[Champion Concept] Erelim, the Radiant Guide

JeansStrikerPhD·4/19/2015, 2:00:46 PM·2 votes·1,168 views

Erelim, the Radiant Guide

Support champion that emphasizes vision and tracking enemy movement.

Average sized male human, but older looking. Has large thick grey horseshoe mustache and has grey combed back hair. Eyes are pure white, but dont glow. Voice is deep and rich, but gentle and fatherly. Nose is long and slightly hooked at the end. Skin is pale in complexion and face shows signs of aging. Wears a long white robe that goes down to his ankles. Robe has red trim at the end of the sleeves and robe, with golden trim at the collar. Underneath robe, he wears a pair of black pants and feet have simple black leather sandals. Has a red stole with golden borders on his shoulders. Ends of stole have blue flames that dont actually burn the stole. Has brass bracelets on both wrists with golden rings on both his middle fingers. On his back appear to be 3 pairs of wing of blue fire in the shape of dove wings with a white orb acting as the joint bend of each wing. In his left hand, he carries a 3ft tall thin candle that is lit. Candle is white in color with red, gold, and blue runic markings scattered about.

Alternate Skin Ideas: Groovy Erelim (Candle becomes a lava Lamp); Candy Man Erelim (Candle becomes a candy cane looking thing or a lollipop)

Passive: Watchful Presence

Blessed Vision: Wards placed by Erelim have 20/25/30/35% extra vision range.

Shining Strikes: Whenever Erelim damages an enemy champion with a basic attack or an ability, the target grants vision for 2/3/4/5 seconds, even if they enter stealth.

Q: Beacon of Hope Range: 500 CD: 30 seconds Cost: 80 Active: Places an orb of light on a target location. Orb grants vision in a 225-unit radius (not affected by passive) around it. Enemy champions who come within 150 units of the orb detonate it, dealing magic damage to the target and stunning them for 0.5 second. Orbs last 3 minutes or until destroyed. Limit 3 orbs.

Magic Damage: 60/90/120/150/180(+40% AP)

W: Sacred Flame Range: 900 CD: 14/13/12/11/10 Cost: 60/70/80/90/100 Erelim launches a bolt of fire from his candle, damaging and blinding the first enemy struck.

Magic Damage: 80/110/140/170/200(+65% AP) Blind Duration: 1.5/1.75/2.0/2.25/2.50 sec

E: Cascade of Light Range: 1200 CD: 15 Cost: 50/55/60/65/70 Erelim showers a target 350-unit wide area with light, granting vision on the area for 5 seconds and slowing any enemies that cross it. The slow lasts for 1 second after leaving the AoE

Slow: 20/25/30/35/40%

R: Omniscient Range: Global CD: 150/120/90 Cost: 100 Active: Erelim reduces the sight radius of all enemy champions and removes their shared vision for 4 seconds; this includes champions, minions, wards, towers, and Clairvoyance.

While active, Erelim and his allies can see the entire map, including invisible wards and objects, which are disabled for the duration. Stealthed Champions are also revealed. At the end of the duration, Erelim and all nearby allied champions gain a shield that blocks incoming damage for 5 seconds.

Shield Range: 700/900/1100 units Shield Strength: 150/275/400(+75% AP)

14 Comments

ChaosThief4/19/2015, 4:52:59 PM1 votes

Suggestions: Bump up the vision range and detonation range of the Q. 150 range is the range some melee attackers have, and 75 range is so small you have to be standing almost next to it for detonation. The base damage also seems to be a bit high considering the effect. I would bump up the ratio of his W to 60% AP or 70% AP, as this would reward hitting the target. Finally, the ult's cooldown could be reduced at lower ranks. For example, 150/125/100, or even 150/120/90 as late game there is an incentive to save this ultimate for when allies are close. Also, give that ult shield a bump up in ratio as well.

These are my personal suggestions, but a good concept nonetheless. Well done good sir! (ma'am?) ######I am not an excellent designer, so if you feel too strongly about any of these changes you may ignore it.

XShadowAlkX4/19/2015, 9:37:23 PM1 votes

Entire map vision for 4 seconds seem a little op to me... Maybe like they can see over walls and have true vision and 50% increased sight range and can see into brush.

ThatAquariusGuy4/25/2015, 7:11:11 PM1 votes

I really really like this concept, even the ult is cool because 4 seconds of vision isnt too op but can let a team plan future steps which is good. And by the way i love the detailed description of the character himself, if i was good at making people i would have loved to make some art for him :D

JeansStrikerPhD12/28/2015, 9:22:05 PM1 votes

Bump