Thergan - The Master Alchemist [Champion Concept Idea]

iLBGAMing·11/4/2017, 1:52:33 AM·7 votes·1,308 views

#Thergan - The Master Alchemist

https://i.imgur.com/m2haz25.jpg

Character inspiration from...

https://i.imgur.com/v4TMKRx.jpg

(not my image, illustration created by: Anthony L.M via ArtStation)

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#Passive: Master of Elixers

INNATE: Thergan improves his and his allies potions, this can only be done when Thergan and the ally buying the potion are both in the base. The improved potions are all improved separately.

https://i.imgur.com/vNCiNOM.png

  • Regenerates 7.5 health every half-second for 15 seconds, restoring a total of 225 health.


https://i.imgur.com/yeIfJzn.png

  • Regenerates 8.3 health every half-second for 12 seconds, restoring a total of 200 health.


https://i.imgur.com/ICJ9kWS.png

  • Regenerates 6.25 health and 5 mana every half-second for 8 seconds, restoring a total of 100 health and 80 mana.


https://i.imgur.com/PMa4CpU.png

  • Regenerates 7.5 health and 4.16 mana every half-second for 12 seconds, restoring a total of 180 health and 100 mana as well as grants TOUCH OF CORRUPTION.

TOUCH OF CORRUPTION: Abilities and basic attacks apply a burn that damages enemy champions for 20 - 45 (based on level) bonus magic damage over 3 seconds. Bonus damage is halved for area of effect and damage over time effects.



https://i.imgur.com/ewbEGBs.png

  • Grants the following effects for 3 minutes: +350 health, +30% Tenacity, increased champion size, and PATH OF IRON.

UNIQUE – PATH OF IRON: Leaves a path behind that grants allied champions +20% movement speed.



https://i.imgur.com/EHnRpUn.png

  • Grants the following effects for 3 minutes: +65 AP, +40 flat mana regeneration, and SORCERY.

UNIQUE – SORCERY: Damaging a champion or turret deals 30 bonus true damage (5 second cooldown against champions, no cooldown against turrets).



https://i.imgur.com/IlE8bHj.png

  • Grants the following effects for 3 minutes: +45 attack damage and BLOODLUST.

UNIQUE – BLOODLUST: Dealing physical damage to champions heals for 20% of the damage dealt.

##Explanation: The reason why I saw this as a good passive is that it would make potions and elixirs more useful in the game, since not everyone makes use of them sometimes.

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https://i.imgur.com/qG704aE.png (not my image)

#Q: Frostbite Elixir ##Cost: 35 / 45 / 55 / 60 / 65 Mana ##Cooldown: 16 Seconds ##Range: 550 ##Area of Effect: 300

ACTIVE: Thergan throws an elixir in an area, that damages all units within the area that also stuns them after 3 seconds.

Magic Damage: 60 / 85 / 115 / 140 / 165 [60% AP] (Deals 50% more damage to minions/monsters)

Stun Duration 1.5 Seconds

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https://i.imgur.com/kMO5Ne7.png (not my image)

#W: Adrenaline Elixir ##Cost: 55 / 60 / 65 / 70 / 75 Mana ##Cooldown: 10 Seconds

ACTIVE: Thergan drinks an elixir that grants him movement speed for 3 seconds, and tenacity for the same duration.

Bonus movement speed: 30% / 35% / 40% / 45% / 50%

Tenacity: 5% / 10% / 15% / 20% / 25%

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https://i.imgur.com/XDJnJEm.png (not my image)

#E: Wildfire Elixir ##Cost: 40 / 45 / 50 / 55 / 65 Mana ##Cooldown: 13 Seconds ##Range: 550 ##Area of Effect: 300

ACTIVE: Thergan throws an elixir in an area, that burns all units within the area that burns through magic resistance for 3 seconds.

True Magic Damage over 3 seconds: 65 / 95 / 155 / 185 / 230 [40% AP] (Deals 50% more damage to minions/monsters)

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https://i.imgur.com/8XOn8US.png (not my image)

#R: Extraordinary Mix ##Cost: 2 Ability costs combined ##Cooldown: 150 Seconds ##Range: 550 ##Area of Effect: 450

ACTIVE: Thergan mixes two elixirs together to make an extraordinary elixir, that when thrown explodes in a massive area dealing magic damage.

Frostbite Elixir + Wildfire Elixir ---------------------> Hybrid Elixir Mixture

Magic Damage: (Base damage of the two mixed elixirs) [70% AP]

Ability Details

  • The effects of both mixed potions don't apply to the ultimate ability.
  • Using this ability doesn't make Frostbite Elixir & Wildfire Elixir go on cooldown.

25 Comments

THE RlVER KlNG11/4/2017, 2:22:41 PM4 votes

Creative but a bit underpowered. The passive offers too much invisible power and he looks too much like Gragas.

Try coming up with more sensational potion effects to allow for greater usage of the ultimate. His W is a dead ability as well since he's a spellcaster and tenacity is a stat he wouldn't really want.

HalcyonDweller11/6/2017, 7:17:38 PM2 votes

This is awesome, gotta say you've created a really cool kit concept here.

props for the design work.

[slayer-pantheon-thumbs]

ModAcademy Kayn11/5/2017, 11:30:20 AM2 votes

Gragas, but if he used his brewery mastery powers for good, rather than for goooooooooooood times.

