Seraph, Angel of War (Champion concept: Battle mage and sidekick)
Seraph, Angel of War
Seraph's an angel, similar to Kayle and Morgana, but is nowhere near as righteous as Kayle or sinister as Morgana. Her appearance is rather gentle, simple, and clean. She's not armored up to the head or dressed in rags. But looks can be deceiving. She's actually the menacing angel of war, sent from the same world as the two angelic sisters already in the League. What could she possibly be doing in the world of Runeterra? Only time can tell.
TL;DR (Yet) In game, she plays as a battle mage with her trusty little companion named after her, Seraphinite (that's her passive). Seraphinite acts as an additional cute mini-pet that Seraph can control to help her gain the edge in battle (because more power in numbers!).
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Judgment strike is Seraph's Q and boosts her or her pet's next attack. It's her main trading tool, and as a bonus, it heals her pet too.
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Her W has a ton of different effects depending on what it hits. It's a skillshot projectile with countless uses. If it hit an enemy champion with less than 20% health however, it deals double damage, so it remains Seraph's main execution (burst) tool.
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E is Seraph's main engage and disengage tool. It's a blink that targets allies or her pet (and in the reverse if she needs Seraphinite at her side immediately). She doesn't have any innate crowd control or exceptional burst abilities, so rapid re-positioning for an extended duel is how she'll be securing her kills.
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And her ultimate is a global channel that slowly makes herself and her allies stronger in battle as she channels before exploding and dealing damage to enemies in an AoE around herself and each of her allies.
Life's not all fun and games for opponents of the angel of war, however. Deep inside Seraphinite lies a monster that's waiting to be unleashed. Thankfully, Seraphinite is relatively weak and cute most of the time. If you want to learn more, just continue reading my champion concept.
Gameplay
During the laning phase, Seraph can boost either her own or Seraphinite's attacks with Judgment Strike to harass her opponent(s) and exert her dominance as the angel of war. And although Seraph has a shorter attack range (450) than most mages, she also has higher base attack damage than most, and Seraphinite can even do the job for her and allow her to last hit with relative ease in the most dangerous of situations. When Seraph needs to pick up the pressure, she can teleport herself to a lane minion, positioning herself to trade countless attacks with her opponent with the help of Seraphinite and Judgment Strike before healing the damage resulting from the trade by self-casting Angelic Embrace. When her opponent is low enough, she can execute them by landing her execution skillshot, Angelic Embrace. In teamfights, her main focus is staying out of the fray while dealing as much damage as possible with her pet, Seraphinite. Of course, she has tools to do so. While she channels her ultimate to give her team a glorious edge, Seraphinite transforms into a ferocious demon with double its regular stats. When her ultimate ends, she can secure kills by executing fleeing enemies by finally blinking right into the fray and bursting them with Judgment Strike and Angelic Embrace.
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Seraph, Angel of War (Full kit and details)
Seraphinite (Passive)
Seraph has a pet, Seraphinite, who follows her across the battlefield. Her pet can be controlled with alt-click. Seraphinite has 50% of Seraph’s base max HP, armor, and magic resistance, 100% of Seraph’s base attack speed, 200% of Seraph’s base health regeneration, 40 + 2(Seraph’s level) attack damage, and 350 movement speed. If Seraphinite dies, it revives after (150% to 100%, varying with Seraph's level) of the death timer that Seraph would have if she had died. Seraphinite’s maximum leash range is 1500; if it ventures outside of this range, Seraph will no longer be able to control it. Instead, it will automatically move itself back to Seraph’s current location and become controllable again once it comes into 1000-range. If Seraphinite is not issued a command for six seconds, it automatically moves itself around Seraph playfully.
Judgment Strike (Q)
-Seraph’s next basic attack gains 250 range and deals bonus magic damage. Seraph can target her pet with this attack to heal Seraphinite for 15% of its max HP and grant 40% of the bonus magic damage on its next attack (does not damage Seraphinite). Judgment strike scales with both ability power and Seraph’s maximum mana.
Angelic Embrace (W)
-Seraph launches a projectile skillshot that has many, many different effects depending on what it hits. If it hits Seraphinite, Seraphinite gains a burst of movement speed for three seconds. If it hits an enemy, it deals minor magic damage and reveals the enemy for three seconds (damage and reveal duration double if the enemy is disabled or below 20% health when struck). If self cast, Seraph heals herself for a low base amount plus an amount of the damage she took in the last two seconds. If it hits an ally, it frees them of disables and grants them bonus magic resistance for three seconds. And finally, all other targets hit are dealt minor magic damage.
Notes: -An ally that’s freed of a disable by this ability cannot be freed again within a static cooldown of 300 seconds. -This projectile can hit allied minions, and although it doesn’t grant gold, it presents Seraph with a way to deny the enemy laner gold. -The self-heal on this ability is relatively low for sustain purposes, but extremely powerful when Seraph engages into battle with a burst-heavy opponent. The more HP that Seraph can lose within two seconds to an opponent, the greater the power her heal will have. -Hit Seraphinite with this ability to get it into the fray sooner in intense combat situations.
Entanglement (E)
-Self cast: Seraph teleports Seraphinite to her location, regardless of distance. -Regular cast (only targetable on Seraphinite or allied minions and champions within range): Seraph teleports herself near her ally.
Divinity (R)
Cost: 250 mana // Range: Global // Cooldown: Very High
Seraph channels for five seconds, cloaking herself and all her allies (excluding Seraphinite), regardless of distance, with a holy light that increases their armor and magic resistance over the channel’s duration (base amount + 30% increase per second channeled that disappears at the end of the channel). At the end of the channel, the holy light rains power down onto Seraph and each of her allies that deals magic damage to all enemies within the explosion radius (deals 25% damage for each additional explosion that hits an enemy after the first). During this channel, Seraph must give up some of her control over Seraphinite, causing it to lose its disguise and transform back into a monstrous demon from the inferno with double its base stats (except movement speed, which remains the same).
Yours Truly. And as always, thanks for reading.