[Champion Concept] Vent, The Mage's Apprentice (New and Improved)

k0legacy·11/25/2017, 8:03:50 PM·1 votes·257 views

Just a champion idea I've had since season 1. Reposting because i've edited this concept heavily over the last few months or so.

I've always liked the idea of a champion that changes as the game progresses. Kha'zix and Victor have their upgrades; and, recently, Elementalist Lux really hit the nail on the head. It was incredibly exciting to me.

My idea for Vent is that he would start with bland magic abilities (something you'd expect from an apprentice) until lvl 6. Upon leveling to 6, he would have the opportunity to select a specific element to focus on; Changing his basic looking skills into that element and gaining effects accordingly. He realizes his potential by choosing a elemental focus, and grows as a mage as the game progresses.

This sounds broken at first, but I feel as if he would be an extremely fun champion to play. It's a concept that, in my opinion, has plenty of potential. I practically main mage champions, so I know just how repetitive it can feel. Having a champion with the opportunity to change gameplay styles every game seems like fun idea.

I'm open to new ideas; at the end of the day, i'm mainly into the idea of a mage who has different kits.

Comment if you have any ideas or issues with any of the skills or stats; I want this idea to work!

#(I did a massive overhaul to the skills, so if the scaling looks a tad iffy, that's why. It was all thrown together rather fast. Don't be over critical as to how exactly all of this would fit onto the tooltips, This is just a concept of a champion with multiple growth routes.)


                                                                                  # **DESIGN**

http://i.imgur.com/Jlp5cXY.jpg[/img]

Drawn by the talented artist: https://www.instagram.com/ruzukaart/

                                                                                   #**STATS**

Health: 1700 (At level 18)

Health Regen: 14 (At level 18)

Attack Damage: 96 (At level 18)

Attack Speed: 0.625 (+37.5% At level 18)

Movement Speed: 325 (Made him fairly slow to make up for his E) (Mages shouldn't be athletic anyways)

Armor: 75 (At level 18)

Magic Resist: 30 (+ 0 per level)

                                                                                  ---
                                                                                   #**SKILLS** 

(Thrown together off the cuff, will be subject to heavy editing)

 **Passive**: **_Apprentice's Potential_**
  1. +36 AP at level 18
  2. Selects Element Tome at Level 6
  3. Vent's Elemental Path choice grants him a bonus accordingly.. Fire: Deal bonus magic damage to enemies receiving burn damage from Vent. Air: _+25 Movement speed _ Lightning: Enemies that are stunned take 10% more damage from Vent. Earth: +300 HP and +30 Armor and Magic Resist (At max ult level)

(Open to passive suggestions, I just like the idea of him growing as a mage as you play)


##Q: (Basic) Mana blast (Fire) Fireball (Wind) Gale (Earth) Fissure (Lightning) Volt

Mana blast: Standard skillshot. animation would be similar to Veigar's Q MAGIC DAMAGE: 80 / 120 / 150 (+ 55% AP) RANGE: 1150 COOLDOWN: 6.5 / 6 / 5.5 MANA: 28 / 31 / 34 / 37 / 40 SPEED: 1800

Fireball: A fireball. Highest damage of the Q varieties. Inflicts weak burn for 1.5 seconds ( 3 seconds at max level.)

  **MAGIC DAMAGE:** 90 / 110 / 140 / 170 / 200 (+ 60% AP)     
  **RANGE:** 1150
  **COOLDOWN:** 6.5 / 6 / 5.5 / 5
  **MANA:** 32 / 35 / 38 / 40 / 45
  **SPEED:** 1800

Gale: Target skill; sharp blades of wind surround the target, Damages and shreds the resistance of the target slightly, hits constantly for 1.5 seconds and slows the target for 25% (35% at max lvl)

MAGIC DAMAGE: 50 / 65 / 75 / 100/ 125 (+ 85% AP) (hits 3 times in 1.5 seconds, and shreds magic resist each hit) (Keep in mind this is (50x3 / 65x3/ etc. if all three ticks hit the enemy) RANGE: 900 COOLDOWN: 6 seconds


