Castus, the Light Bringer (Paladin Concept)
Castus, the Light Bringer
http://www.deviantart.com/art/Guardian-Saint-332307839
Heavily inspired by Diablo III's Crusader.
Role: AP Bruiser
**Lore: ** Castus was a priest of a small Demacian town. The town lived in harmony until one day, a little girl was plagued by nightmares of a dark apparition. The girl came to Castus for help. Castus agreed, and he proceeded to cure the girl by drawing out her nightmares with a prayer. However, drawing the nightmare out would be disastrous. The nightmare was non other than Nocturne himself. Nocturne turned his blades unto the whole town, killing all but Castus, who hid in his cellar. Castus would arise from his cellar unscathed, however, he would open his door to the scene of carnage from the night before. Castus vowed to stop such evil from happening to others, and thus he donned the responsibility of "Light Bringer" and set out to bring light to all that is dark.
Quick Overview: Castus is an AP bruiser who sustains his tankiness by constantly casting abilities and controls the outcome of battles by applying "Revelation" to his enemies. Castus is a strong initiator and a good source of constant magic damage.
Passive: Holy Reserve When Castus casts his abilities, he gains "Holy Light" for .5x/.1x/1.5x the amount of mana that he spends. "Holy Light" grants Castus a shield identical to the amount stored. The shield lasts until out of combat, once out of combat, the shield will quickly decay.
Maximum Shield "Holy Light": Maximum Shield is equal to 10%/15%/20% of maximum health.
Additionally, when Castus uses an ability on a target that has "Revelation", his ability will have a bonus effect.
Q: Judgement **Mana Cost: **30/40/50/60/70 mana Cooldown: 4 seconds **Cone of Damage: **500 units (100 less than Pantheon's Heart Seeker Strike) Magic Damage: 50/75/100/125/150 (+60% of AP) Slow: 10%/20%/30%/40%/50% **"Revelation" Heal: **20/40/50/60/70 (+10% of AP)(+2.5% of bonus health) per "Revelation" mark
Castus' next basic attack will blast outward from his initial target, dealing bonus magic damage and slowing all enemies affected for 2 seconds. If Castus damages an enemy with "Revelation" then he will heal himself, and nearby allies for 50% of the heal, based on the amount "Revelation" marks he consumes.
W: Divination Mana Cost: 50/55/60/65/70 mana **Cooldown: ** 8 seconds at all ranks **AoE Radius: **500 **Magic Damage: **70/110/150/190/230 (+50% of AP)(+5% of bonus health) Bonus Resistances per Champion: 5/7.5/10/12.5/15
Castus bathes himself in light, dealing magic damage to all nearby enemies and gaining bonus resistances for every enemy champion hit for 5. If Castus damages an enemy with "Revelation", they will be stunned for 1 second.
Passively, Castus pulses with holy light, dealing additional bonus magic damage every 4 seconds. Pulse Damage: 40/60/80/100/120 (+20% of AP) per 4 seconds
E: Purify Mana Cost: 60/70/80/90/100 mana **Cooldown: **12/11/10/9/8 seconds AoE Radius: 500 Magic Damage: 60/95/130/165/200 (+50% of AP)
Castus shrugs off all current cc effects and leaps into battle, dealing magic damage. Castus applies an effect called "Revelation" to all enemy champions hit, Castus' next ability on the enemy champion will gain bonus effects. DOES NOT INTERACT WITH REVELATION.
R: Transcend into the Light! Mana Cost: 100/125/150 mana Cooldown: 140/120/100 seconds **AoE Radius: **500 **Magic Damage: **50/75/100 (+50% of AP) per second Total Magic Damage: 150/225/300 (+150% of AP) Slow upon landing: 50%/60%/70%
Castus channels for .5 seconds and leaps into the sky, becoming untargetable for 3 seconds. During this time, Castus can move while he rains down holy light from the skies, dealing damage. When the effect ends, Castus crashes down to Runeterra, slowing enemies caught near him for 3 seconds, granting him full "Holy Reserve", and applying "Revelation" to all enemies he lands upon.
Overview: Castus is an extremely spell reliant bruiser. In order to remain somewhat tanky, Castus must keep using his abilities to sustain a decent amount of "Holy Light". However, being AP based, this should be an easy task for him, as cooldown reduction and mana items are easy to come by. Castus has a large amount of initiation potential with "Transcend into the Light!" and "Purify", in which he can dive enemy teams and apply "Revelation" to gain either cc, or a heal. His AoE based abilities make it easy for him to spread around damage, along with constant burn damage from "Divination", this makes him an extremely good asset for teamfights, but maybe not so much for the 1v1 side.
Castus' Q, "Judgement", is his main damage source, being on a short cooldown, Castus can spam this ability to deal damage and keep his pool of "Holy Light" up. However, the AoE damage makes this ability an extremely good front-line tool that can be used to damage enemies behind their tanks. This is especially useful since Castus will most likely be on the front-lines. The heal that Castus can gain from "Revelation" makes this a great laning tool, or perhaps a jungle tool... giving him sustain throughout the early to mid-game. During the late game, this can probably be used to get off clutch heals to save your allies, or even yourself. This ability should be maxed second.
Castus' W, "Divination", is his main tank ability. This gives him bonus resistances to strengthen his shield from "Holy Light", it also gives him a good deal of AoE damage, making it useful and rewarding to hit multiple targets. It's a pretty basic ability, but it proves to be a strong part of Castus' kit as it is only way he can set off hard cc from "Revelation". This ability should be maxed third.
Castus' E, "Purify", is his gap closer. To make this a useful ability for a bruiser, Castus can shrug off any current cc like Gangplank. Castus must use this ability to apply "Revelation" to his enemies so that he can remain useful as a bruiser. Either a heal to sustain him, or a stun to give his enemies a hard time. This ability proves to be the anchor of Castus' kit. Although, it'll probably be maxed out last.
Castus' R, "Transcend into the Light!" is his most reliable and power initiation tool. Castus should use this with caution, as it does have a channel time. But, if he can get away with it, he can use it to deal damage to the enemy team and position himself in the middle of the enemy team without taking damage. When Castus lands, he gains a full amount of "Holy Light" to give him a boost of tankiness, as well as applying "Revelation" to his enemies, most likely for a stun, so that the allied team can follow up.
Design Insight: League of Legends doesn't really have a true "paladin", unless you consider Leona and Kayle, so I've created Castus to embody the idea of a true paladin, dealing damage and being tanky. League also doesn't have many AP fighters out there, so I created Castus to fill that void. Besides, how can a paladin not deal magic damage?
Castus is going to be a rather bulky guy, probably about the same size as Garen. But he'll be clad in gold and silver armor, wielding either a sword or a hammer (maybe even a chain mace). He should embody the ideal of "Divine", in the sense that "divine" is cool and kicks butt.
Castus offers an explosive gameplay experience, causing blasts, raining down holy light, and dealing damage everywhere. I feel that as a tanky champion, gameplay often subsides to boring gameplay. So, with this in mind, I wanted to make Castus' abilities impactful and strong, so that the player will never get bored seeing their paladin blast someone to bits.