[Early Champion Concept] Chroma, The Arclight of Justice
Using that picture as a visual representation of this champion. I do not own that picture(I did not make it).
Chroma, The Arclight of Justice Tank / Mage
Passive Light of Truth and Wisdom: ????
Q - Ray of Hope / Ray of Despair Range: 1100
Ray of Hope Active: Chroma targets an area. After a 0.75 second delay, a beam shoots down slowing all enemies hit and healing any allies hit.
Slow: 35 / 40 / 45 / 50 / 55% Heal: 10 / 15 / 20 / 25 / 30% Champion’s Maximum Health (+5% per every 100 AP)
Ray of Despair Active: Chroma targets an area. After a 0.75 second delay, a beam shoots down slowing and damaging all enemies hit.
Slow: 30 / 40 / 50 / 60 / 70% Magic Damage: 60 / 100 / 140 / 180 / 220 (+50% AP)
W - Ray of Judgment / Ray of Punishment Range: 1200
Ray of Judgment
Passive: Chroma periodically generates a charge of Ray, affected by Cooldown Reduction, maximum of 3 charges.
Active: Chroma consumes one charge of Ray. After channeling for 0.5 seconds, Chroma fires a beam in a linear direction hitting all targets in line. If a target is hit multiple times by Ray of Judgment, the following effects apply.
1st Hit: Target becomes afflicted with Judgment, granting Chroma vision on them for 2 seconds. 2nd Hit: Target becomes stunned for 1 second and Judgment is applied again for an additional 1 second. 3rd Hit: Target takes 40% more Magic Damage.
Magic Damage On-Hit: 30 / 60 / 90 / 120 (+25% AP)
Maximum Magic Damage: 90 / 180 / 270 / 360 (+75% AP)
Ray of Punishment
Passive: Chroma periodically generates a charge of Ray, affected by Cooldown Reduction, maximum of 3 charges.
Active: Chroma consumes one charge of Ray. After channeling for 0.5 seconds, Chroma fires a beam in a linear direction hitting all targets in line. If a target is hit multiple times by Ray of Judgment, the following effects apply.
1st Hit: Target loses 15% Magic Resistance for 2 seconds. 2nd Hit: Target becomes slowed by 75% for 2 seconds. 3rd Hit: Target becomes stunned for 2 seconds and takes true damage instead of Magic Damage.
Magic Damage On-Hit: 30 / 60 / 90 / 120 (+25% AP)
Maximum Magic Damage: 60 / 120 / 180 / 240 (+50% AP)
True Damage: 30 / 60 / 90 / 120 (+25% AP)
E - Gate of Light / Gate of Darkness Range: 750 Width: 1000
Gate of Light
Passive: Chroma periodically generates a Gate of Light, affected by Cooldown Reduction, maximum of 2.
Active: Chroma places an inactive wall. When two Gates of Light are within 2000 units of each other, they become active. Any champion that walks in the direction of either of the two walls gains movement speed.
Movement Speed: 25 / 30 / 35 / 45 / 50%
Gate of Darkness
Passive: Chroma periodically generates a Gate of Darkness, affected by Cooldown Reduction, maximum of 2.
Active: Chroma places an inactive wall. When two Gates of Darkness are within 1000 units of each other, they become active. Any champion that walks into one wall loses all vision and shared vision and emerges at the other wall.
R - Wisdom / Truth (Toggle)
Wisdom
Passive: Chroma gains bonus Armor and Magic Resistance equal to Chroma’s Level x 5.6. Chroma gains bonus Health equal to Chroma’s Level x 27.8.
Truth
Active: Chroma splits into two parts. The main body stays in place as a turret, granting Chroma vision and attacking any enemy within attack range.
Turret Stats Vision Range: 2000 Health: Chroma’s Health at time of Cast Attack Range: 775 Attack Damage: 100% Chroma’s AP at time of Cast. Attack Speed: 0.83 Armor: Chroma’s Armor at time of Cast. Magic Resist: Chroma’s Magic Resist at time of Cast.
Chroma in Truth Form Passive: Chroma gains 15 movement speed (+10 movement speed per ability rank) and avoids unit collision.
Notes:
1 - This champion behaves similar to Azir and Heimerdinger. Its ultimate is not a transformation, but rather a seperation. When Chroma seperates from its body, Chroma no longer gains the bonuses of Wisdom.
2 - Chroma can only toggle back to Wisdom when it is within 400 units of its turret body. If its body is destroyed while Chroma is still alive, Chroma will not be able to regenerate its body back until it either revives or visits the spawn fountain.
3- Charges of Ray are shared by both Ray of Judgment and Ray of Punishment. This is to avoid exploiting 6 charges preventing Chroma from just melting champions away.
4 - Gates are timed. Similar to Rek'Sai's tunnels and Teemo's mushrooms. After a period of time, the gates die.
My thoughts on the creation of this champion and its mechanics:
This champion is sort of like a sentry when it is split into two parts. The main body will act as a tough turret, attacking any enemies within range, granting Chroma extended vision. Chroma loses its tanky-ness when split from its body and becomes a very mobile burst mage.
I envision this champion as a very aggressive mid laner or support, roaming whenever possible. In its tank state or Wisdom form, it is able to assist teams with Ray of Hope and Gate of Light while being able to dish out damage with Ray of Judgement.