Fissure: Vent channels the ground, opening a crack in the earth that stops upon hitting an enemy. Stuns for 1 second (1.75 at max lvl)

MAGIC DAMAGE: 80 / 115 / 150 / 200 / 225 (+ 85% AP) RANGE: 800 COOLDOWN: 7 seconds


Volt: Vent fires a bolt of electricity, striking all enemies in a line. Damages the opponent and applies a voltage stack. When an enemy champion with a voltage stack is hit by another of Vent's abilities, the stack bursts. dealing bonus true damage and stunning for 1 second. (1.75 at max level)

 **MAGIC DAMAGE:**  70 / 85 / 100 / 130 / 160 (+ 55% AP)
 **RANGE:** 1150
 **COOLDOWN:** 6.5 / 6 / 5.5 / 5
 **MANA:** 28 / 31 / 34 / 37 / 40
 **SPEED:** 2000


##W: (Basic) Mana wave (Fire) Flame burst (Wind) Razor wind (Earth) Stone Spikes (Lightning) Plasma Bolt

Mana wave: Standard spell that hits in a cone

MAGIC DAMAGE: 90 / 110 / 145 / (+ 80% AP) RANGE: 800 COOLDOWN: 6 seconds

Flame Burst: Launches an intense ball flame onto a target location that slows enemy units within the range. Applies a burn affect to those within the range for 1.5 seconds. After 2.5 seconds (or upon recast) the ball erupts, launching 6 fireballs outward in different directions.

MAGIC DAMAGE: 85 / 115 / 160 / 205 / 250 (+ 85% AP) RANGE: 1100 EFFECT RADIUS 350 COOLDOWN: 8 seconds


Razor wind: Crescent blade of wind that hits all targets in a line, and slows them for 25% (35% at max lvl). Applies bleed for 2 seconds.

   **MAGIC DAMAGE:** 85 / 105 / 130 / 150 / 180 (+ 55% AP)
  **RANGE:** 1100
  **COOLDOWN:** 7.5 / 7 / 6.5
  **MANA:** 28 / 31 / 34 / 37 / 40
  **SPEED:** 1900

Stone Spikes: Target skill that sends stone spikes at the target. Upon hit, knocks up target and slows them for 20%. Applies bleed effect for 3.5 seconds.

MAGIC DAMAGE: 80 / 115 / 150 / 200 / 225 (+ 85% AP) RANGE: 650 COOLDOWN: 8 seconds


Plasma Bolt Vent fires off charged electricity in a cone, shooting lighting in a volley. If it hits, it does damage and applies a 25% slow (30% at max level).

MAGIC DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 80% AP) RANGE: 750 COOLDOWN: 8 seconds



##E: (Basic) Magic Circle (Fire) Magic Circle: Fire (Wind) Magic Circle: Wind (Earth) Magic Circle: Earth (Lightning) Magic Circle: Lightning


Magic Circle: Vent creates a magic circle where he is standing; While within the circle, Vent gains 15% cooldown (Caps at 50%), as well as health regen and mana regen. The circle last for 5 seconds or until Vent leaves it's range.

COOLDOWN: 15 seconds HEALTH REGEN 30 HP (+30% AP) per second MANA REGEN 10 mana regen (+30% AP) per second EFFECT RADIUS 350


Magic Circle: Fire: Vent creates a magic circle imbued with fire where he is standing; While within the circle, Vent gains 15% cooldown (Caps at 50%), as well as health regen and mana regen. Enemies within the circle take magic damage. The circle last for 5 seconds or until Vent leaves it's range.

TOTAL MAGIC DAMAGE: 150 / 220 / 300 / 375 / 450 (+ 100% AP) (Can hit a max of 5 ticks in 5 seconds. 30 damage (+20% AP) per 1 second at lvl 1)

COOLDOWN: 15 seconds HEALTH REGEN 30 HP (+30% AP) per second MANA REGEN 10 mana regen (+30% AP) per second EFFECT RADIUS 350


Magic Circle: Wind: Vent creates a magic circle imbued with wind where he is standing; While within the circle, Vent gains 15% cooldown (Caps at 50%), as well as health regen and mana regen. A wall of wind surrounding the circle knocks nearby enemies away when casted; It additionally knocks away enemies attempting to path into the circle for a time. (Can be flashed into) The circle last for 5 seconds or until Vent leaves it's range.

