Champion Concept: Denma - The Runic Ritualist
Here you go Nasu...I figured it out...
Lore: An apprentice to Ryze in his earlier days, Denma quickly learned the true dangers of the world, and more importantly of the World Runes. When his master was betrayed by Brand, who was corrupted by their power, Denma was cast out by Ryze, who believed the task of collecting and protecting the world runes a task only he could handle without being corrupted by their power. Denma did not give up. He found a World rune without the help of his former master in a strange land called Ozhirim, and decided the only way to keep it safe was to remain there as its protector. His ritual magic now guards the World Rune, and he resides in this strange land awaiting its discovery by his master...and his master's lost trust.
Role: Zone Based Caster Mage/Support
Base Stats:
HP: 495(+77) HP5: 7.0 (+.7) MP: 395(+60) MP5: 6.2(+.58) AD: 59(+5.6) AS: .46(+.03) AR: 30(+3.2) MR: 33(+1.2) MS: 345 RN: 435
Passive: Ritual Runes - Denma's abilities all require a 1.5s uninterrupted channel to charge his rune and become castable. Denma can only charge one spell at a time normally, and normally, attempting to charge another spell while one is already charged will refund half its mana cost and reset its charged status. Charged runes also grant small benefits to Denma until used. [Spell Scroll] Once every 150/120/90s (upgrades at lv 7/13 and reduced by 1/2 current CDR for a max of 22.5% with 45% CDR, or 20% normally with 40% CDR) Denma can transfer his charged spell (excluding his ultimate) into a scroll to use at a later time. Charged abilities will be encircled by a gold animation sprite, while abilities stored in a scroll will be encircled by a red animation sprite. You can dedicate a stored spell by holding the charged spell's key binding down, or by "activating" your passive then selecting your ability, or by attempting to charge a new spell while already having a charged one while this passive is active. (this will put your currently charged one as the one stored) Cooldown doesn't begin until after the stored spell is used, and Denma does not gain the passive benefits of stored spells.
Q: Quake Rune - while charged, Denma gains 5(+1/100AP) armor. When used, Denma triggers an earthquake in a large area for 5s, slowing enemies in the area by 30/35/40/45/50% and dealing damage over the duration. Damage: 25/50/75/100/125(+20%AP) over 5s {Total 125/250/375/500/625(+120%AP)} Cooldown: 24/22/20/18/16s (after charge expended) || Mana: 75/85/95/105/115
W: Invigoration Rune - while charged, Denma gains 25/50/75/100/125% HP Regen. When used, Denma heals an ally by a percentage of their max HP over 3s. That ally also exudes radiant energy in a 200 unit radius around them for the duration, healing allies nearby for half of their benefit. (Using this on a tank is best, as the healing scales with the initial target's hp, even for the allies within the radius.) Healing: 5/8/12/16/20% target's max hp (+15%AP) over 3s / Half to allies within 200 units of primary target) Cooldown: 20/18/16/14/12s || Mana: 55/65/75/85/95
E: Teleportation Rune - while charged, Denma gains 15% movespeed. When used, Denma creates a 200 unit diameter rift at a target location that lasts for 3.5s. Allies that walk into the rift are untargetable for .25s, and are then teleported 425/475/525/575/625 units in the direction they were traveling upon passing into the rift. Enemies are similarly made untargetable for .25s, but are transported 200/250/300/350/400 units in the OPPOSITE direction they were traveling upon making contact with the rift. (This applies to and cancels dashes, as they're still passing into the rift, and will affect blinks/flashes that enter the rift as if the target dashed in the direction of the target's initial position when they blinked/flashed. For example, an ally Caitlyn who nets into the rift would be transported further backwards, securing her escape. The enemy Rengod that leaped into the rift after her would be sent back to the bush from whence he came, and the enemy Ezreal who shifted into it would be sent pretty much back where he came from too.) Cooldown: 15/13/11/9/7s || Mana: 50 all ranks
R: Flash Cast / Annihilation Rune - while charged, Denma can use any of his other basic abilities (this will take priority over stored spells) to cast them immediately, but in an altered state. I'll cover these in a moment. Using Flash Cast consumes this spell's charge and places it on 1/2 its normal cooldown. When used, Denma releases some of the stored power of the World Rune he's protecting, becoming immobilized and immune to cc (though not untargetable) for 1.5s as he gathers pure elemental destruction, after which he crashes to the ground and lets loose a destructive wave in a 750 unit radius (1500 unit diameter...enough to reach both river bushes if standing in the middle of mid lane) that deals massive damage, scaling down the farther enemies are from Denma. Damage: 450/600/750(+85%AP) in center, scaled down to 50% at edge. Cooldown: 200/170/140s (Flast Cast refunds 50%CD) || Mana 125/150/175 (Flash Cast will refund 25/50/75 mana)
[Flash Casting}; Denma's Flash Casted spells are fundamentally the same, but altered greatly by being quickly casted.
Flash Quake - Denma deals damage after a .5s delay all at once, to enemies in a much smaller area, and slows enemies affected by 50% for 1/1.5/2s Damage: 75/105/135/165/195(+75%AP) || Cooldown: N/A || Mana: N/A
Flash Invigoration - Denma heals his target for 75% of his usual healing, but does so immediately. He also loses the zone heal. Healing: 3.4/6/9/12/15% targetmaxHP(+15%AP) immediately. Cooldown: N/A || Mana: N/A
Flash Teleportation - Denma creates an unstable rift in a 350 unit diameter at a target area that explodes after 1s, transporting all nearby entities 400/500/600 units away from the epicenter of the explosion. Cooldown: N/A || Mana: N/A
Mana cost N/A because it's paid for by charging the ultimate. Cooldown N/A because the ult takes the cooldown. Normal spells/stored spells are still available immediately after cast.
EDIT: A few notes to add here: I've decided since this guy's going to be hard af to use anyway, that he can move while charging, slowing himself by 15% while doing so and only being interrupted by crowd control effects (and silences).
Updates:
- Buffed lv1 base hp to 495 from 475 (left HPPL alone)
- Buffed Base AD to 59 from 52 (left ADPL alone)
- grammatical corrections
- Lowered charge timer to 1.5s from 2s.
- Updated Lore
Thinking this should be enough to make him at least plausibly workable without ruining the concept of a "chess master" sort of champion who relies more on planning and large-area spells than the chaotic spambotting of his old teacher. If I cant get this to work as a ranged champion, my next thought is to buff his base ad and defensive stats, and just make him a melee. If you all think that'd make this work better, feel free to say so.