly magic/arcane armored figure in the league roster. Thinking along lines of heavy armor covered in glowing runes, a large runed blade as well, and while primarily physical in how he uses spells they are projected through magic....just thought id put a place and see if anyone thinks of anything they want to add or their own similar concept
blank placeholder for champ name &&&
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Passive: as &&& hits champions or monsters with basic attacks he gains stacks of Runic Energy. At some threshold (decreases as levels up, say, 6/5/4) the energy is consumed and his Rune Blade is empowered, dealing X damage AoE on basic attack for Y seconds. This Effect can be stacked multiple times
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As stacks of rune blade grow the size of the AoE also will increase
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This effect is refreshed basic attacks and slightly extended by spell casts (difference being say buff lasts 5 seconds, a basic attack will refresh to 5 seconds but a spellcast will only add say, 1 second to cover the time the spell takes to cast)
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Q: &&& binds himself to his target target with an Ethreal Chain with limited range. This chain radiates arcane energy burning the target and enemies along the chain for X damage per second. If the range of the chain is exceeded, the chain shatters and the fragments bind themselves to nearby enemies, Rooting them for Y seconds. The chains will burn out after 3 seconds
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_ This spell generates 1 stack of Runic Energy on cast and 2 more if the chain is broken_
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_ the damage per second does not continue if the chain leash is broken is broken, it is instead replaced with the root_
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W: &&& projects another sword out of arcane energy and and unleashes a flurry of attacks in the area in front of him, up to three times for X damage. Targets Struck are infused with &&& magic, granting vision and amplifying damage dealt by &&& by Y% for each target infused lasting Z seconds
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_ each strike of W will add 1 stack to Runic Energy so long as a target is hit_
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_ think of it as a reverse Khazix, instead of inside the circle lowering damage, it amplifies damage for each person infused with touching circles_
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E: &&& whirls through the air with an arcane projected hammer for D distance dealing X damage in a line as he strikes them with his hammer. Enemies stuck are knocked in the direction &&& came from, the dash ends if &&& strikes a champion.
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for each minion struck the range of the dash is is increased d (something small.....50?) and the damage is amplified 5%.
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_ minions struck are knocked only a slight distance while champions are thrown 66% of the distance traveled by &&&_
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R: &&& creates a pair of arcane Avatars that unleashes a flurry of attacks dealing X damage and for 10 seconds after mimic &&&s skills and basic attacks while standing by his side. These avatars deal full damage with the skills but cannot take damage if hit by more than one instance of a spell (getting hit by all 3 does not do more damage than just &&& hitting them)
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_ Avatars will follow &&, one on each side, effectively increasing the range in which his spells will strike while not increasing their actual damage output. Think of it as now his q and w are about 2.5 times as wide and on his E they each fire separately, meaning he could effectively bash and pull 3 champions instead of just 1_
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_ This spell generates 6 stacks of Runic Energy on cast_
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_ Short range, like Darius Ult range_
General idea of this champion is that he fights well against groups/lots of AoE damage, if allowed to consistently attack his passive will cause his basic attack AoE to get bigger and do more damage making long fights against him dangerous.
Q invites careful counterplay on both sides. If on the run Q followed by W will both let the champion dash away while leaving the chaser rooted or stick close to get as much damage out of the spell as possible. Or a stronger opponent can opt for a root instead of taking more damage so that they win the trade.
W allows for quick stacking of the passive while punishing enemies who are grouped (or standing in middle of a minion wave) as the more targets that are close the more damage they will all take from the champion. Vision was just a nice touch of he can follow them cause its his own energy infused into them but not something im tied to and would be willing to take out for power adjustments
E: a bit complicated but functions as the gap closer/displacement. While i am considering simplifying it as it stands it works a little like Gnar's jump in that additional targets can extend it, however it extends only on enemies and can extend per enemy hit. Damage amp might be too much but i wanted to reward those who line up a champ with a fresh minion wave and plow straight up it into them. The knockback portion was to give some utility but it comes at a risk. The knockback is minimal if point blank but if a risky minion bouncing knockback is hit the reward is great but this champion is then WAY out of position, possibly sacrificing himself to secure a more valuable target on the opposing team. As a whole i like the skill but if i were to cut back for simplicity or for power, id take away the extending range/damage and leave it as a dash that pulls them in the direction he came from.
R: Gives an upfront boost in both immediate damage and setting up at least 1 stack of his AoE damage on his passive, great spell to start a fight with to get the ball rolling quick. Together with the avatar clones the area in which he makes dangerous becomes large while not actually directly boosting the power of the spells felt strong and unique and not something like say, riven ult which is a glorified steroid. Felt unique to cover the battlefield in his immense arcane power.
General gist, intended to have a mana bar though i could see this being a resourceless champ
Well? Thoughts? Comments? Improvements? your own idea/build for a arcane knight of sorts?