**COOLDOWN:**15 seconds HEALTH REGEN 30 HP (+30% AP) per second MANA REGEN 10 mana regen (+30% AP) per second EFFECT RADIUS 350


Magic Circle: Earth: Vent creates a magic circle imbued with earth where he is standing; While within the circle, Vent gains 15% cooldown (Caps at 50%), as well as health regen and mana regen. Seismic waves coming from the center fear enemies within the circle for 1.5 seconds. The circle last for 5 seconds or until Vent leaves it's range.

COOLDOWN: 15 seconds HEALTH REGEN 30 HP (+30% AP) per second MANA REGEN 10 mana regen (+30% AP) per second EFFECT RADIUS 350


Magic Circle: Lightning: Vent creates a magic circle imbued with Lightning where he is standing; While within the circle, Vent gains 15% cooldown (Caps at 50%), as well as health regen and mana regen. Lightning surrounds the circle, stunning enemies for 1.5 seconds if they attempt to path through it. The circle last for 5 seconds or until Vent leaves it's range.

COOLDOWN: 15 seconds HEALTH REGEN 30 HP (+30% AP) per second MANA REGEN 10 mana regen (+30% AP) per second EFFECT RADIUS 350


##ULTIMATE: (Fire) Meteor (Wind) Tempest (Earth) Quick Sand (Lightning) Mjölnir

These names may sound crazy for a novice mage, but he's a natural talent with limitless potential; His ultimates grow greatly as the game progresses (The meteor starts out quite small, etc.)

Meteor: Vent conjures up a meteor onto a target location, similar to Ziggss' bomb; After a brief delay, it lands, dealing high damage to all enemies in range of the blast and dealing damage over time to those remaining in range lasting for 2 seconds. (the blast range increases per ult level)

**CAST RANGE:**3000 BLAST RANGE: 450/500/550 MAGIC DAMAGE: 200/300/400 (+75% AP) MAGIC DAMAGE PER .5 seconds/2 seconds: 30 / 45 / 60 (+ 20% AP) COOLDOWN: 120 / 100 / 80

Tempest: Vent conjures up a circular wall of wind onto a target location; This circle keeps enemies in and knocks enemies outside of the location away (Can be flashed in and out of). Allies are free to walk through it. The circle begins to close inward as time goes by and bursts for massive damage to enemies inside. (Area affected grows greatly per ult level)

CAST RANGE: 1000 AREA RANGE: 450/500/550 MAGIC DAMAGE: 150/200/300(+90% AP) COOLDOWN: 120 / 100 / 80

Quick sand: Vent conjures up a pit of quicksand onto a target location, Slowing enemies within by 30% initially and increasing to 50% over the duration. The pit deals damage over time based on a % of the enemy's missing HP.

CAST RANGE: 800 MAGIC DAMAGE PER .5 SECONDS/2.5 seconds: 40 / 45 / 50 (+5% Enemy missing HP/1 tick) COOLDOWN: 120 / 100 / 80

Mjölnir: Vent channels, conjuring up a storm onto a target location, all enemies within it's range are zapped every .5 seconds and slowed by 10% for 2 seconds. After a short period, a large lightning bolt strikes, Stunning all enemies in range for 2 seconds and dealing a large bonus % of damage based on the number of enemies originally caught. (Area affected grows greatly per ult level)

CAST RANGE: 1000 AREA RANGE: 450/500/550 MAGIC DAMAGE PER .5 SECONDS/2 seconds: 40 / 45 / 50 (+20% AP) MAGIC DAMAGE OF BOLT: 200/300/400 (+30% AP) (+25 magic damage per enemy champion initially caught) COOLDOWN: 120 / 100 / 80

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