Testlolla11/6/2017, 3:43:20 PM1 votes

I indeed love this idea! I think his ability will be much cooler if he needs to buy the ingredients from the shop to make his own Poison/Elixir (his ability) or maybe collects it from the jungle (for example, the bush) to be able to start mixing (the cooldown of the ability?) and use it. Maybe he can have 3 of the same Poison/Elixir at once (so he can use his ability 3 times from one mix of the ingredients).

And his ability can use not only as an AoE damage, but also lots of more interesting effects. Maybe throw Frostbite Elixir to an ally makes their next 3 attacks to stunt the enemy 3 seconds after they hit them. And Adrenaline Elixir can throw down to the floor and creates a space twisting effect (like Garen's ult) that while he is in the area, he gain tenacity and every time the enemies hit him with a cc they will also receive a little bit of it if they are in the area.

To the fact that there is bush on all three means that he can always get ingredients no matter what role he is playing. And if his ability effects allies he can be in any role of the game (jg, adc, sup, top, mid). And he, overall, will become a very very interesting champion to play.

Gushis11/9/2017, 8:29:38 PM1 votes

Passive is alright but a bit too Ornn, the rest is generic, obvious, and repetitive. Also this is a kit, not a character or a champion. The idea of an alchemist is a good one, but this is a poor execution.

Bobo11311/9/2017, 9:30:17 PM1 votes

I think some of the fundementals of this champion are pretty nailed down in terms of balance and thematics, props for that, but I feel like it teeters on the edge of being a bit situational and/or stepping on its feet a bit in the design as a whole. There are some aspects that could use a bit more variety, and a little bit of that can go a long way.

Passive: the fact that both the teammate and Thergan have to be at base in order for the passive to work seems highly situational. In a typical game, there are rarely times when two players are at base together intentionally. Even if players die, they usually shop during their death counter, and leave the base ASAP. The amount of time and coordination neeeded for this current itteration of the lassive just isn't condusive for the game's typical flow.

Now, if this were an ability that augmented the potion usage for anyone standing near Thergan, that would be different. However, that would also be best if Thergan were a tank, and could better benefit by sticking with his teammates. I'm not sayingg thatms an end-all solution, but it mght help to find more practical applications for this passive - since the premise works in theory, but it is kind-of left to the wayside in practice.

Q: So a stun is a stun, sure, but I can guarantee that with an ability like this, especially with a projected AoE and no slow, nobody would stick around long enough to get stunned. If they do happen to stick around for 3 seconds, 1.5 seconds is a bit hefty for a non-ult ability. Now these two timers kind of balance one-another to a degree, but it is rather strange timing.

To make the most of this ability, you would essentially need a stun-lock combo to get people to stay inside of a 300 diameter circle for that long. 300 is not very wide, and in terms of range, 500 is not a very long cast range - leaving you at quite a vulnerable distance. Might be a thought for a more tanky champion to utilize - one that isn't so threatened at decently close quarters.

*Interesting choice to make this deal extra damage to monsters - do I sense a potential jungle mage build?

W: Not quite sure why a battle mage would need a 3-second speed and tenacity boost available every 10 seconds. Sounds like a tank ability to me.

E: Again, these potion tosses do not go very far. I can see that an ability like this would be an excellent DoT ability given the right circumstance, but so far you have 2 instances of splash AoE damage at the exact same range. It might just be me, but that seems a but redundant to have two abilities that cover the exact same range.

*My comments on the Q still applies here as well - the range is somewhat minuscule compared to a lot of other mages, and this is yet another ability with increased damage to monsters. Having two abilities with double monster damage might be a bit much.

R: It mighty not seem like it, but this ability is rather underpowered. The damage seems about right for this sort of magic damage burst, but the range and AoE are still probably not as big as you think they are. Also, especially for such a small overall area, the mana cost is reasonable, but the cooldown is absolutely crippling.

Overall: A lot of this champion's abilities come in the form of circular AoE's, and there is very little combo potential there - especially when alone (in places like mid lane and jungle, places where this champion seems to be geared towards, that's not such a good thing). I'd encourage you to explore some ways to change up the abilities a bit more, and you'd be surprised at how many ways you can incorporate the practice of alchemy into battle - besides potion throwing.

FlameHalbrdOkido11/4/2017, 8:38:40 PM1 votes

a nice seed idea but I think that u could do better with these abilities honestly I think ur best ability if I understand it correctly is the passive (he's basically like ornn except he makes the potions better in terms of stats right?) , the rest are uninteresting and not very cohesive. I think ur ult has a lot of potential but ur base abilities need more work

Volendar711/5/2017, 5:48:58 PM1 votes

Ok i'french and i'm so bad in english so please use google traduction.. J'adore l'idée mais je pense que le q n'est pas incroyable, trop banal..voici ce que je propose : les attaques de base du champion auraient enfait cet effet : thergan lançerait une fiole sur la cible qui exploserait à l'impact et infligerait 20 % des dégâts de l'attaque aux ennemis dans la zonne en 3secondes (comme une sorte poison) Mon idée pour remplacer le q est la suivante : thergan bois un elixir qui le rend intouchable pendant 1 sec et le téléporte sur une courte distance (outil pour engage ou esquiver des ultimes ). Evidemment il faut augmenter le couldown Voilà j'espere que modifications te plairont