New Champion Concept (Ranged AP, split damage, disabling, team fight)
Hey guys! I've been playing both League and Dota for a while and I've come to appreciate many good and bad parts of both games. This is my first time creating a champion concept (or posting on the forum in general), so any feedback will be greatly appreciated. I haven't really thought out any lore / name/ base stats (like auto speed, base ms, armor, etc) but hopefully my passive QWER shows enough synergy and viability. And obviously, the numbers for cooldowns, manacosts, damage, etc. can be changed.
Mage ( range, split damage, teamfighting, disabling)
Passive: With each nearby ally (within 800 range), his ability and auto ranges are increased by 50 (up to 200) and CDR by 2/2.5/3% (up to 8/10/12%)
Q: 20/25/30/35/40 mana, 7/6.5/6/5.5/5 CD
Skillshot, 500 range, missile-style (imagine jinx W, but without wind up time, and slower particle speed). Deals 15/25/35/45/55 + (0.2 AP) Magic damage, slowing movement speed by 10/12.5/15/17.5/20% and decreasing hp regen effects by 10/12.5/15/17.5/20% for 3 seconds. Non-stackable. Does damage to all enemies hit, damage and effects are diminished by 10% for each previous enemy hit.
W:
Passive: Auto attacks from this guy decrease enemy’s MR and armor by 2/2.5/3/3.5/4. Lasts 8 seconds. Stacks 3 times.
Active: 100 mana, 45/42/39/36/33 CD
Marks an area on the ground with a diameter of 800 units, lasts for 15 seconds. Allies on this ground gain 5/10/15/20/25 armor and mr. As long as (mage) is on this ground, whenever (mage) casts a spell, he heals nearby teammates within 400 units for 20/35/50/65/80 (+ 50% of spell's mana cost).
E: 80 mana, 25/24/23/22/21 CD.
Summons an arcane golem at the targeted area within 500 range, taunting for 0.25/0.5/0.75/1/1.25 seconds upon summon. It takes 2/2/3/3/4 auto-attacks or spells to kill (from any source), does 40/40/55/70/70 magic damage on autos (melee), reflects 7.5/7.5/10/12.5/12.5% of the damage it takes on attackers, movement speed 290/310/330/350/370, attack speed 0.85/0.95/1.05/1.15/1.25, and lasts for 10 seconds.
R: 75/150/225 Mana, 80/70/60 CD
700 casting range. Targeted on enemy champion, marking their position on the ground. If they move outside 350 range of this mark before 3 seconds are up, they will take 300/400/500 (+0.4 AP) damage and have their buffs suppressed for 1/1.5/2 seconds. Damage comes before suppression.
Notes on suppressing buffs: it means that the buffs will “re-activate” with their remaining time on the champion after suppression ends. So, a tryndamere that used his ult would be vulnerable to death for 0.75 seconds from a level 1 R from this guy, but if you don't kill him then, his invulnerability resumes for the full duration (what's left of 5 seconds). A nasus would lose his ult for 0.75 seconds, then come back ulted right after. However, this would not stop wukong from spinning, as that isn’t a buff: rather, it’s a channeled skill -- the movement speed buff that he receives from the ult will however, be suppressed for 0.75 seconds.
What do you think?